Guns Vs Energy Weapons Fallout New Vegas
Skill
Energy Weapons
In earlier games, energy weapons were rarer, more expensive but better than most other guns. Total war warhammer lord of the rings mod minecraft. In New Vegas, this is less true- either guns or energy weapons can be used for shooting.
Fallout / Fallout 2 / Fallout Tactics
modifies
governed by
initial value
related traits
Fallout 3
modifies
governed by
initial value
related perks
Fallout: New Vegas
modifies
governed by
initial value
related perks
Run 'n Gun, Plasma Spaz, Meltdown, Concentrated Fire, Laser Commander
related traits
“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 Vegas
Energy Weapons is a Fallout, Fallout 2, Fallout 3, Fallout: New Vegas and Fallout Tacticsskill. This skill determines the player's combat effectiveness with energy-based weapons.
Energy Weapons New Vegas
Fallout, Fallout 2 and Fallout TacticsEdit
- Fallout:
- $ text{Initial level}%=10+text{Agility} $
- Fallout 2 and Fallout Tactics:
- $ text{Initial level}%=2timestext{Agility} $
Ways to increase Energy Weapons skillEdit
- Fallout
- Talk to Larry, he may then give one a laser pistol, as well as some info about Energy Weapons that gives you a +5% bonus.
- Thomas would have been able to teach the Vault Dweller about energy weapons resulting in a +5% bonus to the skill, however this was never implemented into the game.
- Fallout 2
- Join Family Salvatore in New Reno. Mason, one of Salvatore's men, can teach you how to use the lightbringers. Increases Energy Weapons by 5%.
- Get the Cat's Paw issue no.5 from Miss Kitty in New Reno. Increases Energy Weapons by 10%.
Affected weaponsEdit
- Fallout
- Fallout 2
- Fallout Tactics
Fallout 3Edit
- $ text{Initial level}=2+(2timestext{Perception})+leftlceilfrac{text{Luck}}{2}rightrceil $
Example: A starting Perception of 5 and Luck of 5.
- $ 2+(2times5)+leftlceilfrac{5}{2}rightrceil=15 $
Ways to increase Energy WeaponsEdit
- Permanent
- Leveling up (10 + INT + 3 with Educated perk)
- Bobblehead - Energy Weapons (+10)
- Nikola Tesla and You (+1 or 2 with Comprehension perk)
- Cyborg (+10)
- Tag! (+15)
- Temporary
- Mentats (+2-10 depending on Perception, a perfect Perception of 10 will see no benefit.)
- Armored Vault 101 jumpsuit (+5)
- Colonel Autumn's uniform (+5)
- Enclave officer uniform (+5)
- Enclave officer hat (+5)
- Tesla armor (+10)
- Metal Master armor (+10)
Affected weaponsEdit
Perks that require Energy Weapons skillEdit
Perk | Requirement | Level | Additional Requirements |
---|---|---|---|
Concentrated Fire | 60 | 18 | Small Guns 60 |
Fallout: New VegasEdit
- $ text{Initial level}=2+(2timestext{Perception})+leftlceilfrac{text{Luck}}{2}rightrceil $
Example: A starting Perception of 5 and Luck of 5.
- $ 2+(2times5)+leftlceilfrac{5}{2}rightrceil=15 $
- In Fallout: New Vegas, energy weapons are more distinct. Lasers tend to have fast firing, accurate beams and lower damage, while plasma has a slow moving yet powerful projectile.
Ways to increase Energy WeaponsEdit
- Permanent
- Leveling up (10 + half of INT + 2 with Educated perk)
- Nikola Tesla and You (+3 or 4 with Comprehension perk)
- Optics Enhancer implant (+2 depending on Perception, a perfect Perception of 10 will see no benefit.)
- Tag! (+15)
- Skilled (+5)
- Temporary
- Future Weapons Today (+10 or 20 with Comprehension perk)
- Absinthe (up to +6 with 100 Survival, a perfect Perception of 10 will see no benefit, 8-9 will see reduced benefit.)
- Enclave officer uniform (+10)
- Gannon family Tesla armor (+10)
- Remnants Tesla armor (+10)
Affected weaponsEdit
Perks that require Energy Weapons skillEdit
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 | — |
Notable Energy Weapons skilled non-player charactersEdit
FalloutEdit
- Lieutenant (92%), high commander of the Mutant Army and right hand of the Master.
- Vincent (99%), guardian of LA Vault's scientists and in charge of psykers in LA Vault.
Fallout 2Edit
- Frank Horrigan (185%), secret service agent of the Enclave and president bodyguard.
- Mason (95%), right-hand of Louis Salvatore.
Fallout 3Edit
- Fawkes, an intelligent Vault 87 super mutant and possible companion of the Lone Wanderer.
- Cross (50), a star paladin of the Brotherhood of Steel and possible companion of the Lone Wanderer.
Fallout: New VegasEdit
- Arcade Gannon (50→100), Follower of the Apocalypse and possible companion of the Courier.
- Christine Royce (53→100), former scribe of the Brotherhood of Steel and a companion of the Courier (Dead Money add-on).
- Father Elijah (37→100), former elder of the Mojave Chapter of the Brotherhood of Steel (Dead Money add-on).
- Jean-Baptiste Cutting (117), second-in-command of the Mojave branch of the Van Graffs.
- Veronica Santangelo (46→100), active Brotherhood of Steel member and possible companion of the Courier.
- Orion Moreno (100), a retired Enclave soldier living in the outskirts of New Vegas.
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