|DPS (reload)||24.7 (29)|
|Crit Dmg||40||Crit % Mult||x5|
The Reservist's rifle is a unique sniper rifle in Fallout 3.
This sniper rifle is an older model of the famed DKS-501, chambered for .308 ammunition. Apart from a frame tailored for sniping, it boasts a muzzle flash dampener, a monopod that doubles as a forward grip as well as a rubberized eyepiece and stock for extra comfort. It's an extremely fragile precision rifle and requires regular repair and maintenance to keep it in working condition.
The Reservist's rifle has 50% more durability than the regular sniper rifle, preserving the damage and critical rate more effectively. It also has a slightly higher rate of fire in exchange for a lower magazine capacity.
It uses 3 rounds instead of 5 in each magazine and costs 6 AP less to shoot in V.A.T.S. compared to other sniper rifles. The Reservist's rifle can be repaired with common sniper rifles.
As with generic sniper rifles, it has a very high critical multiplier of x5. Players with 10 Luck, Finesse (+5%), and Survival Guru (+3%), will be able to critical nine out of ten shots. During V.A.T.S. shots, with the flat +15% V.A.T.S. bonus for targeted shots, you'll critical 100% of the time.
The Reservist's rifle can fire 125 rounds from 100% condition until it breaks. That's about 41 magazines. It can fire 42 more rounds than the standard sniper rifle before breaking.
- Sniper rifle, the common variant.
- Victory rifle, while identical in strength to the sniper rifle, the Victory rifle has an additional 200 item HP, and knocks down targets with critical hits. However, it pays for this ability with a reduced critical chance of 3.
- A sniper rifle with ridiculously high durability can be obtained through a glitch with the Operation: Anchorage add-on. See Operation: Anchorage glitches for details.
This variation of the sniper rifle is used by the Drifter in Dickerson Tabernacle Chapel. It is recommended to shoot the sniper rifle out of his hands to reduce the risk of not being able to loot him.
If you disarm the Drifter of the rifle, then come back at least 73 in game hours from when you disarmed him, he will spawn with the rifle again. This can be repeated for an infinite number of rifles.