_________  _  _           ___________ _____
/  ______/ / \/ \          \___   ___// __  \
| |        | || |              | |   / /  \ |
| |__ __   | || |  ___   _   _ | |  /_/   | |
|  _//  \  | || | / _ \ / \ / \| |       / / 
| | / /\ \ | || |/ / \ \| | | || |      / /
| |/ /__\ \| || || | | || | | || |     / /
| ||  __  || || || | | || | | || |    / /
| || |  | || || |\ \_/ /\ \_/ /| |   / /_____
| |\_/  \_/\_/\_/ \___/  \___/ \_/  /________\
| /
|/
WEAPON/ARMOUR FAQ
Version 1.0
Author: whitechocobo666
whitechocobo666@yahoo.com
http://www.geocities.com/whitechocobo666/
ASCII by Angelwingnl!

This is a weapon/armour FAQ for fallout 2.  It gives details and 
locations of all the weapons, armour and ammo available in Fallout 2.

You don't need to know much about the game to use this faq, the more 
you know the less useful it'll be probably.  But it'll probably have 
a few things you haven't noticed in the game in it before.

The ratings for the weapons are made up by me, everyone has their own 
opinions and fighting styles so you may not agree with the ratings of 
some weapons.

CONTENTS
========

REVISION
CREDITS
WEAPON SHOP LIST
WEAPONS
	Small Guns
	Big Guns
	Energy Weapons
	Unarmed Weapons
	Melee Weapons
	Throwing Weapons
	Secret Weapons
AMMO
ARMOUR
RARE WEAPON LOCATIONS
	Alien Blaster
	Gauss Rifle
	Gauss Pistol
	Pulse Rifle
	Vindicator Minigun
	Bozar
	Super Sledge
	Red Ryder LE BB Gun
	Mega Power Fist
	Avenger Minigun
	Light Support Weapon/M60
	Plasma Rifle
	Louisville Slugger
	XL7OE3
	Rocket Launcher
	Solar Scorcher
	Little Jesus
DISCLAIMER/COPYRIGHT STUFF

REVISION
========

14th August 2002 - first release.  I wrote this aaaaaaaaaaaages ago 
but never released it.  I went through it and corrected it and 
updated it today though.

CREDITS
=======

GameFAQs (www.gamefaqs.com), for putting this up, hopefully.

The gamefaqs fallout 2 boarders of course, been there for a couple of 
years nearly now, it would have to be one of the most active fallout 
2 boards on the internet.  And the Fallout and Fallout mac boarders 
as well.

No Mutants Allowed (www.nma-fallout.com) have everything that you 
could want to download to do with the game...

And angelwingnl for making the ascii of course.  Haven't seen him for 
ages.

WEAPON/ARMOUR SHOPS
===================

Ok, this should be the list of the weapon shops in the game where you 
can buy weapons from.  And armour too.

Buckner daughter (Buckner inn, Klamath)
Flick (junkie house, the Den)
Tubby (near smitty's, the Den)
Jo's (mayor of modoc)
That ghoul that gives you the woody quest (in a shack on the north 
side of Gecko)
Happy Harry (Vault City courtyard)
Vault City Amenities (Vault City vault entrance screen)
Vault City Amenities block A (Vault City vault entrance screen)
Vault City Amenities block B (Vault City vault entrance screen)
General Store (Broken Hills near entrance)
New Reno Arms (New Reno west side)
I forget about Redding
Weapon shop in courtyard with combat armoured guards (NCR)
The other dwarf guy's shop in NCR where near Westin's (NCR)
Red Dragon 888 (just to the right of the San Fran entrance)
That item shop (just to the left of the San Fran entrance)

They're just the main shops, people can hold armour and weapons 
too...


WEAPONS
=======

With weapons, you'll like different things to what I do if you have a 
different fighting style.  I've tried to rate them without being 
biased toward my fighting style.  I prefer to run up close to the 
enemy and burst them, or duck out from behind something and shoot the 
enemy in the eyes the rest of the time.  I don't usually stay back 
and snipe the enemies, I like being closer to them.  But oh well.

Legend
------

For some weapons, not all of these are used.  Sometimes the game 
doesn't have a strength requirement or a weight, so I have either put 
a -, or not put it in there.  Eg. A spear doesn't have a capacity, so 
I don't put it in there.

Damage:  Damage the weapon can do: minimum-maximum.  This is before 
modifiers for ammo, armour and perks and traits are in place.  Perks 
add to the maximum damage, not the maximum and minimum damage.  So 
with living anatomy perk, which gives +5 damage, the damage with a 
pipe rifle would be 5-17, not 10-17.  My guess is that the damage is 
rolled, and then the game modifies for ammo, then perks and traits, 
then armour.

AP:  How many Action Points it takes to 
fire/punch/kick/burst/thrust/swing/throw.  Aimed shots always cost 1 
more AP than what is listed, except for the flares.  Unless noted, 
thrusts and swings use the same amount of Action Points.  If the gun 
can burst and do single shots, an extra 1AP is needed to use burst 
mode.

Burst:  Whether the gun can do burst mode or not, and how many shots 
in a burst.

Burst mode rating:  Burst mode rating is how much damage you should 
do with a burst mode with that weapon on someone with no armour and 
ammo with no modifiers, and no perks either.  All of the shots are 
counted as hitting, and no critical hits.  I just have it there to 
see what should be the best weapon.

Range:  How many hexes away the weapon can hit from.

Ammo:  What ammo the weapon must use.

Capacity:  The maximum amount of ammo that you can fire from the gun 
before you have to reload.

Strength needed:  The amount of strength needed to be able to fire 
the weapon without penalty.  For each strength point you are under 
the requirement, you lose 20% chance to hit.

Type:  What sort of damage the weapon does.  Is either: normal, 
laser, plasma, flame/fire and explosion.  The damage type is compared 
with the damage resistance to find damage.

Weight:  How much the weapon weighs without any ammo in it.

Price:  How much you can sell the weapon for.  You won't be able to 
buy it for this amount, only sell it for this much.  Your barter 
skill depends on how much you can buy them for.

Location:  Some places where you can find the weapon.  Not all of the 
places you can find them are listed.

Rating:  The number out of ten that I give the gun.  1/10 is very 
bad, and 10/10 is very good.  It's pretty much just my opinion, and 
its mainly based on the statistics of the weapon first, and then the 
usefulness second.

Quote:  This is the description of the item taken directly from the 
game, when you examine it from the inventory screen.

Writing:  These are notes about the weapon.  It says what I think of 
it.



SMALL GUNS
----------

They are pretty common and plentiful throughout the game, so you'll 
have no problem finding a good weapon at any time.  Small guns will 
always be useful too, from the beginning to the end.

NAME				DMG   AP B/BR    RNG  AMMO    CAP  SN
Pipe Rifle			5-12  5  -/-     20   10mm    1    5
10mm Pistol			5-12  5  -/-     25   10mm    12   3
10mm SMG			5-12  5  10/85   25   10mm    30   5
H&K P90C			12-16 4  12/168  30   10mm    24   4
Shotgun			12-22 5  -/-     14   Shells  2    4     
Sawed-off Shotgun		12-24 5  -/-     7    Shells  2    4
Combat Shotgun		15-25 5  3/60    22   Shells  12   5
H&K CAWS			15-25 5  5/100   30   Shells  10   6 
Pancor Jackhammer		18-29 5  5/117.5 35   Shells  10   5
Desert Eagle		10-16 5  -/-     25   .44     8    4
Desert Eagle E.M.		10-16 5  -/-     25   .44     20   4
.44 Magnum			12-18 4  -/-     15   .44     6    5
.44 Magnum w/ S.L		12-18 4  -/-     15   .44     6    5
Hunting Rifle		8-20  5  -/-     40   .223    10   5
Scoped Hunting Rifle    8-20  5  -/-     40   .223    10   5
Sniper Rifle		14-34 6  -/-     50   .223    6    5
.223 Pistol			20-30 5  -/-     30   .223    5    5
BB Gun			1-3   5  -/-     22   BBs     100  3
LE BB Gun			25-25 4  -/-     32   BBs     100  3
FN FAL			9-18  5  10/135  35   7.62mm  20   5
FN FAL w/ N.S.		9-18  5  10/135  35   7.62mm  20   5
FN FAL HPFA			11-22 5  20/330  35   7.62mm  20   5
Tommy Gun			3-20  5  10/115  32   .45     50   6
Grease Gun			10-20 4  8/120   20   .45     30   4
H&K G11			10-20 5  5/75    35   4.7mm   50   5
H&K GllE			13-23 5  7/126   40   4.7mm   50   6
Assault Rifle		8-16  5  8/96    45   5mm     24   5
Assault Rifle E.C.	8-16  5  8/96    45   5mm     100  5
XL70E3			12-19 5  8/124   35   5mm     20   5
PPK12 Gauss Pistol	22-32 4  -/-     50   2mm     12   4
M72 Gauss Rifle		32-43 5  -/-     50   2mm     20   6
Needler Pistol		12-24 5  -/-     24   Needle  10   3
14mm Pistol			12-22 5  -/-     24   14mm    6    4
9mm Mauser			5-10  5  -/-     22   9mm B	7    3

Pipe Rifle
Damage: 5-12
AP: 5
Burst: no
Range: 20
Ammo: 10mm JHP/AP
Capacity: 1
Strength needed: 5
Type: Normal
Weight: 10 pounds
Price: $200
Location: You can just take one from Vic's house in Klamath.  There 
are random encounters with farmers, where females have pipe rifles.  
I got this encounter near NCR.
Rating: 2/10

"This is a hand-made single shot rifle."

The pipe rifle is the first gun you get, and the second worst.  It's 
pretty much the same as the 10mm pistol, but you can only carry 1 
bullet in it.  It's only good if you don't have the 10mm pistol.  
This would have to be nearly the worst weapon in the game, and 
because you get the 10mm pistol so quickly you'll only need to use it 
for a few battles.

10mm Pistol
Damage:  5-12
AP: 5
Burst: no
Range: 25
Ammo: 10mm JHP/AP
Capacity: 12
Strength needed: 3
Type: Normal
Weight: 3 pounds
Price: $250
Location: The slaver guards in the Den have this gun.  If you take 
the missions with Lara's gang, you can take the 10mm pistol from the 
dead bodies of the guards you kill.  There are lots of 10mm pistols 
to be found in other places though too.
Rating: 3/10

"A Colt 6520 10mm autoloading pistol.  Each pull of the trigger will 
automatically reload the firearm until the magazine is empty.  Single 
shot only, using the powerful 10mm round."

The 10mm pistol is the first real gun you get.  It is like the pipe 
rifle, but it is a one handed weapon with a higher capacity.  It's 
good for a while because the ammo for it is very common.  When you 
get the 10mm SMG though, you'll want to use that instead.

10mm SMG
Damage: 5-12
AP: 5
Burst: 10
Burst mode rating: 85
Range: 25
Ammo: 10mm JHP/AP
Capacity: 30
Strength needed: 5
Type: Normal
Weight: 5 pounds
Price: $1000
Location: The dealers in the den may sell you this gun.  Also, on 
your trip to Modoc, you can encounter an evil merchant and you can 
kill him and take his SMG.  If you take out the Mordino family, you 
can take their SMGs too.
Rating:  5/10

"H&K MP9 Submachinegun (10mm variant).  A medium-sized SMG, capable 
of single shot and burst mode."

The 10mm SMG is usually the first burst mode gun you get.  It's the 
same as the 10mm except for the capacity and the ability to shoot in 
bursts.  Is useful early in the game against tough enemies, when you 
run up to them and burst shoot them for lots of damage.  The ammo is 
pretty common so there isn't really a reason not to use burst mode a 
lot.  Very useful for early in the game.

HK P90c
Damage: 12-16
AP: 4
Burst: 12
Burst mode rating: 168
Range: 30
Ammo: 10mm JHP/AP
Capacity: 24
Strength needed: 4
Type: Normal
Weight: 8 pounds
Price: $2500
Location:  In random encounters near NCR with raiders fighting 
rangers, some raiders have this gun.  On the third level of Vault 15 
a raider has this gun.  You can also buy it from the weapon dealers 
in NCR sometimes.
Rating: 7/10

"The Heckler & Koch P90c was just coming into use at the time of the 
war.  This weapon's bullpup layout, and compact design, make it easy 
to control.  The durable P90c is prized for its reliability, and high 
firepower in a ruggedly-compact package."

This is nearly the best sub-machine gun in the game.  You get it 
pretty late in the game, and you'll have heaps of 10mm ammo in the 
boot (hopefully), so you can go psycho with it.  It's sort of the 
small gun equivalent of the bozar.  It isn't too good against armour, 
but you can do lots of damage against monsters.  The main problem 
with it is that it uses up ammo quickly, and you have to reload every 
two burst shots.  Will be good until you start fighting enclavers.

Shotgun
Damage: 12-22
AP: 5
Burst: no
Range: 14
Ammo:  12 gauge shotgun shells
Capacity: 2
Strength needed: 4
Type: Normal
Weight: 5 pounds
Price: $800
Location:  You can get your first shotgun from stealing off Metzger.  
Dealers in the Den should have shotguns too, and they are pretty 
common in other places in your travels.
Rating: 4/10

"A Winchester Widowmaker double-barreled 12 gauge shotgun.  A short 
barrel, with mahogany grip."

This shotgun will be one of your best weapons for the Den.  You can 
trade it to an NPC once you get better weapons and they'll do well 
with it.  It only holds two shells, and has a low range, but it does 
lots of damage early in the game compared to other guns.  It's ammo 
costs a lot, but it is pretty common with your enemies, so you can 
take it off their dead bodies.

