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{{for|an overview of combat shotgun models in the [[Fallout series|''Fallout'' series]] of games|combat shotgun}}
{{For|the character|Great Khan (character)}}
 
{{Infobox faction
+
{{Infobox weapon gamebryo
|games =FNV
+
|games =FO3
|image =GreatKhans.png
+
|image =COMBATSHOTGUN.png
  +
|icon =Combat shotgun icon.png
|image desc =
 
  +
|skill =Small Guns
|leader =[[Papa Khan]]<br />[[Regis]] (optional)<br />[[Courier]] (optional)
 
  +
|damage =55
|headquarters =[[Red Rock Canyon]]
 
  +
|crit % mult =1
|locations =[[Red Rock Drug Lab]]<br />[[Great Khan encampment]]<br />[[Boulder City]]
 
|related =[[Khans]]
+
|crit dmg =27
  +
|type =gun
|members =[[Bitter-Root]] (formerly)<br />[[Chance]]<br />[[Diane (Fallout: New Vegas)|Diane]]<br />[[Jack (Great Khans)|Jack]]<br />[[Jerry (Fallout: New Vegas)|Jerry]]<br />[[Jessup]]<br />[[Manny Vargas]] (formerly)<br />[[McMurphy]]<br />[[Melissa Lewis|Melissa]]<br />[[Regis]]<br />[[Oscar Velasco]]<br />[[Anders]]
 
  +
|ammo =Shotgun shell (Fallout 3)
|footer =[[File:GreatKhansNewVegas.png|x150px]]<br />Reputation image from ''Fallout: New Vegas''.
 
|parent =[[Raiders]]
+
|ammo use =1
  +
|clip rounds =12
}}{{Games|FNV|AR}}
 
  +
|reload time =3.3333
  +
|attack shots/sec =1.5
  +
|perk1 =Bloody Mess (perk)
  +
|perk1 mult =0.05
  +
|perk2 =Ghoul Ecology
  +
|perk2 add =5
  +
|projectiles =9
  +
|min spread =3
  +
|ap =27
  +
|hp =240
  +
|repair =Drum-magazine combat shotguns
  +
|weight =7
  +
|value =200
  +
|baseid ={{ID|004327}}<br />{{DLC ID|00C7C2}}(sim version)
 
}}{{Games|FO3}}
   
  +
The '''combat shotgun''' is a [[small gun]] in ''[[Fallout 3]]''.
{{quotation|The glory of the Great Khans will be restored, and once the NCR is pushed back to California, all the land from here to the Colorado will be ours.|[[Papa Khan]]}}[[File:FNV PapaKhan GloryWillBeRestored.ogg|noicon|135px|center]]
 
   
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==Background==
The '''Great Khans''' are a [[Fallout: New Vegas factions|raider gang]] found in the [[Mojave Wasteland]] in [[Timeline#2281|2281]].
 
  +
{{Transcluded|shotgun}}
 
{{transcludesection|Shotgun|background|options=nointro}}
   
  +
This model of [[combat shotgun]] was deployed as a close assault fire team's primary weapon (supplemented with explosives, an [[10mm pistol (Fallout 3)|N99 pistol]], and a [[Power fist (Fallout 3)|power fist]]) during the [[Battle of Anchorage|Anchorage Reclamation]], and many working units have been scavenged by [[Raider (Fallout 3)|raiders]], [[Slavery|slavers]], and [[Talon Company merc]]s in the [[Capital Wasteland]].
==History==
 
{{main|History of the Great Khans}}
 
{{quotation|Though they have had a rough history, the legendary Great Khans are one of the longest-lived gangs to come out of the southwest.|[[Loading screen]]}}
 
   
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==Characteristics==
The Great Khans are the only truly organized band of raiders in the Mojave and, as befits their warrior culture, men and women both can hold their own in a fight, whether in a brawl or a shootout. As a tribe however, the Great Khans are but a shadow of their former selves. Both their numbers and morale have been ravaged by a series of massacres and displacements. From their rocky stronghold at [[Red Rock Canyon]], they make a living by drug-trafficking and the occasional raid or salvage find.
 
