Fallout 2 weapons

Unarmed
While "unarmed weapons" sounds like an oxymoron, the various gloves and knuckles use the Unarmed skill.

Rifles
With the exception of the Sniper Rifle and the Red Ryder LE BB Gun, all rifles take 5 AP for a single shot and 6 AP for aimed shot or burst, if available. The Sniper Rifle only has a single shot option and it costs 6 AP. The Red Ryder LE BB Gun takes 4 AP for a single shot and 5AP for an aimed one.

Energy Weapons
{| border="1" class="fallout-table" cellpadding="2"

Pistols
!colspan="9" |Pistols ! Name ! Range ! Damage ! Min ST ! AP cost S/A/B ! Hands required ! Rounds per burst ! Ammo Type ! Cell Capacity
 * Alien Blaster
 * 10
 * 30-90
 * 2
 * 4/5/ -
 * 1
 * Small Energy Cell
 * 30
 * Laser Pistol
 * 15
 * 10-22
 * 3
 * 5/6/ -
 * 1
 * - || Small Energy Cell
 * 12
 * Magneto-Laser Pistol
 * 35
 * 10-22
 * 3
 * 5/6/ -
 * 1
 * - || Small Energy Cell
 * 12
 * Plasma Pistol
 * 20
 * 15-35
 * 4
 * 5/6/ -
 * 1
 * - || Small Energy Cell
 * 16
 * Plasma Pistol (Ext. Cap.)
 * 20
 * 15-35
 * 4
 * 5/6/ -
 * 1
 * - || Small Energy Cell
 * 32
 * Solar Scorcher
 * 20
 * 20-60
 * 3
 * 4/5/ -
 * 1
 * None (Sunlight)
 * 6-8
 * YK32 Pulse Pistol
 * 15
 * 32-46
 * 3
 * 4/5/ -
 * 1
 * - || Small Energy Cell
 * 5
 * }
 * YK32 Pulse Pistol
 * 15
 * 32-46
 * 3
 * 4/5/ -
 * 1
 * - || Small Energy Cell
 * 5
 * }

Explosives

 * Dynamite
 * Plastic Explosives

Cut content

 * Phazer
 * Zip Gun

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