Energy Weapons

Energy Weapons is a Fallout, Fallout 2, Fallout 3, Fallout Tactics and Fallout: New Vegas skill.

It determines your combat effectiveness with laser, plasma, Tesla, alien, and in New Vegas, flame and hologram technology.

Fallout, Fallout 2 and Fallout Tactics

 * $$\text{Initial Level}=10\%+(1\%\times\text{Agility})$$

Example: A starting Agility of 5.


 * $$10\%+(1\%\times5)=15\%$$

Energy weapons, depending on the character, are the most versatile and powerful weapons in the Fallout universe. Unfortunately, they're also rare, hard to get and/or expensive. Ammo is rare and pricey so usually an Enclave or super mutant patrol needs to be sacrificed to feed your hungry gun. However, a character wielding a laser Gatling gun, alien blaster or other energy weapons whilst encased in power armor is all but undefeatable. If you can survive the early game until you can get an energy weapon, a PC can use these weapons to great advantage.

Tactics
Energy weapons almost always must be tagged to be effective. There are practically no books or other easy ways to raise Energy Weapons in Fallout (In Fallout 2 there's the elusive Cat's Paw Issue No.5). So a good combination is Energy Weapons, Small Guns and a non-combat skill. With this configuration, the PC can defend themselves until an energy weapon is found (try the Glow or Sierra Army Depot). Remember, like all weapons, energy guns come useful and useless so find one that suits you and stick to it. Remember, a character doesn't have to aim energy weapons as they are devastating even prior to a critical hit. To really make a fight one-sided, take perks such as sharpshooter and more criticals to really start the plasma flying.

Fallout 2 and Energy weapons
In Fallout 2, energy weapons are mostly regarded as least efficient. This stays true unless PC follows energy build. For example: Be sure to pick Better Criticals and Sniper perks and you are ready to handle energy weaponry efficiently. Note, that without high Luck and Sniper perk for receiving very high chance of dealing critical damage, laser weaponry is rendered nearly useless due to high DR/AC of metal armors.
 * tag Energy Weapons, Speech and Gambling (consider Fast Shot trait, if you plan using gatling laser), have at least 7 Luck (to upgrade +2 LK in NCR plus +1 card later),
 * head to SF to pick up Navarro quest, head to Navarro, pass speech check, get Advanced Power Armor, Vertibird Plans and loot containers,
 * head back to SF and give Vertibird Plans to Brotherhood. You will level up multiple times and be able to use YK42B rifle efficiently, but put more points in Gambling skill instead.
 * now head to New Reno and gamble huge amount of money from dice table(due to gambling 120%+ and high Luck) to purchase Microfusion Cells for YK42B rifle for the rest of the game.

Fallout's energy weapons
See Fallout weapons.

Fallout 2's energy weapons
See Fallout 2 weapons.

Ways to increase Energy Weapons in Fallout 2

 * Join Family Salvatore in New Reno. Mason, one of Salvatore's men, can teach you how to use the lightbringers. Inceases Energy Weapons by 5%.
 * Get the Cat's Paw Issue No.5 from Miss Kitty in New Reno. Increases Energy Weapons by 10%.

Fallout 3

 * $$\text{Initial level}=2+(2\times\text{Perception})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Perception of 5 and Luck of 5.


 * $$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$$

Energy Weapons have become more commonplace by Fallout 3, with the smaller Laser Pistol available early on at the Super Duper Mart. Making friends with the Brotherhood of Steel and making scrap out of Protectrons should net you some ammo. Although energy weapons are more commonly seen in Fallout 3, they are also much less powerful in comparison to conventional weaponry. A conventional Assault Rifle is more than capable of going toe-to-toe with a Laser Rifle in terms of damage, and can hold its own even against the more powerful Plasma Rifle. However, Energy Weapons are for the most part, more accurate, more durable, and have higher criticals, and the Alien Blaster is still the pinnacle of Energy Weapons everywhere, outclassing almost every other weapon in the game, although its ammo is rare.

The amount of exceptional and unusual Energy Weapons such as the Alien Blaster, Firelance, and Mesmetron seem to make up for the fact that there are no homemade weapons or schematics for the Energy Weapons enthusiast while there is one or more for every other weapon skill.