  +
Vastly superior to the [[Sawed-off shotgun (Fallout 3)|sawed-off shotgun]], the combat shotgun combines a large drum magazine with mutilating close-range damage. The only drawback is the weapon's poor reliability, as the combat shotgun deteriorates quickly. However, considering it is commonly used by human opponents, and its use in traps, you can usually find enough to keep at least one in fully working order.
   
  +
Unlike the [[combat shotgun]]s in previous ''Fallout'' games, the combat shotgun in ''Fallout 3'' is not fully-automatic.
Since the [[Bitter Springs Massacre]], the tribe has aspired to little more than survival and isolation, with often petty acts of vengeance on the occasional [[New California Republic|NCR]] citizen or deserter. The arrival of a [[Caesar's Legion|Legion]] emissary, [[Karl (Fallout: New Vegas)|Karl]], has changed this. [[Papa Khan]], the tribe's leader, wants to believe Karl's assurances that the Great Khans will be absorbed intact by the Legion, assuming glory and an honored place as one of its elite forces. To lead the assaults on [[Hoover Dam]] and the [[New Vegas Strip|Vegas Strip]] would make for fine acts of vengeance. The rest of the Great Khans are not so entirely convinced.
 
   
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===Durability===
As much as they want to exact revenge on the NCR and [[Robert House|Mr. House]]'s [[Three Families]], as it was implied that the Great Khans had a war against the [[Omertas]], they know that they lack the strength to do so. Indeed, they believe it is only a matter of time before their enemies track them down and that the Great Khans would be unlikely to survive such a confrontation. The looming conflict between Caesar's Legion and the NCR, along with the message from Karl, offers the possibility of a new way forward. Karl betrays the Khans and never did mean to be on their side, as told in his [[Karl's journal|journal]], in reality the Great Khans will be enslaved by the Legion after the [[Second Battle of Hoover Dam]].
 
  +
The combat shotgun can fire a total of about 145 rounds, the equivalent of 13 reloads, from full [[Condition#Equipment condition in Fallout 3 and Fallout: New Vegas|condition]] before breaking.
   
==Society==
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==Variants==
  +
* [[The Terrible Shotgun]] - Carried by the raider merchant [[Smiling Jack]], The Terrible Shotgun deals an obscene amount of damage to targets, in exchange for a much wider spread. It's also slightly heavier.
{{quotation|Due to their brutal initiation rituals, Great Khans are extremely tough. Don't expect them to go down easily.|[[Loading screen]]}}
 
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* Sim version {{icon|FO3OA|link=Operation: Anchorage (add-on)}} - A sim-only version of the weapon which differs in health, having such a high rating as to be essentially non-degrading. It also has a cleaner, less battered appearance than the standard ''Fallout 3'' version.
[[File:Fallout New Vegas Great Khan Red Rock Canyon (4).jpg|thumb|200px|Great Khan camp in Red Rock Canyon]]
 
The Great Khans reside in Mongolian-style tents called Gers within [[Red Rock Canyon]]. However, unlike the other settlers of the Mojave, these homes are used for little more than sleeping in as they usually only have room for a couple of beds and a central fire. A Great Khan often carries all of their possessions with them, if they should decide to have anything besides the bare essentials. Because of this, as well as their aggression, the other factions view them as savages. However, unlike the [[Jackals]], [[Fiends]], [[Scorpions (gang)|Scorpions]] and [[Vipers]] the Great Khans are not hostile towards new-comers. As a similarity, if the Great Khans begin to dislike someone they will often show great hostility towards them.
 
   
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===Comparison===
The Great Khans subsist on hunting and farming, as well as producing chemicals and drugs in the [[Red Rock Drug Lab]]. The Canyon is a harsh environment for plants, leading the Great Khans to depend on drugs as a substitute for crops, which they can create quite easily and can sell to a multitude of factions. Coincidentally, one of their most frequent consumers is also their largest enemy: the New California Republic. The NCR officially has a ban on illegal drugs, however the [[Crimson Caravan]] and wealthy merchants that make up the NCR frequently turn a blind eye in order to make a profit. While these merchants make up a large portion of their custom, their biggest consumer is, by far, the [[Fiends]] - violent raiders constantly searching for new and exciting drugs. Though the drug trade is not the Great Khans' only form of self-sufficiency. They constantly hunt geckos and [[bighorner]]s for their meat and pelts, which are tanned into the leather outfits they are often seen wearing. The Great Khans also wear crude armor plating on their legs.
 
