Energy Weapons

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

It determines your combat effectiveness with any weapon that uses as ammunition:
 * Alien power cells
 * Alien power module
 * ARCHIMEDES II charge
 * Electron charge pack
 * Mesmetron power cells
 * Microfusion breeder
 * Microfusion cells
 * Small energy cells
 * Sunlight

In Fallout: New Vegas, also the weapons using flamer fuel.

Fallout, Fallout 2 and Fallout Tactics

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

Example: A starting Agility of 5.
 * $$10\%+(1\%\times5)=15\%$$

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, Fallout 2 and Fallout Tactics Energy Weapons
See Fallout weapons. See Fallout 2 weapons. See Fallout Tactics weapons.

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-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 V.A.T.S. 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 jumpsuit (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-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.
 * Concentrated Fire increases V.A.T.S. accuracy against a body part by +5% each time it is targeted.
 * Hobbler (Dead Money) increases V.A.T.S. 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 V.A.T.S. 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 with 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

 * Energy Weapons
 * Energy Weapon mods
 * Critical Chance

Fallout

 * Lieutenant, high commander of the Mutant Army and right hand of the Master.
 * Vincent, guardian of LA Vault's scientists and in charge of psykers in LA Vault.

Fallout 2

 * Frank Horrigan, secret service agent of the Enclave and president bodyguard.
 * Mason, right-hand of Louis Salvatore.

Fallout 3

 * Fawkes, an intelligent Vault 87 super mutant and possible companion of the Lone Wanderer.
 * Cross, a Star Paladin of the Brotherhood of Steel and possible companion of the Lone Wanderer.

Fallout: New Vegas

 * Arcade Gannon, Follower of the Apocalypse and possible companion of the Courier.
 * Christine Royce, former scribe of the Brotherhood of Steel and a companion of the Courier (Dead Money add-on).
 * Father Elijah, former Elder of the Mojave Chapter of the Brotherhood of Steel (Dead Money add-on).
 * Jean-Baptiste Cutting, second-in-command of the Mojave branch of the Van Graffs.
 * Veronica Santangelo, active Brotherhood of Steel member and possible companion of the Courier.

Gallery
Broń energetyczna Энергетическое оружие