If you do not wish to use Energy Weapons, they can be turned in to Protector Casdin (see: The Outcast Collection Agent) at Fort Independence, south of Megaton, and adjacent to Fairfax Ruins. In return, you get your choice of 5.56mm Rounds, Frag Grenades, Rad Away, or Stimpaks.

An interesting quality about energy weapons in Fallout 3 is that getting a critical hit on an enemy with a laser weapon (the Gatling laser works too) and the enemy dies from it (it doesn't matter if the enemy is a robot or not), then your target will disintegrate into a pile of ashes. If you do the same with a plasma weapon (including plasma grenades), then your opponent will turn into a goo pile. Neither one affects what the enemy drops, though they can no longer be cannibalized afterwards.

Energy Weapons-based Perks
Perks that improve V.A.T.S. accuracy:
 * Gunslinger improves V.A.T.S. accuracy for pistols (or similar one-handed weapons).
 * Commando improves V.A.T.S. accuracy for rifles (or similar two-handed weapons).
 * Sniper improves V.A.T.S. accuracy when targeting the head.
 * Wired Reflexes improves V.A.T.S. accuracy for all weapons by 10%.
 * Concentrated Fire increases VATS accuracy against a body part by +5% each time it is targeted.

Perks that improve damage:
 * Black Widow improves damage by 10% vs. male humans/ghouls.
 * Lady Killer improves damage by 10% vs. female humans/ghouls.
 * Entomologist improves damage by 50% vs. insects.
 * Robotics Expert improves damage by 25% vs. robots.
 * Bloody Mess improves damage by 5% against all targets.
 * Finesse increases the chance of getting a critical hit by 5%.
 * Better Criticals increases the damage of critical hits by 50%.
 * Survival Expert increases the chance of a critical hit by 1, 2 or 3%.
 * Ghoul Ecology improves damage by +5 against ghouls (bugged and effects all targets).
 * Superior Defender improves damage by +5 when standing still.

Consumables that improve damage:
 * Yao Guai meat improves damage by 10%.
 * Psycho improves damage by 25%.

Ways to increase Energy Weapons

 * Bobblehead - Energy Weapons (permanent +10)
 * Nikola Tesla and You (permanent +1, or +2 with Comprehension)
 * Cyborg (permanent +10)
 * Tag! (permanent +15)
 * Armored Vault Suit (temporary +5)
 * Tesla armor (temporary +10)
 * Colonel Autumn's uniform (temporary +5)
 * Enclave Officer uniform (temporary +5)
 * Enclave Officer hat (temporary +5)
 * Mentats (temporary +2-10 depending on perception, a perfect perception of 10 will see no benefit)
 * Metal master armor (temporary +10, requires The Pitt)

Fallout 3 Energy Weapons
See Fallout 3 weapons.

Fallout: New Vegas

 * $$\text{Initial level}=2+(2\times\text{Perception})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Perception of 5 and Luck of 5.


 * $$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$$

Energy weapons are even more abundant in New Vegas than they are in Fallout 3, with plasma weapons being obtainable earlier in the game, and finding a Laser Pistol in the starting location. The downside of this new found abundance is that energy weapons degrade quickly and can consume an entire clip of ammunition in just a few seconds. A few of the energy weapons from Fallout 3 have also been 'nerfed'; as the plasma rifle's damage has been lowered from 45 to 32 and the rate of fire is slowed. As of Patch 1.02 some of the weapons have received damage boosts or lessened ammo consumption.

It is also worth noting that as of Patch 1.02 energy weapon ammo now lowers DT, with normal ammo lowering it by 2 and max charge shots lowering it by 10.

The field where energy weapons really shine is in critical hits; with the right character build, an energy weapons enthusiast can kill any creature with a well-placed critical hit.

Energy Weapons-based Perks

 * Perks that improve V.A.T.S. accuracy -
 * Gunslinger improves VATS accuracy for pistols (or similar one-handed weapons).
 * Commando improves VATS accuracy for rifles (or similar two-handed weapons).
 * Sniper improves VATS accuracy when targeting the head.
 * Concentrated Fire increases VATS accuracy against a body part by +5% each time it is targeted.
 * Hobbler (Dead Money) increases VATS accuracy when targeting the legs specifically.