Sawed off Shotgun
Damage:  12-24
AP: 5
Burst: no
Range: 7
Ammo: 12 gauge shotgun shells
Capacity: 2
Strength needed: 4
Type: Normal
Weight: 4 pounds
Price: $800
Location: The only time I remember seeing this weapon was when 
Cassidy joins you, he has it equipped as his weapon.
Rating: 3/10

"Someone took the time to chop the last few inches off the barrel and 
stock of this shotgun.  Now, the wide spread of this hand-cannon's 
short-barreled shots make it perfect for short-range crowd control."

You'll get this when you meet Cassidy, but you'll already have better 
weapons by then.  It's range is really bad, so you have to be really 
close to shoot enemies with it.  It does an extra two maximum damage 
than the shotgun, but the range difference is the main problem with 
it.

Combat Shotgun
Damage: 15-25
AP: 5
Burst: 3
Burst mode rating: 60
Range: 22
Ammo: 12 gauge shotgun shells
Capacity: 12
Strength needed: 5
Type: Normal
Weight: 10 pounds
Price: $2750
Location:  Combat Shotguns are pretty common in random encounters.  
You can first get them in Vault City, once your a citizen you can buy 
them from the shop.  Zaius in Broken Hills gives you a combat shotgun 
when you finish the quest of fixing the mine.  In Vault 15 some 
raiders have combat shotguns.  Big Jesus also has one.
Rating: 6/10

"A Winchester City-Killer 12 gauge combat shotgun, bullpup variant.  
In excellent condition, it has the optional DesertWarfare 
environmental sealant modification for extra reliability."

The combat shotgun is really good.  You can get it pretty early in 
the game.  The three shot burst is useful for conserving ammo if you 
want a lot of damage.  It does good damage too, whether you shoot it 
normally or aim.  If you get it in Vault City it will be useful for 
ages.  There isn't much better than this gun.  I like shotguns.  The 
main advantage is its variety of uses.

H&K CAWS
Damage: 15-25
AP: 5
Burst: 5
Burst mode rating: 100
Range: 30
Ammo: 12 gauge shotgun shells
Capacity: 10
Strength needed: 6
Type: Normal
Weight: 5 pounds
Price: $4750
Location:  Somewhere near NCR.
Rating: 6/10

"The CAWS, short for Close Assault Weapons System, shotgun is a 
useful tool for close-range combat.  The bullpup layout gives the 
weapon a short, easily handleable, length while still retaining 
enough barrel lenght for its high velocity shells."

This is an ok gun.  It is nearly the same as the combat shotgun, but 
it's burst mode uses more shells, the capacity is lower, the strength 
needed is higher, and it can be used at longer ranges.  You may as 
well stick to the combat shotgun, as the burst mode is annoying, as 
you have to reload after two burst shots.  That's why it isn't as 
effective as the combat shotgun.

Pancor Jackhammer
Damage: 18-29
AP: 5
Burst: 5
Burst mode rating: 117.5
Range: 35
Ammo: 12 gauge shotgun shells
Capacity: 10
Strength needed: 5
Type: Normal
Weight: 12 pounds
Price: $5500
Location:  Pancor Jackhammers are the main weapon of NCR guards.  
They are also selled at NCR shops sometimes, and you can get them in 
some random encounters.  The Enclave guards in the Salvatore 
encounter have this too.
Rating: 7/10

"The Jackhammer, despite its name, is an easy to control shotgun even 
when fired on full automatic.  The popular bullpup design, which 
places the magazine behind the trigger, makes the weapon well 
balanced and easy to control."

This is another shotgun.  I like to use it when I get it, because 
although it shoots the same as the H&K CAWS, it does more damage, 
which is more important.  It also has a high range, which is good for 
sniping.  This is the best shotgun.

Desert Eagle
Damage: 10-16
AP: 5
Burst: no
Range: 25
Ammo: .44 JHP/FMJ
Capacity: 8
Strength needed: 4
Type: Normal
Weight: 4 pounds
Price: $800
Location:  You'll first get this in the Den if you trade with Flick.  
You can also get it in Vault City at the weapon shop.
Rating: 4/10

"An ancient Desert Eagle, in .44 magnum.  Interest in late 20th 
century films made this one of the most popular handguns of all 
time."

This is one of the two different weapons that use .44 ammo.  You 
might use it for a bit when you have loads of the ammo, but the 
magnum is a better weapon.  The advantages to this gun is that it has 
a longer range than the magnum.

Desert Eagle Expanded Magazine
Damage: 10-16
AP: 5
Burst: no
Range: 25
Ammo: .44 JHP/FMJ
Capacity: 20
Strength needed: 4
Type: Normal
Weight: 5 pounds
Price: $800
Location:  Get an Upgrade of the Desert Eagle.
Rating: 5/10

"An ancient Desert Eagle, in .44 magnum.  Interest in late 20th 
century films made this one of the most popular handguns of all time.  
This one has been equipped with an expanded magazine for longer fun 
and games!"

It is the same as the Desert Eagle, but the expanded capacity makes 
it a better weapon than the original.

.44 Magnum Revolver
Damage: 12-18
AP: 4
Burst: no
Range: 15
Ammo: .44 JHP/FMJ
Capacity: 6
Strength needed: 5
Type: Normal
Weight: 5 pounds
Price: $600
Location: You'll get this one from Flick as well.  And at Vault City.
Rating: 6/10

"Being that this is the most powerful handgun in the world, and can 
blow your head clean-off, you've got to ask yourself a question.  Do 
I feel lucky? Well, do ya punk?"

This is the first weapon that you get that will shoot quicker than 
normal.  The bonus of 1 AP will let you shoot it twice per round if 
you have alright agility.  It does 2 more damage than the desert 
eagle, but the capacity and range are way lower.  Lots of people like 
to use this weapon as a backup weapon, but for me it doesn't seem to 
do very well at all against armour.  I don't like it too much, but it 
is still ok.

.44 Magnum with speed loader
Damage: 12-18
AP: 4
Burst: no
Range: 20
Ammo: .44 JHP/FMJ
Capacity: 6
Strength needed: 5
Type: Normal
Weight: 6 pounds
Price: $600
Location: Get an upgrade for your magnum.
Rating: 6/10

"A .44 Magnum Revolver with a speed loader."

This is the magnum with a higher range for some reason, and it let's 
you reload for only 1 AP.

Hunting Rifle
Damage: 8-20
AP: 5
Burst: no
Range: 40
Ammo: .223 FMJ
Capacity: 10
Strength needed: 5
Type: Normal
Weight: 9 pounds
Price: $1000
Location:  I think you can get this one from the Den, but you'll 
definitely get it when you fight the highwaymen on your trip to 
Modoc.
Rating: 5/10

"A Colt Rangemaster, semi-automatic rifle, in .223 caliber.  Single-
shot only.

The .22 is back and it's still not too good.  The hunting rifle is 
good for early sniping, except that when this gun is useful for 
sniping your small guns skill won't be good enough to snipe properly 
with it.  I give it to Vic and let him shoot people with it.  The 
ammo it uses is pretty common, so that is an advantage of it.  It use 
runs out when you get a sniper rifle.

Scoped Hunting Rifle
Damage: 8-20
AP: 5
Burst: no
Range: 40
Ammo: .223 FMJ
Capacity: 10
Strength needed: 5
Type: Normal
Weight: 11 pounds
Price: $1500
Location:  Upgrade the hunting rifle.
Rating: 6/10

"Nothing's better than seeing a surprised look on your target's face.  
The Loophole x20 Scope on this hunting rifle makes it easier than 
ever before.  Accurate from first shot to last, no matter what kind 
of game you're gunning for."

This is the same as the hunting rifle, except it is better at long 
ranges than short.  If you are up close it will be harder to hit 
enemies.  It's better for sniping than the hunting rifle.

Sniper Rifle
Damage: 14-34
AP: 6
Burst: no
Range: 50
Ammo: .223 FMJ
Capacity: 6
Strength needed: 5
Type: Normal
Weight: 8 pounds
Price: $2200
Location: The most common way to get this is through fighting the 
Gangsters in a random encounter around New Reno.  You can also find 
one on a dead body outside the Sierra Army Depot.  I think you can 
kill the New Reno arms guy and he should have one too.
Rating: 8/10

"A DKS-501 Sniper Rifle.  Excellent long range projectile weapon.  
Originally .308, this one is chambered in the more common .223 
caliber."

This is the sniper weapon that you can use for most of the game.  It 
is extremely accurate, so it's easy to hit the enemy from afar.  I 
don't really like it that much because sniping isn't really my style 
of play.  For sniping, I think that the damage is too random.  The AP 
penalty is sort of annoying as well.  But if you're a sniper and 
scared of close combat you will like this gun.

.223 Pistol
Damage: 20-30
AP: 5
Burst: no
Range: 30
Ammo: .223 FMJ
Capacity: 5
Strength needed: 5
Type: Normal
Weight: 5 pounds
Price: $3500
Location: These are usually found around New Reno.  When you fight 
Thugs around New Reno there are thugs that have these guns.  Same 
with friends of Morton Brothers.
Rating: 7/10

"A .223 rifle modified and cut down to a pistol.  This is a one-of-a-
kind firearm, obviously made with love and skill."

This is one of the most powerful handguns in the game.  It does lots 
of damage, and has a pretty good range, although it's capacity is 
annoyingly low and there is no burst mode.  It is mainly useful 
against low hit point enemies with low armour, and against other 
enemies it isn't really too good.  But it will last until you get a 
Gauss Pistol.

Red Ryder BB Gun
Damage: 1-3
AP: 5
Burst: no
Range: 22
Ammo: BBs
Capacity: 100
Strength needed: 3
Type: Normal
Weight: 5 pounds
Price: $200
Location: You can find Jonny's BB gun in the Modoc well.   Sometimes 
the weapon guys at NCR sell this gun too.
Rating: 1/10

"A Red Ryder BB gun.  The classic."

It's pretty much the worst gun in the game.  You'll never use it 
though.  If you get one take the ammo out and keep it.  It'll be 
useful for another REALLY good gun.

Red Ryder Limited Edition BB Gun
Damage: 25-25
AP: 4
Burst: no
Range: 32
Ammo: BBs
Capacity: 100
Strength needed: 3
Type: Normal
Weight: 5 pounds
Price: $3500
Location:  NCR weapon shops sometimes stock this gun, and perhaps the 
trader above Modoc sells it too sometimes.
Rating: 8/10

"A limited edition version of the Red Ryder BB gun.  A true classic."

This is one of the ultimate small guns in the game, with only the 
Gauss rifle and pistol being better than it.  It fires quickly, it 
has a huge capacity, it always does 25 damage and you hardly need any 
strength to use it.  The main problems with it though is that it is 
hard to find, it's ammo is hard to find, and it isn't very good 
against armour.  Use it when you fight unarmoured opponents.  It's 
usually pretty rare to find though, so you probably won't use it 
much, because you'll be able to use the Gauss weapons instead.

FN FAL
Damage: 9-18
AP: 5
Burst: 10
Burst mode rating: 135
Range: 35
Ammo:  7.62mm
Capacity: 20
Strength needed: 5
Type: Normal
Weight: 9 pounds
Price: $1500
Location:  I think you can get it from the general store in Modoc.  
Maybe the Vault City weapon shop and Gecko have it too.  Some Shi 
guards have it.
Rating: 6/10

"This weapon has been more widely used by armed forces than any other 
rifle in history.  It's a reliable assault weapon for any terrain or 
tactical situation."

It's powerful for when you get it, but because 7.62mm ammo is rare, 
you won't be able to use it much.  The burst mode is good, but uses 
up 10 bullets.  If the ammo was more plentiful it would be a much 
more useful weapon.  It's better than the assault rifle.

FN FAL with night sight
Damage: 9-18
AP: 5
Burst: 10
Burst mode rating: 135
Range: 35
Ammo:  7.62mm
Capacity: 20
Strength needed: 5
Type: Normal
Weight: 10 pounds
Price: $2000
Location:  Upgrade your FN FAL
Rating: 6/10

"This weapon has been more widely used by armed forces than any other 
rifle in history.  It's a reliable assault weapon for any terrain or 
tactical situation.  This weapon has been equipped with a night sight 
for greater night accuracy."

The same as the FN FAL but you can fight at night without any 
penalty.

FN FAL HPFA
Damage: 11-22
AP: 5
Burst: 20
Burst mode rating: 330
Range: 35
Ammo: 7.62mm
Capacity: 20
Strength needed: 5
Type: Normal
Weight: 11 pounds
Price: $2250
Location:  This gun is sold in the weapon shop at San Fran.
Rating: 7/10

"You see nothing out of the ordinary."

Pretty much just like the FN FAL, except the different damage rating 
and that it uses its whole clip in one shot.  If you use burst mode, 
which is why you would use this, you'll run out of ammo really 
quickly.  Make sure you get heaps of ammo from the shopkeeper if you 
get this gun.  It won't be that good against enclave soldiers, but it 
should be against the monsters.

Tommy Gun
Damage: 3-20
AP: 5
Burst: 10
Burst mode rating: 115
Range: 32
Ammo: .45 caliber
Capacity: 50
Strength needed: 6
Type: Normal
Weight: 7 pounds
Price: $1200
Location:  The casino bouncers in New Reno have this gun, as do the 
lead gangsters in random encounters around New Reno.
Rating: 6/10

"This Thompson M1928 submachine gun is a sinister looking weapon; 
every time you hold it, you get the urge to put on a fedora hat and 
crack your knuckles.  The Thompson is well-fed by a large 50 round 
drum magazine."

The Tommy Gun is fun to use, but isn't that useful.  The damage is 
very random, which isn't good.  It's ammo is pretty rare too, which 
isn't good.  What it is good for though, is it's high capacity 
magazine.  You can shoot five burst modes with the one reload.  You 
should probably get pretty good damage though if you use burst mode.  
The grease gun is much better though.