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{{Weapon comparison table
  +
|game =FO3
  +
|skill =small guns
  +
|name1 =Combat shotgun (Fallout 3)
  +
|ammo use1 =1
  +
|ap1 =27
  +
|attack shots/sec1 =1.5
  +
|clip rounds1 =12
  +
|crit % mult1 =1
  +
|crit dmg1 =27
  +
|damage1 =55
  +
|hp1 =240
  +
|min spread1 =3.0
  +
|projectiles1 =9
  +
|value1 =200
  +
|vats attacks1 =1
  +
|weight1 =7
  +
|name2 =The Terrible Shotgun
  +
|ammo use2 =1
  +
|ap2 =27
  +
|attack shots/sec2 =1.5
  +
|clip rounds2 =12
  +
|crit % mult2 =1
  +
|crit dmg2 =40
  +
|damage2 =80
  +
|hp2 =350
  +
|min spread2 =6.0
  +
|projectiles2 =9
  +
|value2 =250
  +
|vats attacks2 =1
  +
|weight2 =10
  +
}}
   
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==Locations==
The Great Khans' preferred form of warfare is through war parties, where multiple central figures lead their own individual units into individual battles and adapt on the fly, rather than being ordered by a main unit.
 
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* [[Rivet City]] - One is on display at [[Flak 'N Shrapnel's]] and can be bought or stolen.
 
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* [[Megaton]] - One can be found in the [[Megaton armory]].
==Relations with the outside==
 
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* One can be found at the [[Dickerson Tabernacle Chapel]].
The Great Khans usually keep to themselves, rarely traveling too far from Red Rock Canyon, besides the odd raiding party or trek to [[Fiends|Fiend]] territory for fear of being attacked by NCR troops. They frequently visit the fiends and other tribes or organizations dependent on their drugs, despite the fact that they are quite isolated and hostile to many factions. They remain suspicious of many strangers, because of what happened to them at Bitter Springs, although they are always ready to accept a newcomer and perform their brutal initiation rituals on them. They are often unpredictable and brash so relations are treated with caution, as the wrong word will often set off a fuse in them. They are hostile against anyone wearing NCR apparel, including the Courier.
 
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* All rigged shotgun traps, when disarmed, will give you a low-condition combat shotgun plus 4 shells.
 
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* [[Bethesda Offices West]] - Three are rigged to a [[pressure plate]] in the only room on the 3rd floor.
The Followers of the Apocalypse visited them upon the arrival of Red Rock Canyon and helped them with books, medicine and technology. When the Khans instead chose to use that knowledge to become drug dealers, they withdrew their support in disgust.
 
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* [[Carolina Red]], [[Lana Danvers]], [[Leroy Walker]], and [[Rocksalt]] all carry the combat shotgun.
 
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* [[Simone Cameron]] will carry one at the [[Lincoln Memorial]] if you side with the slaves.
==Technology==
 
  +
* Sometimes [[Raider (Fallout 3)|raider]]s will use these.
The Great Khans use a very random assortment of weapons, while most Great Khans boast of their great strength very few use melee weapons as their primary weapon, even though a large arena resides in the canyon where multiple Khans hone their melee fighting abilities. Many Great Khans use [[10mm submachine gun (Fallout: New Vegas)|10mm submachine gun]]s, [[Sawed-off shotgun (Fallout: New Vegas)|sawed-off shotguns]], and [[9mm submachine gun (Fallout: New Vegas)|9mm submachine gun]]s. Others around Red Rock Canyon may be found carrying [[hunting revolver]]s, [[hunting shotgun]]s, [[trail carbine]]s and [[12.7mm pistol]]s as well as the random weapons in between.
 