 * Perks, traits and chems that improve accuracy -
 * Run 'n Gun improves accuracy while moving.
 * Trigger Discipline reduces the spread of weapons, most effective with rapid fire weapons.
 * Steady reduces the spread of weapons even further, moving or standing still.


 * Perks that improve damage -
 * Black Widow/Lady Killer improves damage by 10% vs. opposite sex humans/non-feral ghouls.
 * Cherchez La Femme/Confirmed Bachelor improves damage by 10% vs. same sex.
 * Hunter improves critical hit damage by 75% vs. animals.
 * The Professional improves sneak attack damage on some weapons by 20%.
 * Pyromaniac will increase the fire damage from the newly reclassified Flamer, Incinerator and Heavy Incinerator by 50%.
 * Entomologist improves damage by 50% vs. insects.
 * Robotics Expert improves damage by 25% vs. robots.
 * Living Anatomy improves damage against humans and non-feral ghouls by 5%.
 * Bloody Mess improves damage by 5% against all targets.
 * Finesse increases the chance of getting a critical hit by 5%.
 * Better Criticals increases the damage of critical hits by 50%.
 * Center of Mass improves VATS damage by 15% when targeting the torso.
 * Laser Commander improves damage with lasers by 15% and critical hit chance by 10%.
 * Light Touch (Dead Money) increases the critical hit chance by 5% when wearing light armor.


 * Challenge perks that improve damage -
 * Lord Death improves damage by 1/2/3% against all targets.
 * Abominable improves damage by 3/6/10% vs. abominations.
 * Bug Stomper improves damage by 3/6/10% vs. arthropods.
 * Animal Control improves damage by 3/6/10% vs. animals.
 * Machine Head improves damage by 3/6/10% vs. all robots or automated turrets.
 * Mutant Massacrer improves damage by 3/6/10% vs. all Super Mutants.
 * Set Lasers for Fun improves critical hit chance for lasers by 2/4%.


 * Companion perks that improve damage -
 * Stealth Girl improves Stealth Boy duration by 200% and increases sneak attack damage by 10%.


 * Consumables that improve damage:
 * Psycho improves damage by 25%, doesn't stack with other chems.
 * Slasher improves damage by 25%, doesn't stack with other chems.
 * True Police Stories improves critical hit chance by +5% or 10% with Comprehension.

Ways to increase Energy Weapons

 * Nikola Tesla and You (permanent +3 or 4 with Comprehension)
 * Tag! (permanent +15)
 * Future Weapons Today (temporary +10 or 20 with Comprehension)
 * Remnants Tesla armor (temporary +10)
 * Gannon family Tesla armor (temporary +10)
 * Absinthe (temporary +6 (100 Survival), Perception 10 will see no benefit 8-9 will see reduced benefit)
 * Enclave Officer uniform (temporary +10)
 * The benefit of this outfit is questionable at best, since it's only available for the final battle.

Fallout: New Vegas Energy weapons, mods and weapon critical hit chances

 * Fallout: New Vegas weapons
 * Fallout: New Vegas weapon mods
 * Critical chance

Notable Energy Weapons experts

 * Arcade Gannon, Follower of the Apocalypse and possible companion of the Courier.
 * Christine Royce, former knight of the Brotherhood of Steel and a companion of the Courier.
 * Cross, star paladin of the Capital Wasteland Brotherhood of Steel and possible companion of the Lone Wanderer.
 * Father Elijah, former Elder of the Mojave Wasteland chapter of the Brotherhood of Steel.
 * Fawkes, an intelligent Vault 87 super mutant and possible companion of the Lone Wanderer.
 * Frank Horrigan, secret service agent of Enclave and president bodyguard.
 * Jean-Baptiste Cutting, the second-in-command of the Mojave branch of the Van Graff crime syndicate.
 * Lieutenant, high commander of the Mutant Army and right hand of the Master.
 * Lucky Harith, a traveling merchant in the Capital Wasteland who specializes in all sorts of weapons.
 * Mason, right-hand of Louis Salvatore.

Broń energetyczna Энергетическое оружие