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Small Guns

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Small Guns
Small Guns.png
Fallout
ModifiesAccuracy for Small Guns
Governed ByAgility
Initial Value35% + (1% x Agility)
Related PerksSniper
Related TraitsSmall Frame
Fallout 2, Fallout Tactics
ModifiesAccuracy for Small Guns
Governed ByAgility
Initial Value5% + (4% x Agility)
Related PerksSniper
Related TraitsSmall Frame
Fallout 3
ModifiesDamage done by Small Guns
Governed ByAgility
Initial Value2 + (2 x Agility) + ceil(Luck/2)
Related PerksGun Nut, Covert Ops (Operation: Anchorage)
 
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The use, care and general knowledge of small firearms - pistols, SMGs and rifles.

— In-game description

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

Fallout

Initial level:

35% + Agility

Example: A starting Agility of 5.

35% + 5 = 40%

Small Guns are the staple weapons of choice for the post apocalyptic nuclear war survivor. Although small guns lack the wide devastation possible with Big Guns and Energy Weapons, they are more than capable of holding their own in a fight. Small Guns, unlike Big Guns or Energy Weapons, can be quickly trained with books and is naturally high to begin with. Ammunition is also plentiful and can usually be bought or looted when you run low which is seldom. This skill can be increased by reading Guns and Bullets.

The small guns character can easily exploit these advantages by building a gunfighter or sniper character. Some of the most unique and powerful weapons (read: Red Ryder LE BB gun) are available for those who specialize in small guns.

Affected weapons

Fallout 2 and Fallout Tactics

5% + 4 x Agility

Example: A starting Agility of 5.

5% + 4 x 5 = 25%

As with Fallout, Small Guns operates in much the same way in Fallout 2 and Fallout Tactics.

Affected weapons

Fallout 2
Fallout Tactics

Fallout 3

"Because it's easier to have courage from a safe distance away."

Initial level is determined by the following calculations:

2 + 2 x Agility + Luck/2

Example: A starting Agility of 5 and Luck of 5.

2 + 2 x 5 + 5/2 = 14

In general, Small Guns skill raises the players accuracy and/or damage with any weapon that is affected by the skill. The higher the Small Guns skill, the lower the projectile spread, and the more stable scoped weapons such as the sniper rifle or the scoped .44 Magnum will be when aiming through the scope. At 100 points, scoped-weapons have no sway at all; however, having either arm crippled will still result in severe sway while using the scope.

On average, increasing Small Guns by 5 points will increase Small Gun weapon damage by ~3.5%. There is also a diminishing margin of return. In general, increasing Small Guns from 5 to 10 will increase weapon damage more than increasing it from 95 to 100.

Ways to increase Small Guns

Permanent

Temporary

Note: Only items adding +5 or more are included.

Affected weapons

Perks that require Small Guns skill

Perk Required Level Additional Requirements
Concentrated Fire 60 18 Energy Weapons 60

Notes

In Fallout: New Vegas, it was merged into a more general Guns skill with Big Guns, similar to the cancelled Van Buren, which would have merged the skills into the Firearms skill.