M3A1 "Grease Gun" SMG
Damage: 10-20
AP: 4
Burst: 8
Burst mode rating: 120
Range: 20
Ammo: .45 caliber
Capacity: 30
Strength needed: 4
Type: Normal
Weight: 7 pounds
Price: $1750
Location:  You can find this around New Reno, in random encounters 
near New Reno, and some other places too.  Some of the Mordino guards 
have it I think.
Rating: 7/10

"This submachine gun filled National Guard arsenals after the army 
replaced it with newer weapons.  However, the "Grease Gun" was simple 
and cheap to manufacture, so there are some still quite a few in 
use."

The grease gun is a good SMG.  It has a high damage roll, and it 
shoots quickly too.  You may as well use up all your .45 caliber ammo 
with it, because it's better than the Tommy gun.  It will be good 
until you run out of ammo, which will be pretty quickly.  It isn't 
good later on though.

H&K G11
Damage: 10-20
AP: 5
Burst: 5
Burst mode rating: 75
Range: 35
Ammo: 4.7mm caseless
Capacity: 50
Strength needed: 5
Type: Normal
Weight: 8 pounds
Price: $6500
Location:  If you kill Frog Morton you can take this from him.
Rating: 6/10

"This gun revolutionized assault weapon design.  It fires a caseless 
cartridge consisting of a block of propellant with a bullet inside.  
The resultant weight and space savings allow this weapon to have a 
very high capacity."

This isn't that good an SMG as it only shoots 5 bullets to one burst 
mode.  The ammo for it is really rare when you get it, so you may as 
well not use it, and save it for when you get a better weapon that 
uses this ammo (which is way after you get it).

H&K G11E
Damage: 13-23
AP: 5
Burst: 7
Burst mode rating: 126
Range: 40
Ammo: 4.7mm caseless
Capacity: 50
Strength needed: 6
Type: Normal
Weight: 8 pounds
Price: $8000
Location:  Palace guards in San Fran have this gun, but you can kill 
hubologists in random encounters near San Fran for it.
Rating: 7/10

"This gun revolutionized squad level support weapon design.  The gun 
fires a caseless cartridge consisting of a block of propellant with a 
bullet buried inside.  The resultant weight and space savings allow 
it to have a very high magazine capacity ."

This is a better SMG than the gun above.  It has extra damage, range, 
and more shots in a burst.  You can shoot the burst mode 7 full times 
before you have to reload.  That's pretty good.  It would have been 
better if it had the AP bonus and more shots per burst.  You may as 
well keep the ammo from this gun to use in the Vindicator, which is 
better.

Assault Rifle
Damage: 8-16
AP: 5
Burst: 8
Burst mode rating: 96
Range: 45
Ammo: 5mm JHP/AP
Capacity: 24
Strength needed: 5
Type: Normal
Weight: 7 pounds
Price: $1300
Location:  Vault City patrols have this gun, as do the ghoul reactor 
guards at Gecko.  You can kill them for it.
Rating: 6/10

"An AK-112 5mm Assault Rifle.  An old military model, out of use 
around the time of the war.  Can fire single-shot or burst, using the 
high velocity 5mm round."

You get the assault rifle early, and if you get it you should have 
lots of 5mm ammo too.  The assault rifle works wonders early in the 
game from Vault City to New Reno.  It isn't any good against armour, 
but you won't want to use it when you go up against armour.  You 
might want to save the ammo from it if you don't like it, and keep it 
for the avenger minigun later on.

Assault Rifle extended capacity
Damage: 8-16
AP: 5
Burst: 8
Burst mode rating: 96
Range: 45
Ammo: 5mm JHP/AP
Capacity: 100
Strength needed: 5
Type: Normal
Weight: 10 pounds
Price: $1300
Location:  Upgrade an Assault Rifle
Rating: 6/10

"This Assault Rifle has an extended, military sized, ammunition clip.  
The expanded magazine capacity makes it more fun than ever to spray-
and-pray."

It's the assault rifle again, but with a huge capacity.  If you have 
a free upgrade early in the game, this is a good one to do.  Too bad 
the assault rifle gets a bit too useless too quickly.

XL7OE3
Damage: 12-19
AP: 5
Burst: 8
Burst mode rating: 124
Range: 35
Ammo: 5mm JHP/AP
Capacity: 20
Strength needed: 5
Type: Normal
Weight: 9
Price: $3000
Location:  In a random encounter with a special merchant below San 
Fran you can get this gun.  There is also a person on the tanker that 
has this gun.
Rating: 6/10

"This was an experimental weapon at the time of the war.  
Manufactured, primarily, from high-strength polymers, the weapon is 
almost indestructible.  It's light, fast firing, accurate, and can be 
broken down without the use of any tools."

You get it so late that it is almost useless.  It's sort of like a 
high tech assault rifle.  If you had gotten it in New Reno or 
somewhere near there it would have been a bit useful, but late in the 
game there are way better guns to use.

PPK12 Gauss Pistol
Damage: 22-32
AP: 4
Burst: no
Range: 50
Ammo: 2mm EC
Capacity: 12
Strength needed: 4
Type: Normal
Weight: 5 pounds
Price: $5250
Location:  In the fourth level of the military base is Melchior.  
Raid his locker and you get the Gauss Pistol.  The San Fran shop 
keeper also sells it sometimes, and enclave patrols have it.
Rating: 10/10

"Praised for its range and stopping power, the PPK12 Gauss Pistol is 
of German design.  The pistol uses an electromagnetic field to propel 
rounds at tremendous speed and punch through almost any armour."

This is one of the best small guns.  If you have fast shot this is 
the best small gun.  The ammo's armour piercing and does lots of 
damage.  It has the AP bonus so you can shoot really fast with it.  
The only problems is that it has a pretty low capacity, and no burst 
mode.  You should use this for the rest of the game once you get it, 
and you have the ammo, which is rare.

M72 Gauss Rifle
Damage: 32-43
AP: 5
Burst: no
Range: 50
Ammo: 2mm EC
Capacity: 20
Strength needed: 6
Type: Normal
Weight: 9 pounds
Price: $8250
Location:  It's in the Enclave, as lots of the enclavers use it.  The 
San Fran shop keeper also sells it.
Rating: 10/10

"The M72 rifle is of German design.  It uses an electromagnetic field 
to propel rounds at a tremendous speed... and pierce through almost 
any obstacle.  Its range, accuracy and stopping power is almost 
unparalleled."

This is the ultimate small gun, although if you have fast shot, you 
should use the Gauss Pistol.  The Gauss Rifle is like a really good 
sniper rifle.  It has a pretty high capacity, and a huge range and 
damage.  The only problem is no burst mode.  The ammo also pierces 
armour easily, so it's usable against power armoured enemies.  Most 
of your NPCs like to use it too, which makes it more useful.  The 
main problem though, is that ammo is pretty hard to find.

Needler Pistol
Damage: 12-24
AP: 5
Burst: no
Range: 24
Ammo: Needler JHP/AP
Capacity: 10
Strength needed: 3
Type: Normal
Weight: 4 pounds
Price: $2200
Location: The Sheriff of Redding has this, as well as Myron.  You can 
probably buy it at the NCR shops.
Rating: 6/10

"You suspect this Bringham needler pistol was once used to scientific 
field studies.  It uses small hard-plastic hypodermic darts as ammo."

This would be a bit better if there was more ammo for it.  It's 
actually good for Myron though, as he doesn't use up much ammo.  The 
damage is pretty good, but that's all.  You won't really use it 
because there are better small guns when you get this.

14mm Pistol
Damage: 12-22
AP: 5
Burst: no
Range: 24
Ammo: 14mm AP
Capacity: 6
Strength needed: 4
Type: Normal
Weight: 4 pounds
Price: $1100
Location:  Thugs around New Reno like to carry this.
Rating: 4/10

"A Sig-Sauer 14mm Auto Pistol.  Large, single shot handgun.  
Excellent Craftmanship."

This gun is pretty bad, mainly because there is only AP ammo 
available for it.  It has stats that are just like the Needler, only 
a bit worse.  You will never use this gun, and neither will your 
NPCs, because it is useless.  Damn the AP ammo.

9mm Mauser
Damage: 5-10
AP: 5
Burst: no
Range: 22
Ammo: 9mm Ball
Capacity: 7
Strength needed: 3
Type: Normal
Weight: 3 pounds
Price: $1500
Location:  The guards of the trader above Modoc have this, and in the 
back on New Reno arms it is in a locker.
Rating: 2/10

"A Mauser M/96 in 9x19mm Parabellum.  In excellent condition.  
Extremely accurate."

If you get this gun, you may as well not use it.  Myron can use it, 
but his Needler is better.  Gizmo had it in fallout 1...


BIG GUNS
--------

Big guns aren't really that common, except in the military base.  You 
first see them around New Reno, but you can't really use any except 
the flame thrower or rocket launcher there as the ammo is too scarce.  
Big guns are the most useful guns at the end.  They aren't that good 
from the beginning to the middle though.

NAME				DMG    AP B/BR     RNG  AMMO    CAP  SN
Light Support Weapon	20-30  6b 10/250   40   .223    30   6
Bozar				25-35  6b 15/450   35   .223    30   6
M60				18-26  6b 10/220   35   7.62mm  50   7
Flamer/Imp. Flamer	45-90  6b -/-      5    Fuel    5    6
Rocket Launcher		35-100 6  -/-      40   Rocket  1    6
Minigun			7-11   6b 40/360   35   5mm     120  7
Avenger Minigun		10-14  6b 40/480   40   5mm     120  7
Vindicator Minigun	14-19  6b 25/412.5 30   4.7mm   100  7


Light Support Weapon
Damage: 20-30
AP: 6 (burst)
Burst: 10
Burst rating: 250
Range: 40
Ammo: .223 FMJ
Capacity: 30
Strength needed: 6
Type: Normal
Weight: 20 pounds
Price: $4750
Location:  Claim Jumpers and the people they fight on Redding 
caravans carry Light Support Weapons sometimes.  You can buy them 
from the San Francisco shop keeper sometimes too.  Or maybe the NCR 
weapon shop owner.
Rating: 9/10

"This squad-level support weapon has a bullpup design.  The bullpup 
design makes it difficult to use while lying down.  Because of this 
it was remanded to National Guard units.  It, however, earned a 
reputation as a reliable weapon that packs a lot of punch for its 
size."

This is the poor man's Bozar.  It uses the same ammo, but does less 
damage and fires less ammo per burst.  This can be good though if you 
want to save ammo.  It works pretty much the same way as the Bozar 
otherwise.  Use it to save ammo.

Bozar
Damage: 25-35
AP: 6 (burst)
Burst: 15
Burst rating: 450
Range: 35
Ammo: .223 FMJ
Capacity: 30
Strength needed: 6
Type: Normal
Weight: 20 pounds
Price: $5250
Location:  Buster's guards in NCR have it, so you can steal it off 
them.  You can buy them from New Reno arms after you are a made man 
of a family.  There is also supposed to be one in the basement of the 
Toxic Caves.
Rating: 10/10

"The ultimate refinement of the snipers art.  Although somewhat 
finicky and prone to jamming if not kept scrupulously clean, the big 
weapon's accuracy more than makes up for its extra maintenance 
requirements."

This is pretty much the best big gun.  You can get heaps of ammo for 
it, which you'll need because it shoots pretty quickly.  The ammo 
penetrates armour well, so it's good against anything.  It should 
kill anything in one burst if you are good with big guns, apart from 
the end boss.  The main problems are that it uses ammo quickly, and 
after two shots you have to reload.  If you have trouble getting lots 
of ammo or something the Light Support Weapon is better.

M60
Damage: 18-26
AP: 6 (burst)
Burst: 10
Burst rating: 220
Range: 35
Ammo: 7.62mm
Capacity: 50
Strength needed: 7
Type: Normal
Weight: 23 pounds
Price: $3500
Location:  You can buy it from the NCR and San Fran shop dealers 
sometimes.
Rating: 8/10

"This relatively light machine gun was prized by militaries around 
the world for its high rate of fire.  This reliable, battlefield-
proven design, was used on vehicles and for squad level fire-
support."

This gun should have been made so you get it early, so you can see 
what big guns are like.  It isn't too useful near the end of the game 
because of the Bozar.  The good thing about it is that like the Tommy 
gun, you can fire 5 bursts before you have to reload.  The ammo near 
the end of the game isn't that rare, so you may want to use it to 
save .223 FMJ ammo.

Flamer and Improved Flamer
Damage: 45-90
AP: 6 (burst)
Burst: 1
Range: 5
Ammo: Flamethrower Fuel and Flamethrower Fuel mk2
Capacity: 5
Strength needed: 6
Type: Flame
Weight: 18 pounds and 29 pounds
Price: $2000
Location: Big Gun thugs around New Reno have it, and lots of mutants 
in the military base have it too.  You can get the Improved Flamer by 
upgrading the old flamer.
Rating: 6/10

"A Flambe 450 model flamethrower, varmiter variation.  Fires a short 
spray of extremely hot, flammable liquid.  Requires specialised fuel 
to work properly."

"A Flambe 450 model flamethrower, varmiter variation.  Fires a short 
spray of extremely hot, flammable liquid.  Requires specialised fuel 
to work properly.  This model has been modified to fire a hotter 
mixture which causes greater combustibility."

This gun is sort of like the laser weapons in that it isn't useful 
against armour, but it is against unarmoured opponents.  It gives a 
funny animation when you kill enemies sometimes, but it isn't really 
that useful.  If you have good big gun skill when you get to New 
Reno, you can get a flamer, and New Reno will be so much easier, as 
people in New Reno don't really have very heavy armour.  The Flamer 
and Improved Flamer appear to be the same.  Pretty random damage too.  
In fallout it was great because most enemies had 50hp and you could 
kill them in one hit.  But in this game the enemies have much higher 
hp...

