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 that weapon is of 100% condition, and its user has capped all appropriate weapon category modifiers. Details on such value controls are provided underneath each table for review.

Unarmed

 * (All data based on 100% condition and 100 Unarmed skill), (≈ Approximate value.), (†This is the item code given in the G.E.C.K.)

Melee Weapons

 * (100% CND, 100 Melee Weapons Skill, and 10 Str.), (≈ Approximate value.), ( Damage calculated under Pyromaniac perk (1 Rank). ).

Pistols

 * (Damage based on 100% CND and Small Guns capped at 100.), (≈ Approximate value.).

Others

 * (Damage based on 100% CND and Small Guns capped at 100.), (≈ Approximate value.).

Submachine Guns

 * (Damage based on 100% CND and Small Guns capped at 100.), (≈ Approximate value.), (Damage is calculated per 4 rnd burst).

Assault Rifles

 * (Damage based on 100% CND and Small Guns capped at 100.), (≈ Approximate value.), (Damage is calculated per 6 rnd burst), (All assault rifles fire in 3-round bursts in VATS.).

Rifles

 * (Damage based on 100% CND and Small Guns capped at 100.), (≈ Approximate value.).

Shotguns

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

Big Guns

 * (Damage based on 100% CND, 100 Big Guns skill.), (≈ Approximate value.), ( 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)

Pistols

 * Damage based on 100% condition and Energy Weapons capped at 100.
 * ≈ Approximate value.
 *  Damage calculated under Pyromaniac perk (1 Rank). .
 * Energy Pistols can be affected by Gunslinger.
 * * +2 Fire(5s)

Rifles

 * Damage based on 100% condition and Energy Weapons capped at 100.
 * ≈ Approximate value.
 * Energy Rifles 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 listed under influence by Demolition Expert (3 Ranks). 
 * † Damage is unaffected by Demolition Expert perk.

Ammunition

 * After certain requirements (usually quests) are met

Custom Built Weapons

 * Damage based on 100% condition, Skills category capped at 100, and S.P.E.C.I.A.L category capped at 10 where applicable.
 * ≈ Approximate value.
 * ¹ Damage is unaffected by Demolition Expert perk.
 * These weapons are made from various components through the use of Schematics.
 * Obtaining a single schematic yields an initial product condition equal to 80% of user's Repair skill.‡
 * Obtaining a second schematic yields an initial product condition equal to 110% 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.

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.