  +
* [[Talon Company merc]]s will sometimes carry them.
 
They have picked up methods of how to make chems by abusing the trust of the [[Followers of the Apocalypse]] (However if you convince them to leave the Mojave, they will eventually heal their relations with the Followers). They are known to grow a small amount of crops in Red Rock Canyon. Unlike most other inhabitants of the Mojave, the Great Khans are a tribal / raider group that live in tents.
 
 
==Endings==
 
{{Transcluded|Fallout: New Vegas endings}}
 
{{transcludesection|article=Fallout: New Vegas endings|section=Great Khans|options=nointro}}
 
   
 
==Notes==
 
==Notes==
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* When viewing the Pip-boy image for the weapon, the Vault Boy's face will have some beard stubble.
Some Khans are affected by the [[Sneering Imperialist]] [[Fallout: New Vegas perks|perk]].
 
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* The actual mechanism of the shotgun is quite curious. The weapon's ejection port is several centimeters behind the magazine, which appears to feed shells into the middle of the barrel.
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* Its design resembles a PPSh-41, a Russian SMG used in times of WWII.
   
==Appearances==
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==Sounds==
  +
{|
The Great Khans appear in ''[[Fallout: New Vegas]]'' and ''[[All Roads]]''.
 
  +
| [[File:SingleShotVB.png|95x95px]]
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| [[File:Wpn shotguncombat fire 2d.ogg|noicon|200px]]
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| [[File:ReloadVB.png|75x75px]]
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| [[File:Wpn shotguncombat reload.ogg|noicon|200px]]
   
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|-
==Behind the scenes==
 
  +
| [[File:JamVB.png|85x85px]]
The tribe's culture is based on the Mongol warriors under the rule of [[Wikipedia:Genghis Khan|Genghis Khan]].
 
  +
| [[File:Wpn shotguncombat jam.ogg|noicon|200px]]
  +
|}
   
== Bugs ==
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==Gallery==
  +
<gallery captionalign="left">
* {{platforms|Xbox360|}} It has been reported that at [[Nellis Air Force Base]], after trying to convince the Boomers to aid the NCR, coming out of Pearl's shack there were two generic Great Khans. {{Verify|verified}}
 
  +
Screen26S.jpg|The Lone Wanderer shoots a protectron with a combat shotgun.
* {{platforms|pc|PS3|Xbox360|}} When trying to complete the [[Why Can't We Be Friends?]] quest, the dialog option needed from Papa Khan may not show up especially if you are near the end of the [[Oh My Papa]] quest. {{Verify|verified}}
 
  +
CombatShotgun.jpg|The Lone Wanderer fends off 2 super mutants with the combat shotgun.
* {{platforms|pc|Xbox360|}} When completing and turning in the portion of the [[Aba Daba Honeymoon]] quest that involves the delivery to [[Motor-Runner]] when already "Idolized" with the Khans, the player may gain reputation with them, but somehow be cycled back down to "Accepted." This may be related to keeping the Khans faction uniform on when handing the quest in. {{Verify|verified}}
 
  +
</gallery>
* {{platforms|Xbox360|}} After killing [[Oscar Velasco]] in the side quest [[Climb Ev'ry Mountain]], the player might find three Great Khans watching over them while they sleep. Three different Great Khans will appear at each bed and will not move or interact with the player. When talking to them, they will say 'Hi' and nothing else. Their appearance is probably due to the player's Great Khan reputation going down after murdering one of their clan; however, no attempt is made by them to attack or confront the player. {{Verify|verified}}
 
* {{platforms|pc|ps3|xbox360|}} A Great Khan may run up to you at any place in the Mojave and try to enter conversation but will not say anything. The screen zooms into her face and zooms back out. This may interrupt resting times as well, except when resting at places such as the [[Lucky 38 presidential suite]]. {{Verify|verified}}
 
