Energy Weapons
From The Vault
(Redirected from Energy weapon)
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“
The care and feeding of energy-based weapons. How to arm and operate weapons that use laser or plasma technology.
”— In-game description, Fallout, Fallout 2 and Fallout Tactics“
The Energy Weapons skill determines your effectiveness with weapons such as the laser pistol, laser rifle, plasma rifle and plasma pistol.
”— In-game description, Fallout 3“
The Energy Weapons skill determines your effectiveness with any weapon that uses small energy cells, micro fusion cells, electron charge packs, or flamer fuel as ammunition.
”— In-game description, Fallout: New VegasEnergy Weapons is a Fallout, Fallout 2, Fallout 3, Fallout: New Vegas and Fallout Tactics skill. This skill determines the players combat effectiveness with energy based weapons.
Contents |
[edit] Fallout, Fallout 2 and Fallout Tactics
Example: A starting Agility of 5.
[edit] Ways to increase Energy Weapons skill
[edit] Fallout 2
- New Reno, Miss Kitty: permanent +10%, complete the Bring 10 Cat's Paw magazines to Miss Kitty quest to receive the Cat's Paw Issue No.5.
- New Reno, Mason: permanent +5%, when accepting the quest to guard a secret transaction in the desert, the player can ask Mr Salvatore for a laser pistol; Mason will issue it and the player will be able to ask for training.
[edit] Affected weapons
- Fallout
- Fallout 2
- Fallout Tactics
[edit] Fallout 3
Example: A starting Perception of 5 and Luck of 5.
[edit] Ways to increase Energy Weapons
[edit] Permanent
- Bobblehead - Energy Weapons (+10)
- Cyborg (+10)
- Tag! (+15)
- Nikola Tesla and You (+1, or +2 with Comprehension)
[edit] Temporary
- Armored Vault jumpsuit (+5)
- Tesla armor (+10)
- Colonel Autumn's uniform (+5)
- Enclave officer uniform (+5)
- Enclave officer hat (+5)
- Mentats (+2-10 depending on Perception, a perfect Perception of 10 will see no benefit)
- Metal master armor (+10) (The Pitt)
[edit] Affected weapons
[edit] Perks that require Energy Weapons skill
| Perk | Requirement | Level | Additional Requirements |
|---|---|---|---|
| Concentrated Fire | 60 | 18 | Small Guns 60 |
[edit] Fallout: New Vegas
Example: A starting Perception of 5 and Luck of 5.
[edit] Ways to increase Energy Weapons
[edit] Permanent
- Nikola Tesla and You (+3 or 4 with Comprehension)
- Tag! (+15)
[edit] Temporary
- Future Weapons Today (+10 or 20 with Comprehension)
- Remnants Tesla armor (+10)
- Gannon family Tesla armor (+10)
- Absinthe (+6 with 100 Survival, a perfect Perception of 10 will see no benefit - 8-9 will see reduced benefit)
- Enclave officer uniform (+10)
[edit] Affected weapons
[edit] Perks that require Energy Weapons skill
| Perk | Requirement | Level | Additional Requirements |
|---|---|---|---|
| Run 'n Gun | 45 | 4 | — |
| Plasma Spaz | 70 | 10 | — |
| Meltdown | 90 | 16 | — |
| Concentrated Fire | 60 | 18 | Guns 60 |
| Laser Commander | 90 | 22 | — |
[edit] Notable Energy Weapons skilled non-player characters
[edit] Fallout
- Lieutenant, high commander of the Mutant Army and right hand of the Master.
- Vincent, guardian of LA Vault's scientists and in charge of psykers in LA Vault.
[edit] Fallout 2
- Frank Horrigan, secret service agent of the Enclave and president bodyguard.
- Mason, right-hand of Louis Salvatore.
[edit] Fallout 3
- Fawkes, an intelligent Vault 87 super mutant and possible companion of the Lone Wanderer.
- Cross, a Star Paladin of the Brotherhood of Steel and possible companion of the Lone Wanderer.
[edit] Fallout: New Vegas
- Arcade Gannon, Follower of the Apocalypse and possible companion of the Courier.
- Christine Royce, former scribe of the Brotherhood of Steel and a companion of the Courier (Dead Money add-on).
- Father Elijah, former Elder of the Mojave Chapter of the Brotherhood of Steel (Dead Money add-on).
- Jean-Baptiste Cutting, second-in-command of the Mojave branch of the Van Graffs.
- Veronica Santangelo, active Brotherhood of Steel member and possible companion of the Courier.