Fallout 3 weapons

This page constitutes a comprehensive reference to attributes of a vast majority of Fallout 3 weaponry. All values are accurate with a predominate ±1 margin of error unless otherwise defined with an approximation (≈) prefix. All values reflect weapon durability of 100% CND (condition), and its user has capped all appropriate weapon SPECIAL category modifiers (10 Str for melee). Details on such value controls are provided underneath each table for review.

Unarmed

 * (†This is the item code given in the G.E.C.K.)

Melee Weapons

 * ( Damage calculated under Pyromaniac perk (1 Rank). ).

Submachine Guns

 * (Damage is calculated per 4 rnd burst).

Assault Rifles

 * (Damage is calculated per 6 rnd burst), (All assault rifles fire in 3-round bursts in VATS.).

Big Guns

 * ( Damage calculated under Pyromaniac perk (1 Rank). ), (¹ Damage is unaffected by Pyromaniac perk.), (Minigun DAM calculated from 8 rnd burst), (Flamer DAM calculated from 3 rnd burst), (Gatling DAM calculated from 8 rnd burst)

Energy Pistols

 * ( Damage calculated under Pyromaniac perk (1 Rank). .), (Energy Pistols can be affected by Gunslinger.)

Energy Rifles

 * (Energy Rifles are affected by Commando perk.)

Other Energy Weapons

 * (The Cryolator is not listed, it was removed from the final version of the game.)

Explosives

 * († Damage is unaffected by Demolition Expert perk.), ( Damage listed under influence by Demolition Expert (3 Ranks). )

Custom Built Weapons

 * (¹ Damage is unaffected by Demolition Expert perk.), ( Schematic CODE. ), (The Cryolator was also a custom-built weapon removed from the game.)

DLC-only weapons
These weapons will appear in the upcoming Fallout 3 downloadable content.

Cheat-only weapons

 * These weapons are only available through console commands.