Big Guns

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

S.P.E.C.I.A.L. Statistic: Endurance

The Big Guns skill determines your combat effectiveness with all over-sized weapons, specifically the Flamer, Gatling Laser, Minigun, Fat Man, Missile Launcher, Rock-it Launcher, and any unique variants of these weapons. As this skill increases, so does your accuracy and damage with all of these weapons, both in and out of V.A.T.S. mode.

The strength requirements of most big guns, combined with the weight of the guns themselves and the large amounts ammo they require make investing into strength points at character creation a prudent choice for players planning to use these weapons as their mainstays. Most, if not all, big guns in Fallout are burst weapons exclusively, meaning that players cannot make targeted attacks with them. This makes taking the Fast Shot trait a much more viable option for big gun enthusiasts, as they enjoy the benefits of the trait without the drawback.

Initial Level:
 * Fallout: 10% + (1% x Agility). Average characters have a 15% skill.
 * Fallout 2 and Fallout Tactics: 2% x Agility. Average characters have a 10% skill.

Fallout 3
Initial Level: Starting Big Guns skill is equal to 2 + (2 x Endurance) + Luck/2 (rounded up). Average starting characters (End 5, Lck 5) will have a Big Guns skill of 15%.

If you're following the Main Quest you can pick up your very own Fat Man early on, and there are several Minigun- and Missile-Launcher-wielding super mutants who can be "persuaded" out of their hardware, preferably at range, under cover of darkness, and from behind.

In addition to assigning Skill Points at Level up, Big Guns can be permanently raised by taking the Size Matters Perk, finding the Big Guns bobblehead, and reading U.S. Army: 30 Handy Flamethrower Recipes. Big Guns can be temporarily raised by wearing clothing that enhances Endurance or the Raider Blastmaster Helmet which grants +5 to Big Guns.

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