Fallout 3 weapons

This page constitutes a comprehensive reference to attributes of a vast majority of Fallout 3 weaponry. All values are accurate with an 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.

Lastly, this page is dynamic and will change over time with either revised or new content. One can check the date of the last update at the very bottom of this page.

Unarmed

 * Damage based on 100% condition and Unarmed capped at 100.
 * ≈ Approximate value.

Melee Weapons

 * Damage based on 100% condition, Melee Weapons capped at 100, and Strength capped at 10.
 * ≈ Approximate value.
 * † Increased attack speed.
 * ¹ Instantly kills Mole Rates.
 * ² Damages limbs at a slightly greater value.
 * ³ Damages limbs by an additional 50%.
 * ‡ Damage can be affected by Pyromaniac perk.

Small Guns

 * Small Guns include:
 * Pistol
 * Submachine Gun
 * Assault Rifle
 * Precision Rifle
 * Shotgun

Pistol

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

Submachine Gun

 * Damage based on 100% condition and Small Guns capped at 100.
 * ≈ Approximate value.
 * Submachine Guns can be affected by Gunslinger perk.

Assault Rifle

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

Precision Rifle

 * Damage based on 100% condition and Small Guns capped at 100.
 * ≈ Approximate value.
 * † Damage coupled with greater critical chance.
 * ‡ Damage coupled with enemy knock-down upon critical strike.

Shotgun

 * Damage based on 100% condition and Small Guns capped at 100.
 * ≈ Approximate value.
 * Two-Handed Shotguns can be affected by Commando perk.
 * One-Handed Shotguns can be affected by Gunslinger perk.
 * Shotguns can be affected by Sniper perk.

Big Guns

 * Damage based on 100% condition and Big Guns capped at 100.
 * ≈ Approximate value.
 * † Damage based on weight of Junk.
 * ‡ Clip size equal to quantity of chosen Junk.
 * ¹ Damage is unaffected by Pyromaniac perk.
 * Flamer and Burnmaster may do area-of-effect damage similar to shotguns and those Big Guns that fall into the Ordinance category.

Pistol

 * Damage based on 100% condition and Energy Weapons capped at 100.
 * ≈ Approximate value.
 * † Damage can be affected by Pyromaniac perk.
 * Energy Pistols can be affected by Gunslinger perk.

Rifle

 * 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.

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.
 * † Damage based on weight of chosen Junk as ammunition.
 * * Damage only affects right and left legs of target only.
 * ¹ Damage is unaffected by Demolition Expert perk.
 * These are weapons are made from various components by the use of Schematics.
 * Obtaining a single schematic yields an initial product condition equal to 50% of user's Repair skill.‡
 * Obtaining a second schematic yields an initial product condition equal to 100% 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.