Rocket Launcher
Damage: 35-100
AP: 6
Burst: no
Range: 40
Ammo: Explosive/AP rocket
Capacity: 1
Strength needed: 6
Type: Explosive
Weight: 15 pounds
Price: $2300
Location: Sierra Army Depot, The Enclave, and the shop keeper in NCR 
have rocket launchers.
Rating: 6/10

"A Rockwell BigBazooka rocket launcher.  With the deluxe 3lb. 
Trigger.  Fires AP or Explosive Rockets."

This gun would be way more useful if the ammo wasn't really hard to 
find.  It is the only big gun that doesn't have burst mode.  Use the 
rocket launcher at medium range if you do, so that you don't damage 
yourself from the explosion.  It works best against non-armoured 
opponents in a group, so you can hurt them all.  It and the ammo is 
also really heavy so they aren't as useful.  The damage is also 
pretty random so that is annoying.  Useful to use when you find it, 
but then dump it when you run out of ammo.

Minigun
Damage: 7-11
AP: 6 (burst)
Burst: 40
Burst rating: 360
Range: 35
Ammo: 5mm JHP/AP
Capacity: 120
Strength needed: 7
Type: Normal
Weight: 28 pounds
Price: $3800
Location: Marcus has one when you get him, it is a special item when 
you become a made man in New Reno at New Reno arms.  Mutants in the 
military base and Broken Hills like to carry them as well as a 
merchant's guard in combat armour near San Francisco.
Rating: 6/10

"A Rockwell CZ53 Personal Minigun.  A multi-barreled chaingun firing 
5mm ammunition at over 60,000 RPM.

I like miniguns.  They are my favourite weapon.  Too bad that this 
minigun isn't too good.  It uses ammo really quickly, and the damage 
it does isn't all that good either, for a minigun.  Armour isn't 
really penetrated by this gun.  It's best used against a group of 
monsters up close, so you hit with all 40 bullets and do more damage.  
But it's recommended to save the ammo used for the Avenger Minigun.

Avenger Minigun
Damage: 10-14
AP: 6 (burst)
Burst: 40
Burst rating: 480
Range: 50
Ammo: 5mm JHP/AP
Capacity: 120
Strength needed: 7
Type: Normal
Weight: 28 pounds
Price: $5500
Location:  Enclave patrols sometimes have this weapon, but you can 
find it at The Enclave and the shop keeper at San Fran sells it 
sometimes too.
Rating: 8/10

"Rockwell created the Avenger as a replacement for their aging CZ53 
Personal Minigun.  The Avenger's design improvements include 
improved, gel-fin, cooling and chromium plated barrel-bores.  This 
gives it a greater range and leathality.

I like miniguns.  The Avenger minigun is a big improvement over the 
original, but unfortuanately still isn't good against armour.  You 
should use this when going around the wasteland for kill experience 
near the end.  But if you have all the good combat perks, and a 
really high big guns skill, this will be the best weapon in the game.  
But since you won't probably waste your time getting all the perks, 
you should just use this against monsters near the end.

Vindicator Minigun
Damage: 14-19
AP: 6 (burst)
Burst: 25
Burst rating: 412.5
Range: 30
Ammo: 4.7mm caseless
Capacity: 100
Strength needed: 7
Type: Normal
Weight: 28 pounds
Price: $15250
Location: You can buy it from the San Fran shop keeper sometimes, 
otherwise one of the guards on the Enclave has it, and you'll have to 
fight him/her for it.
Rating: 10/10

"The German Rheinmetal AG company created the ultimate minigun.  The 
Vindicator throws over 90,000 caseless shells per minute down its six 
carbon polymer barrels.  As the pinnacle of Teutonic engineering 
skill, it is the ultimate hand-held weapon."

I like miniguns.  This is the best.  The description is a bit crazy 
though, how it says it shoots 150% of the speed of the original, but 
in a burst it fires 62.5% of the other miniguns.  Oh well.  The  ammo 
in this gun has great a great damage modifier without the usual bad 
armour modifiers that go with good damage modifiers, which is the 
main reason that makes it better than other guns.  The ammo is rare 
though, and you won't get much till right at the end.  Save this gun 
for the final boss if you get it.  Otherwise save as much 4.7mm 
caseless as you can.


ENERGY WEAPONS
--------------

Energy weapons are very rare until you get to New Reno, where they 
are just very uncommon.  Later in the game they are very common 
though.  There's two types of the energy weapons, and laser weapons 
and the plasma/pulse weapons.  Laser weapons are hopeless against 
good armour, plasma/pulse isn't...  Laser weapons are more useful 
from the beginning to the middle of the game, where the enemies don't 
have very strong armour.  Plasma/pulse weapons are useful from the 
middle to the end...

NAME				DMG   AP B/BR    RNG  AMMO    CAP  SN
Laser Pistol/Mag. LP	10-22 5  -/-     35   SEC     12   3
Plasma Pistol		15-35 5  -/-     20   SEC     16   4
Plasma Pistol E.C.	15-35 5  -/-     20   SEC     32   4
YK32 Pulse Pistol		32-46 4  -/-     15   SEC     5    3
Alien Blaster		30-90 3  -/-     10   SEC     20   2
Laser Rifle			25-50 5  -/-     45   MFC     12   6
Laser Rifle E.C.		25-50 5  -/-     45   MFC     24   6
Plasma Rifle		30-65 5  -/-     25   MFC     10   6
Turbo Plasma Rifle	35-70 5  -/-     35   MFC     10   6
YK42B Pulse Rifle		54-78 5  -/-     30   MFC     10   6
Gatling Laser		20-40 6b 10/300  30   MFC     30   6
Solar Scorcher		20-60 4  -/-     20   Solar   6    4

Laser Pistol and Magneto Laser Pistol
Damage: 10-22
AP: 5
Burst: no
Range: 35
Ammo: Small Energy Cell
Capacity: 12
Strength needed: 3
Type: Laser
Weight: 4 pounds
Price: $1400
Location:  The Salvatore family members in New Reno have laser 
pistols.  So do scientists in Navarro.  The Magneto is sold at San 
Fran, or you can upgrade the old Laser Pistol.
Rating: 5/10

"A Wattz 1000 Laser Pistol.  Civilian model, so the wattage is lower 
than civilian or police models.  Uses small energy cells."

"This Wattz 100 Laser Pistol has been upgraded with a magnetic field 
targeting system that tightens the laser emission, giving this pistol 
extra penetrating power."

When you get it you'll probably be really bad at energy weapons, but 
if you don't this is an average gun.  When you get it in New Reno 
you'll have just as good guns.  This is of course bad against metal 
armour and power armour.  Use it against lightly armoured opponents 
if anything.  The main advantage of this gun is that the ammo is very 
abundant.  The Magneto Laser Pistol is pretty much the same.

Plasma Pistol
Damage: 15-35
AP: 5
Burst: no
Range: 20
Ammo: Small Energy Cell
Capacity: 16
Strength needed: 4
Type: Plasma
Weight: 4 pounds
Price: $2750
Location: Enclave patrols hold the plasma pistol, as do the dead 
Enclavers found in the military base.
Rating: 6/10

"Glock 86 Plasma Pistol.  Designed by the Gatson Glock Al.  Shoots a 
small bolt of superheated plasma.  Powered by a small energy cell."

Another energy weapon, but this has improved damage.  It has a pretty 
bad range though if you want to shoot from a distance.  This would be 
useful if you got it earlier in the game than you do.

Plasma Pistol (extended capacity)
Damage: 15-35
AP: 5
Burst: no
Range: 20
Ammo: Small Energy Cell
Capacity: 32
Strength needed: 4
Type: Plasma
Weight: 5 pounds
Price: $2750
Location: Upgrade your plasma pistol.
Rating: 6/10

"The Glock 86 Plasma Pistol has had its magnetic housing chamber 
realigned to reduce the drain on its energy cell.  Its efficiency has 
doubled, allowing it to fire more shots before the battery is 
expended."

It has extended capacity, but you're better off using the pulse 
pistol.  If you don't have it though, it will be a good substitute 
for the plasma pistol.

YK32 Pulse Pistol
Damage: 32-46
AP: 4
Burst: no
Range: 15
Ammo: Small Energy Cell
Capacity: 5
Strength needed: 3
Type: Plasma
Weight: 5 pounds
Price: $12500
Location:  Enclave patrols carry this gun.
Rating: 7/10

"The YK32 was an electrical pulse weapon developed by the Yuma Flats 
Energy Consortium.  Though powerful, the YK32 was never considered a 
practical weapon due to its inefficient energy usage and bulky 
design."

One of the best one handed energy weapons, which you'll want to use 
if you don't have alien blasters.  It actually looks more like an 
alien blaster than the alien blaster.  The damage of this gun is 
good, but the capacity and range aren't.  It sort of reminds me of an 
energy version of the .223 pistol.  Small energy cells are common so 
you can use this when levelling up on the wasteland.

Alien Blaster
Damage: 30-90
AP: 3
Burst: no
Range: 10
Ammo: Small Energy Cell
Capacity: 20
Strength needed: 2
Type: Plasma
Weight: 2 pounds
Price: $10000
Location:  The trader north of Modoc randomly has this gun for sale.  
Be sure to kill him when he has it and you can get 5 of these.
Rating: 10/10

"A strange gun of obviously alien origin.  Looks like it can support 
small energy cells, however."

This is the ultimate energy pistol.  It has huge damage, fires the 
fastest out of any gun, and has a good capacity, and uses the common 
small energy cell.  The only drawback of this gun is that it has a 
really bad range, and the damage is a bit random.  I like to give 
this to Myron for him to use, and he uses it pretty well.  
Unfortunately, if you have fast shot and additional rate of fire you 
can still only fire it at 2AP, instead of 1AP.  If it did fire at 1AP 
it would be the best weapon in Fallout and Fallout 2.  This is one of 
the best weapons to use to level up in the wasteland.

Laser Rifle
Damage: 25-50
AP: 5
Burst: no
Range: 45
Ammo: Micro Fusion Cell
Capacity: 12
Strength needed: 6
Type: Laser
Weight: 12 pounds
Price: $5000
Location: Claim Jumpers and their enemies on the caravan trips from 
Redding have this gun sometimes.  A mutant in the Military base has 
it too.
Rating: 6/10

"A Wattz 2000 Laser Rifle.  Uses micro fusion cells for more powerful 
lasers, and an extended barrel for additional range."

This is the first big energy weapon you get.  Unfortunately, when you 
get it you won't have many micro fusion cells to power it.  If you 
did New Reno would be easy.  This gun works like the laser pistol, 
but does more damage.  You could use it to snipe long ranges too if 
you wanted to.  It isn't really useful though because you will have 
better energy weapons when you have full access to micro fusion 
cells.

Laser Rifle Extended Capacity
Damage: 25-50
AP: 5
Burst: no
Range: 45
Ammo: Micro Fusion Cell
Capacity: 24
Strength needed: 6
Type: Laser
Weight: 12 pounds
Price: $5000
Location: Upgrade the Laser Rifle or buy it from San Fran shops.
Rating: 7/10

"This Wattz 200 laser rifle has had its recharging system upgraded 
and a special recycling chip installed that reduces the drain on the 
micro fusion cell by 50%."

If you find some way to get micro fusion cells when you get the laser 
rifle then this will be more useful than the original laser rifle.  
Otherwise it isn't.

Plasma Rifle
Damage: 30-65
AP: 5
Burst: no
Range: 25
Ammo: Micro Fusion Cell
Capacity: 10
Strength needed: 6
Type: Plasma
Weight: 12 pounds
Price: $3000
Location: Maybe the Sierra Army Depot has this gun perhaps, and in 
random encounters with remnants of the Master's army you might find 
it.  There is a free one in Navarro lockers.
Rating: 8/10

"A Winchester Model P94 Plasma Rifle.  An industrial-grade energy 
weapon, firing superheated bolts of plasma down a superconducting 
barrel."

The plasma rifle is back, but it's nowhere near as good as Fallout 
due to the high hp of the enemies.  It'll still do a good job against 
enemies though.  If you plan to use this, you should go and upgrade 
it.  If you don't get it until Navarro, you can pretty much forget 
about it because the Pulse Rifle is just after there.  Not much more 
to say.

Turbo Plasma Rifle
Damage: 35-70
AP: 5 (Damn)
Burst: no
Range: 35
Ammo: Micro Fusion Cell
Capacity: 10
Strength needed: 6
Type: Plasma
Weight: 14 pounds
Price: $10000
Location:  Upgrade the Plasma Rifle.
Rating: 8/10

"A modified Winchester P94 plasma rifle.  The plasma bolt chamber has 
been hotwired to accelerate the bolt formation process."

The Turbo Plasma Rifle is back from Fallout, and the only way to get 
it is from upgrading again.  The inclusion of new weapons have cause 
this to be not as good as in Fallout.  It has lost it's AP bonus from 
Fallout for some reason, which would have made this gun more useful.  
Use it if you like energy weapons, but the Pulse Rifle is much better 
when you get it.

YK42b Pulse Rifle
Damage: 54-78
AP: 5
Burst: no
Range: 30
Ammo: Micro Fusion Cell
Capacity: 10
Strength needed: 6
Type: Plasma
Weight: 9 pounds
Price: $17500
Location:  Brotherhood of Steel outpost San Fran, level 2 has this 
gun stored in a locker.  Sometimes those combat armour robber freaks 
in caves in random encounters have this gun.
Rating: 10/10

"The YK42B is an electrical pulse weapon that was developed by the 
Yuma Flats Energy Consortium.  It is considered a far superior weapon 
to the YK32 pistol, having a greater charge capacity and range."

