Small Guns

Small Guns is a Fallout, Fallout 2, Fallout 3 and Fallout Tactics skill.

Fallout

 * $$\text{Initial level}\%=35+\text{Agility}$$

Example: A starting Agility of 5.
 * $$35+5=40\%$$

Small Guns are the staple weapons of choice for the post apocalyptic nuclear war survivor. Although small guns lack the wide devastation possible with Big Guns and Energy Weapons, they are more than capable of holding their own in a fight. Small Guns, unlike Big Guns or Energy Weapons, can be quickly trained with books and is naturally high to begin with. Ammunition is also plentiful and can usually be bought or looted when you run low which is seldom.

The small guns character can easily exploit these advantages by building a gunfighter or sniper character. There are several perks available that directly increase this skill, the most powerful being "Sniper".

Also, some of the most unique and powerful weapons (read: Red Ryder LE BB gun) are available for those who specialize in small guns.

Affected weapons
Fallout Small Guns skill weapons, 3

Fallout 2 and Fallout Tactics

 * $$\text{Initial level}\%=5+(4\times\text{Agility})$$

Example: A starting Agility of 5.
 * $$5+(4\times5)=25\%$$

As with Fallout, Small Guns operates in much the same way in Fallout 2 and Fallout Tactics.

Affected weapons

 * Fallout 2

Fallout 2 Small Guns skill weapons, 3


 * Fallout Tactics

Fallout Tactics Small Guns skill weapons, 3

Fallout 3

 * $$\text{Initial level}=2+(\text{Agility}\times2)+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Agility of 5 and Luck of 5.
 * $$2+(5\times2)+\left\lceil\frac{5}{2}\right\rceil=15$$

In general, the Small Guns skill raises the players accuracy and/or damage with any weapon that is affected by the skill. The higher the Small Guns skill, the lower the projectile spread, and the more stable scoped weapons such as the sniper rifle or the scoped .44 magnum will be when aiming through the scope. At 100 points, scoped-weapons have no sway at all; however, having either arm crippled will still result in a severe sway while using the scope.

On average, increasing Small Guns by 5 points will increase Small Gun weapon damage by ~3.5%. There is also a diminishing margin of return. In general, increasing Small Guns from 5 to 10 will increase weapon damage more than increasing it from 95 to 100.

Ways to increase Small Guns

 * Permanent
 * Leveling up (10+INT (+3 by Educated perk))
 * Bobblehead - Small Guns (+10)
 * Guns and Bullets (+1 or +2 with Comprehension)
 * Gun Nut (+5 with each rank, max 3 ranks)
 * Covert Ops (+3)
 * Tag! (+15)
 * Note: Only items adding +5 or more are included.


 * Temporary


 * Fire ant nectar (+2-8 depending on Agility, a perfect Agility of 10 will see no benefit.)
 * Armored Vault jumpsuit (+5)
 * Security uniform (includes Rivet City and Tenpenny Tower) (+5)
 * Ranger battle armor (+10)
 * Wanderer's leather armor (+10)
 * Colonel Autumn's uniform (+5)
 * Dirty Chinese jumpsuit (+5)
 * Red's jumpsuit (+5)
 * Regulator duster (+5)
 * Sheriff's duster (+5)
 * Vance's longcoat outfit (+10)
 * Hat of the People (+5)
 * General Chase's overcoat (+10)
 * Paulson's outfit (+10)
 * Desmond's eyeglasses (+5)
 * Grifter's Fit (+5)

Affected weapons
Fallout 3 Small Guns skill weapons, 2

Interactions that requires Small guns skill

 * An undisclosed amount is required to fix Pek's weapon in the unmarked quest The Lost Initiate - although the Repair skill and Gun Nut perk will also work.
 * Small guns 50 is required to teach how to use conventional firearms to the citizens of Big Town during the quest Big Trouble in Big Town. This is only one of several ways to complete this section, however.