Fallout 3 weapons

This is a list of known Fallout 3 weapons. Note that the list is not complete yet.

Note that the amount of damage done by the weapon depends on the character's skill and on the weapon's condition, and the weapons shown in screenshots and gameplay videos were in various condition and wielded by different characters, so the default values may vary from the ones given below.

Melee Weapons

 * Damage based on 100% condition, Melee Weapons capped at 100, and Strength capped at 10.
 * ≈ Approximate value.
 * † Increased attack speed.
 * ¹ Instantly kills Mole Rates.
 * ² Damages limbs at a slightly greater value.
 * ³ Damages limbs by an additional 50%.
 * ‡ Damage can be affected by Pyromaniac perk.

Unarmed

 * Damage based on 100% condition and Unarmed capped at 100.
 * ≈ Approximate value.
 * † Affects functioning robots and turrets only.
 * ‡ Immune to armor resistance.

Small Guns

 * Small Guns include:
 * Pistol
 * Submachine Gun
 * Assault Rifle
 * Precision Rifle
 * Shotgun

Pistol

 * Damage based on 100% condition and Small Guns capped at 100.
 * ≈ Approximate value.

Submachine Gun

 * Damage based on 100% condition and Small Guns capped at 100.
 * ≈ Approximate value.
 * Submachine Guns can be affected by Gunslinger perk.

Assault Rifle

 * Damage based on 100% condition and Small Guns capped at 100.
 * ≈ Approximate value.

Precision Rifle

 * Damage based on 100% condition and Small Guns capped at 100.
 * ≈ Approximate value.
 * † Damage coupled with greater critical chance.
 * ‡ Damage coupled with enemy knock-down upon critical strike.

Shotgun

 * Damage based on 100% condition and Small Guns capped at 100.
 * ≈ Approximate value.
 * Two-Handed Shotguns can be affected by Commando perk.
 * One-Handed Shotguns can be affected by Gunslinger perk.
 * Shotguns can be affected by Sniper perk.

Machine Gun

 * Damage based on 100% condition and Big Guns capped at 100.
 * ≈ Approximate value.
 * † Damage based on weight of Junk.
 * ‡ Clip size equal to quantity of chosen Junk.
 * ¹ Damage is unaffected by Pyromaniac perk.

Ordinance

 * Damage based on 100% condition and Big Guns capped at 100.
 * ≈ Approximate value.
 * Ordinance weapons do Area-of-Effect damage.

Pistol

 * Damage based on 100% condition and Energy Weapons capped at 100.
 * ≈ Approximate value.
 * † Damage can be affected by Pyromaniac perk.
 * Energy Pistols can be affected by Gunslinger perk.

Rifle

 * Damage based on 100% condition and Energy Weapons capped at 100.
 * ≈ Approximate value.
 * Energy Rifles (and wifles :-) are affected by Commando

Other

 * ≈ Approximate value.
 * Another energy weapon called Cryolator was removed from the final version of the game.

Explosives

 * Damage based on 100% condition and Explosives capped at 100.
 * ≈ Approximate value.
 * † Damage affects only functioning robots and turrets.
 * ¹ Damage is unaffected by Demolition Expert perk.

Custom Built Weapons

 * Damage based on 100% condition, Skill category capped at 100, and S.P.E.C.I.A.L category capped at 100.
 * ≈ Approximate value.
 * † Damage based on weight of chosen Junk as ammunition.
 * * Damage only affects right and left legs of target only.
 * ¹ Damage is unaffected by Demolition Expert perk.
 * These are weapons are made from various components by the use of Schematics.
 * Obtaining a single schematic yields an initial product condition equal to 50% of user's Repair skill.‡
 * Obtaining a second schematic yields an initial product condition equal to 100% of user's Repair skill.‡
 * Obtaining a third schematic yields an initial product condition equal to 120% of user's Repair skill.‡
 * ‡ Does not include Bottlecap Mine and Nuka Grenade.
 * Additional Schematics for Bottlecap Mine and Nuka Grenade increases produced quantity by one to maximum of three.
 * The Cryolator was also a custom-built weapon but was removed from the final version of the game.
 * Schematic CODE.