The Pulse Rifle is the new best energy weapon.  It is like the plasma 
rifle, but does more damage.  This is what you should use all your 
heavy micro fusion cells in instead of the plasma rifles. 
Statistically it's better than the gauss rifle (but people do like 
long range sometimes) and the ammo is more common as well.  I like 
the alien blaster and it's low AP better though.

Gatling Laser
Damage: 20-40
AP: 6 (burst)
Burst: 10
Burst rating: 300
Range: 40
Ammo: Micro Fusion Cell
Capacity: 30
Strength needed: 6
Type: Laser
Weight: 24 pounds
Price: $7500
Location: Enclave patrols have this gun sometimes, and so does the 
San Fran shop keeper.
Rating: 6/10

"A H&K L30 Gatling Laser.  Designed specifically for military use, 
these were in the prototype stage at the beginning of the War.  
Multiple barrels allow longer firing before overheating.  Powered by 
micro fusion cells."

This is probably the best energy weapon for damage against unco 
people.  Just run up close to unarmoured opponents, fire, and it's 
likely that they'll split in half.  If the San Fran shop keeper 
doesn't have it, it isn't really worth it to run around trying to 
find one, it's not that good.  If it was a plasma weapon it would 
have been great, but laser weapons are hopeless because of their 
armour piercing...

Solar Scorcher
Damage: 20-60
AP: 4
Burst: no
Range: 20
Ammo: none
Capacity: 6
Strength needed: 4
Type: Laser
Weight: 5 pounds
Price: $2000
Location: In Vault 13 in the random encounter "A Guardian Portal", 
you can find it in one of the rooms on the ground.
Rating: 5/10

"Without the sun's rays to charge this weapon's capacitors this gun 
can't light a match.  However, in full daylight, the photo-electric 
cells that power the Scorcher allow it to turn anything into a crispy 
critter."

This is another weird energy weapon.  You can only reload it during 
the day, but you don't need any ammo for it.  Very useful if you 
manage to get the random encounter early, as it'll be a really useful 
weapon until you get a plasma weapon.  It fires quickly, which is one 
of it's bonuses, but it's pretty low random damage is the bad thing.  
It also only holds 6 charges in one reload.  It would be useful if 
you have fast shot and additional rate of fire, so you can just shoot 
as much as you want and never worry about running out of ammo.  Not 
useful though if you have better weapons, as when you have better 
weapons you don't have to worry to much about ammo economy.  Laser 
weapons are bad though...


UNARMED WEAPONS
---------------

Unarmed weapons are pretty common, but aren't too powerful until you 
are near the end.  Unarmed is used for a few quests however, but you 
don't choose what weapons you want to use usually.  Unarmed isn't 
really that useful, but it can be used for most of the game.

NAME				DMG       AMMO CAP
Rock Punch			1-4       -    -
Uranium/gold punch      3-6       -    -
Brass Knuckles		2-(5+m)   -    -
Spiked Knuckles		4-(10+m)  -    -
Power Fist			12-(24+m) SEC  25
Mega Power Fist		20-(41+m) SEC  25
Boxing Gloves		1-(1+m)   -    -
Plated Boxing Glove	2-(3+m)   -    -

Unarmed
Damage: 1-(2+melee)
AP: 3 (punch), 4 (kick)
Type: Normal

Unarmed Moves:

PRIMARY PUNCH ATTACKS:
Strong Punch
Damage: +3
AP: 3
Requirements: Unarmed 55%, Agility 6

Hammer Punch
Damage: +5
AP: 3
Critical Chance: +5%
Requirements: Unarmed 75%, Agility 6, Strength 5, level 6

Haymaker
Damage: +7
AP: 3
Critical Chance: +15%
Requirements: Unarmed 100%, Agility 7, Strength 5, level 9

SECONDARY PUNCH ATTACKS:
Jab
Damage: +5
AP: 6
Critical: +5%
Requirements: Unarmed 75%, Agility 7, Strength 5, level 5

Palm Strike
Damage: +7
AP: 6
Critical: +15%
Bonus: Armour Piercing
Requirements: Unarmed 115%, Agility 7, Strength 5, level 12

Piercing Strike
Damage: +10
AP: 8
Critical: +40%
Bonus: Armour Piercing
Requirements: Unarmed 130%, Agility 7, Strength 5, Level 16

PRIMARY KICK ATTACKS:
Strong Kick
Damage: +5
AP: 4
Requirements: Unarmed 40%, Agility 6

Snap Kick
Damage: +7
AP: 4
Requirements: Unarmed 60%, Agility 6, Level 6

Power Kick
Damage: +9
AP: 4
Critical Chance: +5%
Requirements: Unarmed 80%, Agility 6, Strength 6, Level 9

SECONDARY KICK ATTACKS:
Hip Kick
Damage: +7
AP: 7
Requirements: Unarmed 60%, Agility 7, Strength 6, Level 6

Hook Kick
Damage: +9
AP: 7
Critical Chance: +10%
Bonus: Armour Piercing
Requirements: Unarmed 100%, Agility 7, Strength 6, Level 12

Piercing Kick
Damage: +12
AP: 9
Critical Chance: +50%
Bonus: Armour Piercing
Requirements: Unarmed 125%, Agility 8, Strength 6, Level 15

Overall rating: 6/10

Unarmed is a skill that you will either be bad at or be really good 
at.  Unarmed, at the start, is usually not that good a weapon 
preference, but as you get up more levels and skill you will learn 
special attacks, it will get better.  Unarmed damage isn't too bad at 
the start, but ends up getting better towards the end, but by then 
you will have the mega power fist which does more damage than 
unarmed.  However unarmed never uses any ammo, so if you are hunting 
hopeless monsters it might be good.  When you get the slayer perk and 
better criticals it will be useful against wasteland monsters as 
you'll have a much higher chance of getting instant death attacks, 
which increases the use of it.  You also use the unarmed for some 
quests, so it isn't that bad to increase.

Rock Punch
Damage: 1-4
AP: 3 (4 thrown)
Strength needed: 1
Type: Normal
Weight: 1 pound
Price: $0
Location: Little kids often have rocks in their inventory.
Rating: 1/10

"It's a rock.  The Granite-Inc model is an upgraded version."

Rocks are pretty useless, and it is recommended to leave rocks where 
they are when you find them.  You may as well just use unarmed.

Uranium Ore/Refined Uranium Ore/Gold Nugget Punch
Damage: 3-6
AP: 3 (4 thrown)
Strength needed: 1
Type: Normal
Weight: 10/15/10 pounds
Price: $0/$0/$50
Location: The Uranium Ore is in the Broken Hills Mine.  There are 
gold nuggets being sold by the good merchant near San Fran.
Rating: 1/10

"A chunk of uranium ore, unrefined."

"A chunk of uranium ore.  This ore seems to have been processed 
somehow.  It seems heavier."

"A nugget of gold."

Why use these?  They aren't as bad as rocks, but you don't get them 
for ages.  They are better to sell off.

Brass Knuckles
Damage: 2-(5+melee)
AP: 3
Strength needed: 1
Type: Normal
Weight: 1 pound
Price: $40
Location: You can find these in Klamath somewhere.  A girl in the 
house in Trapper Town has these in her inventory.
Rating: 2/10

"Hardened knuckle grip that is actually made of steel.  They protect 
your hand, and do more damage, in unarmed combat."

These don't do much more damage than unarmed, so they aren't really 
that useful.  If you are using unarmed and you have low strength 
these will be better than the punch, but probably not the kick.

Spiked Knuckles
Damage: 4-(10+melee)
AP: 3
Strength needed: 1
Type: Normal
Weight: 1 pound
Price: $250
Location:  The Dunton brothers use these as weapons, and in random 
encounters that have tents in them, Spiked knuckles are sometimes in 
containers in the tents.
Rating: 4/10

"An improved version of the classic Brass Knuckles.  The Spiked 
Knuckles do more damage, tearing through the flesh of your opponent 
in unarmed combat."

These do double the damage of Brass Knuckles, and are much better 
than unarmed early in the game.  However once you train in unarmed a 
bit you want need to use these anymore.

Power Fist
Damage: 12-(24+melee)
AP: 3
Ammo needed: Small Energy Cell
Capacity: 25
Strength needed: 1
Type: Normal
Weight: 7 pounds
Price: $2200
Location: You can win one when you arm wrestle Francis in Broken 
Hills, and mutants in the military base have this.  Lowish level 
Bounty Hunters have this too, and shops in NCR should have this in 
stock sometimes, and maybe San Fran.
Rating: 6/10

"A "Big Frigger" Power Fist from BeatCo.  Considered by many to be 
the ultimate weapon to use in unarmed combat.  Others are just 
scared.  Powered by small energy cells."

This is starting to get good now.  The power fist can do some good 
damage when you connect, and is usually better than unarmed.  The 
problem is that it uses ammo, the Small Energy Cell, but it is pretty 
common when you get this weapon.  This weapon will be good against 
unarmoured creatures the most, and against medium strength enemies, 
because if the opponent's HP is too high it will take too long to 
kill it.

Mega Power Fist
Damage: 20-(41+melee)
AP: 3
Ammo: Small Energy Cell
Capacity: 25
Strength needed: 1
Type: Normal
Weight: 7 pounds
Price: $2200
Location: I have seen this for sale in the San Fran shops, and 
perhaps it has been sold in the NCR shops.  You can also upgrade the 
normal Power Fist.
Rating: 8/10

"A "Big Frigger" Power Fist from BeatCo.  Considered by many to be 
the ultimate weapon to use in unarmed combat.  This one has upgraded 
power servos for increased strength.  Powered by small energy cells."

This is the best HtH weapon available.  It does a lot of damage, and 
like the Power Fist uses small energy cells to run.  This is a good 
weapon to waste those Small Energy Cells on if you don't use energy 
weapons.  It's very good.

Boxing Gloves
Damage: 1-(1+melee)
AP: 3
Strength needed: 1
Type: Normal
Weight: 5 pounds
Price: $250
Location: You get given these when you agree to box in New Reno.  You 
can also buy them in the NCR shop sometimes.
Rating: 1/10

"A pair of boxing gloves that smell faintly of sweat.  They look like 
they have seen a lot of use: many old blood stains still remain."

There is no use for these gloves.  They weigh a lot, so just get rid 
them when you receive them.  The Plated Gloves are much better.

Plated Boxing Gloves
Damage: 2-(3+melee)
AP: 3
Strength needed: 1
Type: Normal
Weight: 10 pounds
Price: $300
Location: You find these in a locker in the basement of the Shark 
Club.
Rating: 2/10

"Someone has "accidentally" slipped metal plates into these boxing 
gloves.  It could technically be considered cheating, but you prefer 
to think of it as an increased opportunity to dispense bone-crunching 
damage."

You'll never use these normally, but they're better than the normal 
gloves for boxing.  The only times you'll use them are when you fight 
in the boxing ring in New Reno.  Dump them when you've finished.


MELEE WEAPONS
-------------

Melee weapons use the "Melee Weapons" skill.  Some melee weapons can 
also be thrown.  The ones listed here are usually used for melee 
rather than throwing.  If you do over 10 damage with melee weapons, 
you knock opponents back.  Melee weapons are useful for most of the 
game.

NAME				DMG       AP RNG AMMO  CAP  SN
Club				1-(6+m)   4  1   -     -    3
Wrench			3-(6+m)   3  1   -     -    3
Crowbar			3-(10+m)  4  1   -     -    5
Louisville Slugger	12-(30+m) 3  1   -     -    4
Sharpened Pole		2-(4+m)   4  1   -     -    4
Spear				3-(10+m)  4  2   -     -    4
Sharpened Spear		4-(12+m)  4  2   -     -    4
Sledgehammer		4-(9+m)   4  2   -     -    6
Super Sledge		18-(36+m) 3  2   -     -    5
Shiv				-         -  -   -     -    -
Knife				1-(6+m)   3  1   -     -    2
Switchblade			2-(5+m)   3  1   -     -    1
Combat Knife		3-(10+m)  3  1   -     -    2
Wakizashi Blade		4-(12+m)  3  1   -     -    1
Little Jesus		5-(14+m)  3  1   -     -    1
Cattle Prod			12-(20+m) 4  1   SEC   20   4
Ripper			15-(32+m) 4  1   SEC   30   4
Super Cattle Prod		20-(32+m) 4  1   SEC   20   4

Club
Damage: 1-(6+melee)
AP: 4
Strength needed: 3
Type: Normal
Weight: 3 pounds
Price: $30
Location: I forget where you get this, but it's near the start of the 
game.
Rating: 2/10

"A military or police baton.  Heavy wood."

There is no point in using this, as even the knife is better.  
Useless unless you lose all of your other weapons, but then you may 
as well use unarmed.

Wrench
Damage: 3-(6+melee)
AP: 3
Strength needed: 3
Type: Normal
Weight: 4 pounds
Price: $65
Location: You can find one in the pile of rocks at Vault City, in 
Vault City's vault, and other places.
Rating: 2/10

"A typical wrench used by mechanics."

There is no point using this as a weapon, as you'll have the spear.  
It is better than the club and the knife and has the AP bonus of the 
knife.  Useless for fighting with as you get it so late.

Crowbar
Damage: 3-(10+melee)
AP: 4
Strength needed: 5
Type: Normal
Weight: 5 pounds
Price: $65
Location: You can find one on the shelf next to that door you have to 
blow up under trapper town to get to the wrecked car to get the fuel 
cell regulator.  In other places too.
Rating: 3/10

"A very solid and heavy piece of metal, designed to exert leverage.  
Or pound heads."