* {{Platforms|pc|xbox360|}} Three Great Khans may come with the Courier through the elevator to the presidential suite one day seemingly at random, after completing [[Oh My Papa]] and convincing the Great Khans to leave [[Red Rock Canyon]]. They wander around and interact with any companions that are staying in the Suite. {{Verify|verified}}
 
* {{platforms|xbox360}} After becoming the leader of the Great Khans, the armorer in the Great Khan armory will stop selling you weapons and the option to engage in trading will not even show up. {{Verify|verified}}
 
* {{platforms|xbox360}} The Khans will also spawn in areas that don't accept them (behind the Securitrons at the Strip Gate for example), this will generally result in them engaging whomever is hostile to the them. {{Verify|verified}}
 
* {{Platforms|pc|xbox360|ps3}} During fast travel or when waiting, one, two, or three Great Khans will appear - even in NCR camps. This bug is related to reputation combination for Great Khans. The bug occurs consistently and repeatably when Great Khan reputation is Mixed, Unpredictable, Soft-hearted Devil, Dark Hero or Wild Child. (Fix On PC: use console to set fame/infamy so reputation is not one of the problem reputations.) {{Verify|verified}}
 
   
{{Navbox factions FNV}}
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{{Navbox weapons FO3}}
   
 
[[Category:Fallout 3 Small Guns skill weapons]]
   
  +
[[pl:Strzelba bojowa (Fallout 3)]]
[[Category:Fallout: New Vegas factions]]
 
  +
[[ru:Боевой дробовик (Fallout 3)]]
[[Category:Raiders]]
 
[[Category:Khans]]
 
[[Category:All Roads factions]]
 
[[ru:Великие Ханы]]
 

Revision as of 11:31, 18 May 2014

 
Gametitle-FO3
Gametitle-FO3

The combat shotgun is a small gun in Fallout 3.

Background

This section is transcluded from shotgun. To change it, please edit the transcluded page.

A shotgun, also called a "scattergun," is a firearm designed to shoot a multitude of lead or steel balls of varying sizes, greatly increasing the weapon's hit potential. This makes it very effective at hunting game.[Non-game 1] However, the accuracy and power found at close range starts to diminish as the target gets farther away. Shotguns designed for the military's use are often called "combat shotguns."

This model of combat shotgun was deployed as a close assault fire team's primary weapon (supplemented with explosives, an N99 pistol, and a power fist) during the Anchorage Reclamation, and many working units have been scavenged by raiders, slavers, and Talon Company mercs in the Capital Wasteland.

Characteristics

Vastly superior to the sawed-off shotgun, the combat shotgun combines a large drum magazine with mutilating close-range damage. The only drawback is the weapon's poor reliability, as the combat shotgun deteriorates quickly. However, considering it is commonly used by human opponents, and its use in traps, you can usually find enough to keep at least one in fully working order.

Unlike the combat shotguns in previous Fallout games, the combat shotgun in Fallout 3 is not fully-automatic.

Durability

The combat shotgun can fire a total of about 145 rounds, the equivalent of 13 reloads, from full condition before breaking.

Variants

  • The Terrible Shotgun - Carried by the raider merchant Smiling Jack, The Terrible Shotgun deals an obscene amount of damage to targets, in exchange for a much wider spread. It's also slightly heavier.
  • Sim version Operation: Anchorage (add-on) - A sim-only version of the weapon which differs in health, having such a high rating as to be essentially non-degrading. It also has a cleaner, less battered appearance than the standard Fallout 3 version.

Comparison

Legend 
Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondAttacks per secondCritical Chance % multiplierCritical damageAction Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratio
Combat shotgun 55
(6.1x9)
82.51.5x1272723.012145720028.6
The Terrible Shotgun 80
(8.9x9)
1201.5x1402736.0121461025025

Locations

Notes

  • When viewing the Pip-boy image for the weapon, the Vault Boy's face will have some beard stubble.
  • The actual mechanism of the shotgun is quite curious. The weapon's ejection port is several centimeters behind the magazine, which appears to feed shells into the middle of the barrel.
  • Its design resembles a PPSh-41, a Russian SMG used in times of WWII.

Sounds

SingleShotVB ReloadVB
JamVB

Gallery


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