The crowbar isn't very useful, as when you get it you will already 
have a sharpened spear or spear, which are better.  If you could open 
locked doors with crowbars it would be more useful, but I wasn't able 
to do that so you may as well just sell it.

Louisville Slugger
Damage: 12-(30+melee)
AP: 3
Strength needed: 4
Type: Normal
Weight: 4 pounds
Price: $2700
Location: You can get it off Mrs Wright if you destroy the stills for 
her.
Rating: 7/10

"An all-American, hardwood, baseball bat will knock anything out of 
the park."

This is a very good melee weapon, and uses no ammo AND it gets the AP 
bonus.  It's pretty funny for a weapon.  A baseball bat that does 
more damage than a shot from most guns.  But if you get the cattle 
prod upgraded you may want to use that instead.  Pretty good, and it 
has double knockback than normal weapons, like the Super Sledge.

Sharpened Pole
Damage: 2-(4+melee)
AP: 4 thrust /6 (thrown)
Strength needed: 4
Type: Normal
Weight: 3 pounds
Price: $5
Location:  The traps in the Temple of Trials shoot these when you 
step on them.  In random encounters near Arroyo there are these in 
pots sometimes too.
Rating: 1/10

"A wood pole sharpened at one end."

When you get this weapon, you already have the spear, so this makes 
it useless unless you want to throw it.  But you may as well not use 
it because there are better throwing weapons.

Spear
Damage: 3-(10+melee)
AP: 4 (thrust)/ 6 (throw)
Range: 2
Strength needed: 4
Type: Normal
Weight: 4 pounds
Price: $80
Location: You start with one.  Other tribals have it too.
Rating: 4/10

"A razor tipped polearm.  The shaft is wooden, and the tip is worked 
steel."

You start with the spear, and it'll be a good weapon until you 
sharpen it.  You can find others lying around, but once you've got 
one you don't really need another one unless you want to throw them.  
Throwing them uses too much AP, so I don't use them to throw.  And 
throwing skill is hopeless as well.

Sharpened Spear
Damage: 4-(12+melee)
AP: 4 (thrust) / 6 (thrown)
Range: 2
Strength needed: 4
Type: Normal
Weight: 4 pounds
Price: $100
Location: you can get your spear sharpened my Mynoc if you have some 
flint, or you can find some around the wastes.
Rating: 4/10

"A razor tipped polearm.  The shaft is wooden, and the tip is 
sharpened steel."

The sharpened spear is a pretty good melee weapon at the start of the 
game.  You can throw it too, but it's not recommended.  There's not 
really that much to say about it.

Sledgehammer
Damage: 4-(9+melee)
AP: 4 (swing)/5 (thrust)
Range: 2
Strength needed: 6
Type: Normal
Weight: 12 pounds
Price: $120
Location: Sulik starts with a sledgehammer, and lots of black people 
have them for some reason.
Rating: 3/10

"A large hammer with big handle.  Very popular with the muscular 
crowd."

Sulik starts with the sledgehammer, so if you're not using you're 
sharpened spear, you may as well give that to him, as it's better.  
The sledgehammer does less random damage than the spear, but less 
maximum damage, so you can choose what one you would rather use.  The 
hammer is as heavy as three spears, so it uses up a lot of your carry 
weight.

Super Sledge
Damage: 18-(36+melee)
AP: 3 (swing)/4 (thrust)
Range: 2
Strength needed: 5
Type: Normal
Weight: 12 pounds
Price: $3750
Location: The San Fran shop keeper sells it, and high level bounty 
hunters also carry the super sledge.  People in the Enclave have 
super sledges too.
Rating: 8/10

"A Super Sledgehammer, manufactured by the Brotherhood of Steel, uses 
the finest weapon technology available.  Includes a kinetic energy 
storage device, to increase knockback."

The super sledge is pretty much one of the best melee weapons, 
especially when you are leveling up near the end.  The super sledge 
knocks back enemies for double the distance than normal if you hit 
them for lots of damage.  If you are facing only one or two enemies 
though, the super cattle prod is better because it doesn't knock the 
enemies back for miles.  But this doesn't use any ammo.

Shiv
Damage: -
AP: -
Strength needed: 1
Type: Normal
Weight: 1 pound
Price: $2
Location: San Fran shopkeepers sell it.
Rating: -

"This home-made knife is as dangerous as it is easily concealed.  Its 
presence can't be detected by others."

There is a bug with the shiv, which doesn't let you use it.  It would 
be pretty useless anyway though, unless it does an instant death 
attack if you have sneak mode on and you are from behind and combat 
doesn't start until you do it.  You can't use it anyway so it doesn't 
matter.

Knife
Damage: 1-(6+melee)
AP: 3
Strength needed: 2
Type: Normal
Weight: 1 pound
Price: $40
Location: This is pretty much the most common weapon.  Even your 
elder has one, which you can steal.  You can find them most places, 
and civilians like to use them.
Rating: 3/10

"A sharp-bladed cutting and stabbing weapon."

Although this is less powerful than the spears, but you can use it 
for only 3AP instead of 4AP.  But that only makes it more useful if 
you have 6,7,9 or 10AP.  You probably won't want to use it unless you 
are really not agile.

Switchblade
Damage: 2-(5+melee)
AP: 3
Strength needed: 1
Type: Normal
Weight: 1 pound
Price: $50
Location: I think you can find one in Angela Bishop's safe, and you 
can find them in some other places too.
Rating: 2/10

"The blade of this knife is held by a spring.  When a button on the 
handle is pressed, the blade shoots out with a satisfying "Sssssshk" 
sound."

The switchblade is next to useless as you get it in New Reno, and you 
have got way better weapons before it.  Even the wrench is better 
than the switch blade.  It should have done more damage to be more 
useful.

Combat Knife
Damage: 3-(10+melee)
AP: 3
Strength needed: 2
Type: Normal
Weight: 2 pounds
Price: $165
Location: Combat knifes can be found in some places, but I don't 
remember where.
Rating: 4/10

"A high-quality combat knife, the Stallona is from SharpWit, Inc.  
The edge of this blade is guaranteed sharp for over a decade of use!"

The combat knife is a pretty good melee weapon.  It lets you do the 
damage of a spear, but you can swing quicker.  A pretty good weapon 
for a knife.

Wakizashi Blade
Damage: 4-(12+melee)
AP: 3
Strength needed: 1
Type: Normal
Weight: 3 pounds
Price: $200
Location: Yakuza random encounters near New Reno have these for their 
weapon.
Rating: 5/10

"A short finely crafted knife.  The tip seems to be designed to 
penetrate armour."

This is one of the best knifes, and is pretty common too.  There are 
lots of melee weapons to get in and near New Reno though, so it won't 
be that useful.  It does have the AP bonus though.

"Little Jesus"
Damage: 5-(14+melee)
AP: 3
Strength needed: 1
Type: Normal
Weight: 2 pounds
Price: $200
Location: If you kill Little Jesus you can take his knife, which is 
this.
Rating: 5/10

"This wicked looking blade once belonged to Li'l Jesus Mordino.  It 
has numerous nicks and cuts along its surface, but its blade is razor 
sharp.  On its handle is carved "Little Jesus.""

Although this doesn't have a huge damage rating, it is the best knife 
in the game and because it is a knife you get the AP bonus.  You may 
want to give it to Sulik or someone to use.  It's ok.

Cattle Prod
Damage: 12-(20+melee)
AP: 4
Ammo:  Small Energy Cell
Capacity: 20
Strength needed: 4
Type: Normal?
Weight: 3 pounds
Price: $600
Location: Slavers on slave runs have cattle prods, which you can 
steal once they go clubbing.  I think they're also sold in Vault 
City.
Rating: 5/10

"A Farmer's Best Friend model cattle prod from Wattz electronics.  
Uses small energy cells for power."

The cattle prod is a pretty good melee weapon, but not as good as the 
ripper.  Be sure to keep this weapon though, as once you upgrade it 
it's nearly the best melee weapon.  Does good damage too, but you get 
it too close to when you get the ripper, which makes it less useful.

Ripper
Damage: 15-(32+melee)
AP: 4
Ammo: Small Energy Cell
Capacity: 30
Strength needed: 4
Type: Normal
Weight: 2 pounds
Price: $900
Location: Lotsa people carry this around.  Vault City shops, and the 
press gangs near San Fran have them, and they are sold in lots of 
other shops.
Rating: 6/10

"A Ripper(tm) vibroblade.  Powered by a small energy cell, the 
chainblade rips and tears its target."

The ripper is ok.  It'll be a good melee weapon for a while, but 
you'll need the small energy cells to power it.  It's sort of like 
the gunblade in FFVIII, but it's more like a knife.  The ripper is a 
pretty good melee weapon, but it would be better if you picked up a 
cattle prod and got it upgraded in New Reno.  If you can't, you'll 
probably use it until you get the super sledge.

Super Cattle Prod
Damage: 20-(32+melee)
AP: 4
Ammo: Small Energy Cell
Capacity: 20
Strength needed: 4
Type: Normal?
Weight: 3 pounds
Price: $600
Location: Upgrade your cattle prod.
Rating: 7/10

"A Farmer's Best Friend model cattle prod from Wattz Electronics.  
This model has been upgraded to increase the electrical discharge."

The Super Cattle Prod is one of the best melee weapons in the game.  
It does just as good damage, but it doesn't have the range or the AP 
bonus of the Super Sledge.  But on the plus side, it doesn't knock 
the enemy back a million miles when you do good damage with it, which 
is good when you aren't against a lot of enemies.  Pretty good, but 
not as good as the super sledge.


THROWING WEAPONS
----------------

Most throwing weapons aren't that useful, and because there aren't 
many that makes the throwing weapon skill even less useful.  Thrown 
weapons are only useful in some circumstances, but the bad ones 
aren't that rare throughout the whole game.

NAME				DMG     AP RNG SN
Plant Spike			1-2     4  ?   1
Flare				1-1     1  15  1
Throwing Knife		3-6     5  16  3
Molotov Cocktail		8-20    5  12  3
Frag Grenade		20-35   4  15  3
Plasma Grenade		40-90   4  15  4
Pulse Grenade		100-150 4  15  4

Plant Spike
Damage: 1-2
AP: 4
Strength needed: 1
Type: Normal
Weight: -
Price: $0
Location: Spore Plants shoot these, and you can pick them up 
afterward. 
Rating: 1/10

"An organic seed-spike that the carnivorous plants shoot at potential 
food or seed carriers."

Really bad.  Don't use them unless you are crazy or like killing 
people crazy ways.

Flare
Damage: 1-1
AP: 1 (1 for aimed throw too)
Range: 15
Weight: 1 pound
Type: Fire
Price: $60
Location: Lots of places.
Rating: 2/10

"A flare.  Creates light for short periods of time.  The paper is a 
little worn, but otherwise is in good condition.  Twist the top to 
activate it."

Flares are pretty useless to throw at the start of the game.  You can 
throw heaps in a round though.  But if you have living anatomy and 
some other damage increasing perks, and aim for the eyes, you could 
kill a couple of civilians each round.  But I would just dump them.

Throwing Knife
Damage: 3-6
AP: 5 (throw)/4 (slash)
Range: 16
Strength needed: 3
Type: Normal
Weight: 1 pound
Price: $100
Location: You can find these around.
Rating: 2/10

"A knife, balanced specifically for throwing.  Made of titanium, and 
laser sharpened."

Throwing knifes are pretty useless, as the damage they do is too 
small.  However, you might be able to kill some civilians with them 
if you had a good throwing skill and were lucky.  Not really very 
useful.

Molotov Cocktail
Damage: 8-20
AP: 5
Range: 12
Strength needed: 3
Type: Fire
Weight: 1 pound
Price: $50
Location: You can find one in or around Klamath somewhere, and you 
can also buy them from the San Fran shopkeepers.
Rating: 3/10

"A home-made flammable grenade."

Because you only get one of these early in the game, you'll want to 
use it in a hard fight.  It isn't really very good, but you may as 
well use it.  If there were zombies or something in this game it 
would be good on them.  Oh well.

Grenade (Frag)
Damage: 20-35
AP: 4
Range: 15
Strength needed: 3
Type: Explosive
Weight: 1 pound
Price: $150
Location: You can find them around.
Rating: 4/10

"A generic fragmentation grenade.  Contains a small amount of high 
explosives, the container itself forming most of the damaging 
fragments.  Explodes on contact."

You can get these grenades pretty early, and are useful on enemies 
bunched up, as long as they aren't heavily armoured.  Therefore, 
they're only useful near the start of the game.  Better for civilian 
killing than enemy killing. 

Grenade (Plasma)
Damage: 40-90
AP: 4
Range: 15
Strength needed: 4
Type: Plasma
Weight: 1 pound
Price: $300
Location: Hubologists and press gangs near San Fran have them, and 
you can find them in other places too.
Rating: 7/10

"A magnetically sealed plasma delivery unit, with detonating 
explosives.  Creates a blast of superheated plasma on contact."

The plasma grenades are pretty common near the end if you level up 
fighting the hubologists and press gangs.  When the hubologists have 
these weapons, they do heaps of damage with them.  Like the plasma 
rifles, I don't think these are very good against armour.  But 
they're good if you fight those hubologists and press gangs, or if 
you've got lots of deathclaws in a bunch.  Pretty good damage.

Grenade (Pulse)
Damage: 100-150
AP: 4
Range: 15
Strength needed: 4
Type:  Only against robots
Weight: 1 pound
Price: $250
Location: Some are in Sierra Army Depot, and you can find a couple 
lying around in other places, such as the basement of New Reno Arms.
Rating: 9/10

"An electromagnetic pulse grenade, generating an intense magnetic 
field upon detonation.  Doesn't affect biological creatures.  Contact 
fuse."

The pulse grenade is nearly the best anti-robot weapon available.  It 
can hit heaps of robots at once as well.  Even with a bad throwing 
skill you can usually damage robots a lot with these.  Make sure you 
don't miss with these, as they are rare.  Try and throw it so it will 
hit the wall if you miss.  Don't use it on anything else except 
robots though.


SECRET WEAPONS
--------------

To get the secret weapons you need to get the inventory editor.  
Otherwise you can't get these weapons.  You can pretty much work out 
what skill they use from their names.

Holy Hand Grenade
Damage: 300-500
AP: 4
Range: 20
Type: Explosive
Weight: 2 pounds
Price: $1
Rating: 10/10

"A Holy Relic of godly might."

This is easily the best thrown weapon.  Too bad it isn't in the game 
(unless you cheat).  It has a large burst area from where it blows up 
and it does heaps of damage to all.  And you can't get it normally 
without cheating, no matter what anyone says.  And I know you can get 
it doing the ctrl+r thing on the title screen so you don't need to 
tell me.

Robot Melee Weapon 1
Damage: 7-15
AP: 3
Type: Laser?
Rating: 3/10

"For Floating Eye Robot.  Does Electrical Damage."

The Floating Eye Robots use these.  Pretty crazy.

Robot Melee Weapon 2
Damage: 15-30
AP: 3
Type: Laser?
Rating: 5/10

"For Floating Eye Robot.  Does Electrical damage."

The Floating Eye Robots use these.  Pretty crazy.

Claw 1
Damage: 3-4
AP: 3
Type: Normal
Rating: 1/10

"Claw"

The death claw is supposed to use these.  Deathclaws must have heaps 
of melee damage.  Probably baby deathclaws though.

Claw 2
Damage: 5-10
AP: 3
Type: Normal
Rating: 2/10

"Claw"

The death claw is supposed to use these.  Deathclaws must have heaps 
of melee damage.  Probably for big deathclaws.

Flame Breath
Damage: 35-50
AP: 6
Range: 5
Capacity: 6
Type: Flame
Rating: 5/10

"You see nothing out of the ordinary."

This is used by fire geckos who attack you.  Damn those fire geckos.

Robo Rocket Launcher
Damage: 10-30
AP: 3
Ammo: Rocket
Capacity: 6
Range: 30
Type: Explosive
Rating: 7/10

"Only used by rocket equipped robots."

A rocket launcher that fires at 3AP?  Who wouldn't want it?  It only 
does a little bit of damage though, but it's still good.

Zip Gun
Damage: 5-12
AP: 5
Range: 15
Ammo: 10mm JHP/AP
Capacity: 1
Strength needed: 4
Type: Normal
Weight: 4 pounds
Price: $150
Rating: 1/10

"A handmade single shot pistol."

Just like the pipe rifle but worse.

Phaser
Damage: 20-30
AP: 5
Range: 25
Ammo: Small energy cell
Capacity: 12
Strength needed: 3
Type: Laser
Weight: 4 pounds
Price: $7500
Rating: 6/10

"NEED LONG DESCRIPTION." (That's what it actually says.)

This wouldn't have been that bad an energy weapon if it was in the 
game.  Oh well.

End Boss Plasma Gun
Damage: 30-70
AP: 5
Range: 35
Burst: 3
Burst Rating: 150
Ammo: Micro Fusion Cell
Capacity: 50
Type: Plasma
Weight: 1 pound
Rating: 8/10

"You see nothing out of the ordinary."

This is a pretty good gun, just like a plasma rifle except with a 
nice three shot burst, which is good if you don't want to aim.  
Should have been better though.

End Boss Knife
Damage: 15-30
AP: 3
Type: Normal
Weight: 1 pound
Rating: 6/10

"You see nothing out of the ordinary."

Good for a knife.  It has really good sounds when you use it.  Sort 
of like a ripper without the need for ammo.

Boxing Gloves 2
Damage: 1-(1+melee)
AP: 3
Strength needed: 1
Type: Normal
Weight: 5 pounds
Price: $250
Rating: 1/10

"A pair of boxing gloves that smell faintly of sweat.  They look like 
they have seen a lot of use: many old blood stains still remain."

Same as the normal boxing gloves.

Plated Boxing Gloves 2
Damage: 2-(3+melee)
AP: 3
Strength needed: 1
Type: Normal
Weight: 10 pounds
Price: $300
Location: You find these in a locker in the basement of the Shark 
Club.
Rating: 2/10

"Someone has "accidentally" slipped metal plates into these boxing 
gloves.  It could technically be considered cheating, but you prefer 
to think of it as an increased opportunity to dispense bone-crunching 
damage."

Same as the normal plated boxing gloves.

Dual Minigun
Damage: 10-14
AP: 6
Range: 40
Burst: 40
Burst Rating: 480
Ammo: 5mm JHP/AP
Capacity: 800
Type: Normal
Weight: 10 pounds
Rating: 7/10

"Only use for Auto-Cannon critter."

Same as the normal minigun.

Dual Plasma Cannon
Damage: 45-90
AP: 5
Range: 25
Ammo: Micro Fusion Cells
Capacity: ?
Type: Plasma
Weight: 10 pounds
Rating: 7/10

"Only use for Gun Turret critter."

Just like an improved plasma pistol that shoots two shots at once.  
Not really that good, but definitely not bad.  You can't reload it.

Dual Heavy Minigun
Damage: 16-24
AP: 6
Range: 40
Burst: 40
Burst Rating: 800
Ammo: .223 FMJ
Capacity: 800
Type: Normal
Weight: 10 pounds
Rating: 10/10

"Only use for Auto-Cannon Critter."

Pretty much the best gun ever.  Think of the Bozar, with a huge 
capacity, and a 40 shot burst.  Of course the enemy has the best 
weapon and you can't get it.

Special Boxer Weapon
Damage: 1-(1+melee)
AP: 3
Type: Normal
Rating: 1/10

"You see nothing out of the ordinary."

Just a useless club.


AMMO
====

You find ammo all around the wasteland.  Different types of ammo is 
used in different types of guns.  There are usually 3 different types 
of ammo: Jacketed Hollow Point (JHP), Armour piercing (AP), and Full 
Metal Jacket (FMJ).  JHP ammo usually does double damage but is bad 
against armour, AP does half damage but is good against armour, and 
FMJ is in between.  That is how the theory is supposed to be anyway.  
But because AP ammo does half damage, and JHP does double damage, 
that makes JHP 4 times stronger than AP.  Even though AP is good 
against armour, it isn't that good, and JHP will still do more damage 
than AP.  FMJ is pretty good all round.

Armour Class Mod:  This is how much the enemies armour class is 
modified when you try to hit them with this ammo. Eg. If you fire a 
Rocket AP at someone in metal armour, you will have a +15% to hit.  
This can't take the armour class below 0 though I think, so you'll 
have the same chance to hit someone with AC 15 as someone with AC 0 
with the AP rocket.  But it might.  Oh well.  The lower the better.

Damage Resistance Mod:  This adjusts the damage resistance to the 
particular type of weapon it is firing.  That was badly explained, so 
I'll do an example.  Eg. If you fire an AP rocket at someone with 
explosive damage resistance 60%, the -50 of AP rocket will take that 
down to 10% explosive resistance against that AP rocket.  The damage 
resistance type taken off depends on what gun it is fired from.  The 
lower the better.

Damage Mod:  What the damage is adjusted by, before everything else I 
think.  AP is usually 1/2 damage, JHP is usually 2/1 damage, but it 
changes with different types of ammo.  The higher the better.

Weight:  How much one pack of the ammo weighs.

No. in pack:  Number of ammo in one "pack."  I call a pack one set of 
ammo, which is like when you go to move ammo into your gun, it asks 
how much you want to move.  The number you are selecting is the 
amount of "packs" you want to move, not the amount of bullets.  Eg. 
You have to move 5 packs of .45 caliber into a Tommy gun, as each 
pack is 10 bullets and the Tommy Gun's capacity is 50 bullets.

Price/pack:  How much you can sell 1 pack for when you're bartering.  
It won't be this much to buy though, as the barter skill of whoever 
you barter with determines the prices.

Location:  A bit about where you can find the ammo.

Quote:  What the game described the ammo as.

Notes:  What I have to say about the ammo.

NAME				AC	DR	DM
Explosive Rocket		0	-25	1/1
AP Rocket			-15	-50	1/1
5mm AP			0	-35	1/2
5mm JHP			0	+35	2/1
10mm AP			0	-25	1/2
10mm JHP			0	+25	2/1
.44 Magnum FMJ		0	-20	1/1
.44 Magnum JHP		0	+50	2/1
9mm				0	+10	1/2
7.62mm			-5	-10	1/1
.45 Caliber			0	0	1/1
BBs				0	0	1/1
.223 FMJ			-20	-20	1/1
Flamethrower Fuel		-20	+25	1/1
Flamethrower Fuel Mk2	-20	0	1/1
Micro Fusion Cell		0	0	1/1
Small Energy Cell		0	0	1/1
12 Gauge Shells		-10	0	1/1
9mm Ball			0	0	1/1
14mm AP			0	-50	1/2
2mm EC			-30	-20	3/2
4.7mm Caseless		-5	-10	3/2
HN Needler Cartridge	-10	0	1/1
HN AP Needler Cartridge	-10	0	2/1

Explosive Rocket
Armour Class Mod: 0
Damage Resistance Mod: -25
Damage Mod: 1/1
Weight: 3 pounds
No. in pack: 1
Price/pack: $200
Location: The San Fran shopkeepers sell them, and you can find some 
in the Sierra Army Depot.

"A rocket with a large explosive warhead."

You'll want to pick this up if you have the rocket launcher, as all 
types of this ammo is scarce.  The AP ammo is better however, but 
this is still pretty good.  Best on things with worse than metal 
armour, and most monsters.

Rocket AP
Armour Class Mod: -15
Damage Resistance Mod: -50
Damage Mod: 1/1
Weight: 3 pounds
No. in pack: 1
Price/pack: $400
Location: The San Fran shopkeepers sometimes sell them, and you can 
probably find some in the Sierra Army Depot.

"A rocket shell, with a smaller explosive, but designed to pierce 
armour plating."

This ammo is much better than the explosive rocket.  It has a huge -
50 damage resistance mod, so it should do full damage to anything 
that isn't in power armour.  It is also easier to hit with.  Damn 
good.

5mm AP
Armour Class Mod: 0
Damage Resistance Mod: -35
Damage Mod: 1/2
Weight: 1 pound
No. in pack: 50
Price/pack: $120
Location: Some ghouls in Gecko have this in their assault rifles, and 
some mutants in the military base have this in their miniguns.  Sold 
in the NCR and san fran weapon shops as well.

"A brick of small caliber ammunition.  5mm armour piercing."

This ammo isn't too good, but if you want to use the minigun early in 
the game this is the best ammo to do it with.  It will still do ok 
damage with the minigun, and should do the same damage to enemies 
with worse than combat armour.  Not recommended if you don't plan on 
using the minigun near the end.

5mm JHP
Armour Class Mod: 0
Damage Resistance Mod: 35
Damage Mod: 2/1
Weight: 1 pound
No. in pack: 50
Price/pack: $100
Location: Miniguns and assault rifles are usually stocked with this, 
and so is the XLOE7 thingo.  You can buy it from NCR and San Fran 
too.

"A brick of small, lightweight ammunition.  Cailber: 5mm, jacketed 
hollow-point."

The better ammo.  Unfortunately, it has a large damage resistance 
mod, so you won't do all that good damage to enemies in power armour.  
The assault rifle with this early in the game is pretty good, and 
when you use it in the avenger minigun later on it is good against 
nearly anything.

10mm AP
Armour Class Mod: 0
Damage Resistance Mod: -25
Damage Mod: 1/2
Weight: 1 pound
No. in pack: 24
Price/pack: $100
Location: Some slavers have this in their guns, and you can find it 
in lots of other places too.

"Ammunition.  Caliber: 10mm, armour piercing."

Pretty much never good.  You have heaps of JHP ammo lying around all 
the time so you may as well use that.  If you have a bad small guns 
skill, it won't be that bad if you put it in the 10mm SMG and just 
keep firing bursts all the time.  But selling it is probably better 
than wasting it.

10mm JHP
Armour Class Mod: 0
Damage Resistance Mod: 25
Damage Mod: 2/1
Weight: 1 pound
No. in pack: 24
Price/pack: $75
Location: Lots of guns use this, and you can buy it from nearly any 
shop.

"Ammunition.  Caliber: 10mm, jacketed hollow-points"

Pretty good for all the time you use weapons that use 10mm.  Good in 
the SMG at the start when opponents don't have heavy armour, and is 
still really good later on in the HK P90c against monsters and 
opponents with metal armour and worse.

.44 Magnum FMJ
Armour Class Mod: 0
Damage Resistance Mod: -20
Damage Mod: 1/1
Weight: 2 pounds
No. in pack: 20
Price/pack: $50
Location: The Vault City weapon shop sells this, but it's pretty 
rare.

"A brick of ammunition, .44 magnum caliber, full metal jacket."

If you plan on using the magnum for a while, you'll need this ammo 
rather than the JHP.  It does normal damage, and pierced armour 
pretty well.  The only problem is that it's way rarer than the JHP.  
Good against metal armour and less.

.44 Magnum JHP
Armour Class Mod: 0 
Damage Resistance Mod: 50
Damage Mod: 2/1
Weight: 1 pound
No. in pack: 20
Price/pack: $50
Location: Magnums are usually equipped with these, as well as desert 
eagles, and this ammo is sold around Vault City I think.

"A brick of ammunition, .44 magnum caliber, hollow-points"

Unfortunately, the damage resistance modifier is huge, so you'll only 
get normal damage against unarmed opponents.  Anything wearing any 
armour above leather will block most of the damage from this gun, so 
use it against monsters and unarmed opponents.  Useless against 
armour.

9mm
Armour Class Mod: 0 
Damage Resistance Mod: 10
Damage Mod: 1/2
Weight: 1 pound
No. in pack: 20
Price/pack: $100
Location: You can buy some from the San Fran shopkeepers, and the HK 
P90c comes equipped with it if you get it from Vault 15.

"Ammunition.  Caliber: 9mm."

You never actually use the 9mm, as it was supposed to go in the HK 
P90c, but the game made you have to use 10mm in that instead.  That's 
better actually, as this has the bad DR mod of JHP and the damage 
penalty of AP.  This would have made the HK P90c nearly useless. 

7.62mm
Armour Class Mod: -5
Damage Resistance Mod: -10
Damage Mod: 1/1
Weight: 1 pound
No. in pack: 20
Price/pack: $150
Location:  The FN FALs and the M60s come equipped with this, but you 
can buy some from NCR and San Fran.

"Ammunition.  Caliber: 7.62mm"

This ammo's pretty good, with a little bonus for armour class and 
damage.  It will be useful for the whole game, but isn't common until 
the end.  If it was way more common it would be used a lot, but since 
you can only get it in quantities near the end, it isn't as useful.  
Pretty good though.

.45 caliber
Armour Class Mod: 0 
Damage Resistance Mod: 0
Damage Mod: 1/1
Weight: 1 pound
No. in pack: 10
Price/pack: $75
Location: The Grease Gun and Tommy gun come equipped with this, and 
maybe you can get some from New Reno arms.  You can get it from San 
Fran.

"Ammunition.  .45 Caliber."

Normal ammo, used in the Tommy Gun and Grease Gun.  Just normal.  
Better to use the Grease Gun though.

BB's
Armour Class Mod: 0
Damage Resistance Mod: 0
Damage Mod: 1/1 
Weight: 2 pounds
No. in pack: 20
Price/pack: $20
Location: The BB guns come equipped with this, and you can get it 
from NCR sometimes.

"A package of BB's from before the war.  In excellent condition.  
Stainless steel."

BB's are BB's, used in the BB gun.  I thought they would have been 
BBs instead of BB's, as they are just a  plural of one BB.  Oh well.  
Just a normal ammo.

.223 FMJ
Armour Class Mod: -20
Damage Resistance Mod: -20
Damage Mod: 1/1
Weight: 2 pounds
No. in pack: 50
Price/pack: $200
Location: Lots of guns use this, and it can be bought in large 
quantities from San Fran and NCR, and in smaller quantities from 
other places.

"A case of ammunition, .223 caliber, Full Metal Jacket."

A damn good ammo, with a pretty good armour class mod and damage 
resistance mod.  You'll be using it the whole game, from when you get 
it to the end.  The better guns use this, and it's nice and common.  
Pretty cheap too.

Flamethrower Fuel
Armour Class Mod: -20
Damage Resistance Mod: 25
Damage Mod: 1/1
Weight: 10 pounds
No. in pack: 10
Price/pack: $250
Location:  Flamethrowers contain this, and it can be bought from San 
Fran and other shops.

"A cylinder containing  an extremely flammable liquid fuel for 
flamethrowers."

Easy to hit with, but hard to damage with.  Way better on unarmoured 
opponents than anything with armour above leather.  Mk2 fuel is 
better though, so use that instead.

Flamethrower Fuel MkII
Armour Class Mod: -20
Damage Resistance Mod: 0
Damage Mod: 1/1
Weight: 10 pounds
No. in pack: 10
Price/pack: $250
Location:  Upgrade your old Flamethrower Fuel, or buy it from San 
Fran.

"This flamethrower fuel uses an advanced super-burn mix."

Fuel Mk2 is better against armour than normal fuel, so this is better 
to use.  Most armour is good against fire though, so unarmoured 
opponents are way better targets than those metal/combat/power 
armoured enemies.

Micro Fusion Cell
Armour Class Mod: 0
Damage Resistance Mod: 0
Damage Mod: 1/1
Weight: 5 pounds
No. in pack: 50
Price/pack: $1000
Location: Big energy weapons use this, and they can be found all 
around enclave areas.  Sold at San Fran too.

"A medium sized energy production unit.  Self-contained fusion 
plant."

Just normal ammo.  Nothing like it so you have to use it.  Not bad.  
Can fuel the car with it.

Small Energy Cell
Armour Class Mod: 0
Damage Resistance Mod: 0
Damage Mod: 1/1
Weight: 3 pounds
No. in pack: 40
Price/pack: $400
Location: Salvatore guards have it, little energy weapons use it, and 
San Fran sells it, and NCR probably does too.

"A small, self-contained energy storage unit."

Normal ammo again.  It can be used by a lot of weapons, and it can 
power the car as well.  Pretty useful, and very plentiful.

12 ga. Shotgun Shells
Armour Class Mod: -10
Damage Resistance Mod: 0
Damage Mod: 1/1
Weight: 1 pound
No. in pack: 20
Price/pack: $225
Location:  All the shotguns use this, and it's sold at nearly every 
shop.

"Shotgun ammunition.  This particular ammo is marked: "12-gauge 
shells, not for use by children under the age of 3.""

Shotgun ammo is pretty good, and you'll use it for most of the game 
if you like shotguns.  No replacement for it.

9mm Ball
Armour Class Mod: 0
Damage Resistance Mod: 0
Damage Mod: 1/1
Weight: 2 pounds
No. in pack: 20
Price/pack: $100
Location: Equipped in the 9mm Mauser, and I haven't seen them in 
other places.  If I have, I don't remember.

"A collection of ancient 9x19mm rounds.  Heavy grease to preserve 
them from the environment.  Standard bullets."

9mm Ball is only used in the Mauser, which is a bad gun, so you 
pretty much won't have much of a use for this ammo.  It is ok as far 
as ammo goes though.

14mm AP
Armour Class Mod: 0 
Damage Resistance Mod: -50
Damage Mod: 1/2
Weight: 1 pound
No. in pack: 30
Price/pack: $150
Location: They are in 14mm pistols, and I think I have seen them for 
sale in NCR.

"Large caliber ammunition.  14mm armour piercing."

If this didn't do half damage, it would be one of the best 
ammunition, and the 14mm would have been a really good pistol.  Will 
do the same damage to anything with less than power armour.  
Unfortunately that damage isn't high because it is halved.  Could 
have been good.

2mm EC
Armour Class Mod: -30
Damage Resistance Mod: -20
Damage Mod: 3/2
Weight: 1 pound
No. in pack: 50
Price/pack: $400
Location: Gauss weapons have this ammo, there is some under the Toxic 
Caves, NCR and San Fran sometimes sell it, and there is heaps of it 
over on the enclave.

"Ammunition."

Very good ammo, which helps explain why the gauss weapons are so 
good.  Does 3/2 damage of what the gun says it does, and makes it way 
easier to hit enemies, and penetrates armour as well as full metal 
jacket.  It appears to penetrate armour more than that, but it is 
really the 3/2 damage that makes it appear that way.

4.7mm Caseless
Armour Class Mod: -5
Damage Resistance Mod: -10
Damage Mod: 3/2
Weight: 1 pound
No. in pack: 50
Price/pack: $600
Location: HK G11s and vindicator use this, and you can buy it 
sometimes from San Fran.

"Ammunition.  Caliber: 4.7mm, caseless."

Pretty good ammo too.  Has good modifiers for damage resistance and 
armour class, and the 3/2 damage thing, which is why the vindicator 
is so much better than the avenger.  Used in the H&K G11s as well, 
but should be saved for the vindicator unless you don't like big 
guns.

HN Needler Cartridge
Armour Class Mod: -10
Damage Resistance Mod: 0
Damage Mod: 1/1
Weight: 1 pound
No. in pack: 30
Price/pack: $250
Location: In needlers, and sold at San Fran.

"Ammunition.  This cartidge appears to be ammo for the HN Needler 
Pistol.  Each "bullet" is a small hypodermic designed to inject a 
target with its contents on impact."

Armour for the Needler, but try and use the AP whenever you can, as 
it has the double damage.  This ammo makes it easier to hit with, but 
the AP does that too.

HN AP Needler Cartridge
Armour Class Mod: -10
Damage Resistance Mod: 0
Damage Mod: 2/1
Weight: 1 pound
No. in pack: 10
Price/pack: $300
Location: Myron has a couple when you get him, and you can buy some 
from San Fran.

"Ammuntion.  This cartridge appears to be armour-piercing ammo for 
the HN Needler Pistol.  The hypodermic tips are made of a strange 
alloy and are incredibly sharp."

Way better than the normal cartridge, the AP ammo does double damage.  
Should be used as much as possible, as the Needler isn't used that 
much and it will go to waste if you use the other ammo instead.


ARMOUR
======

Armour is armour.  You wear it.  It protects you from attacks, and 
makes you harder to hit.  Therefore it is important.  Armour doesn't 
protect you that much near the beginning, but when you get up to the 
metal armour it starts to get good.  Power Armour and Hardened Power 
Armour increase your strength by +3, and Advanced Power Armour and 
Advanced Power Armour Mk2 increase your strength by +4.  This armour 
is listed in order from worst to best, or something like that.  I 
forget whether the game calculates the % resistance then the value 
resistance first or what.  I haven't played the game for a while x_x

Armour Class Mod:  How much your armour class increases when you wear 
the armour.

Normal Damage resistance x/y:  How much your armour modifies normal 
damage, such as spear attacks or gun bullets.  The first value (x) is 
what the damage is decreased by, and the percentage (y) is the 
percentage that the damage is increased by.

Laser Damage resistance x/y:  How much your armour modifies laser 
damage, such as shots from the laser weapons.  The first value (x) is 
what the damage is decreased by, and the percentage (y) is the 
percentage that the damage is increased by.

Fire Damage resistance x/y:  How much your armour modifies fire 
damage, such as being hit by the flamethrower and probably the 
molotov cocktail. The first value (x) is what the damage is decreased 
by, and the percentage (y) is the percentage that the damage is 
increased by.

Plasma Damage resistance x/y:  How much your armour modifies plasma 
damage, such as being hit by plasma and pulse. The first value (x) is 
what the damage is decreased by, and the percentage (y) is the 
percentage that the damage is increased by.

Explode Damage resistance x/y:  How much your armour modifies 
explosion damage, such as a hit from a rocket launcher, a grenade or 
a trap. The first value (x) is what the damage is decreased by, and 
the percentage (y) is the percentage that the damage is increased by.

Weight:  How much the armour weighs.

Price:  How much you can sell the armour for.

Location:  Where you can find the armour.

NAME				AC	Norm   Lasr   Fire   Plas   Expl
Robes				+5	0/20   0/25   0/10   0/10   0/20
Leather Jacket		+7	0/20   0/20   0/10   0/10   0/20
Leather Armour		+15	2/25   0/20   0/20   0/10   0/20
Leather Armour Mk2	+20	3/25   1/20   1/25   1/10   1/25
Combat Leather Jacket	+18	2/30   0/20   2/25   0/10   0/20
Metal Armour		+10	4/30   6/75   4/10   4/20   4/25
Metal Armour Mk2		+15	4/35   7/80   4/15   4/25   4/30
Combat Armour		+20	5/40   8/60   4/30   4/50   6/40
Bridgekeepers Robes	+20	5/40   8/60   4/30   4/50   6/40
Combat Armour Mk2		+25	6/40   9/65   5/35   5/50   9/45
Tesla Armour		+15	4/20   19/90  4/10   10/80  4/20
Brotherhood Armour	+20	8/40   8/70   7/50   7/60   8/40
Power Armour		+25	12/40  18/80  12/60  10/40  18/50
Hardened Power Armour	+25	13/50  19/90  14/70  13/50  20/60
Advanced Power Armour	+30	15/55  19/90  16/70  15/60  20/65
Adv. Power Armour Mk2	+35   18/60  19/90  16/70  15/60  20/65

Robes
Armour Class Mod: +5
Normal Damage Resistance: 0/20%
Laser Damage Resistance: 0/25%
Fire Damage Resistance: 0/10%
Plasma Damage Resistance: 0/10%
Explode Damage Resistance: 0/20%
Weight: 10 pounds
Price: $90
Location:  These are found on the ground in the bed room of Golden 
Globes Porn.

"Robes from the Children of the Cathedral."

This is useless in this game, as the armour you use for a disguise in 
this game is power armour.  It nearly has the same stats as leather 
jacket but worse, and you get that right near the start, and you get 
this in the middle of the game, so it's pretty useless.  Sell it if 
you want.

Leather Jacket
Armour Class Mod: +7
Normal Damage Resistance: 0/20%
Laser Damage Resistance: 0/20%
Fire Damage Resistance: 0/10%
Plasma Damage Resistance: 0/10%
Explode Damage Resistance: 0/20%
Weight: 5 pounds
Price: $250
Location:  Sulik has one, there is one also on the floor of Golden 
Globes Porn, and in many of the shops that you visit after Klamath.  
I think there is one in Angela Bishop's room.

"A black, heavy leather jacket."

This is the first armour that you'll get probably, unless you have 
lots of money at the start of the game.  It isn't very good, but it's 
better than nothing.  And it looks pretty good.

Leather Armour
Armour Class Mod: +15
Normal Damage Resistance: 2/25%
Laser Damage Resistance: 0/20%
Fire Damage Resistance: 0/20%
Plasma Damage Resistance: 0/10%
Explode Damage Resistance: 0/20%
Weight: 8 pounds
Price: $700
Location:  Buckner sells it in Klamath, and after that it's pretty 
common.

"Your basic all leather apparel.  Finely crafted from tanned brahmin 
hide."

Leather Armour is possibly the most common armour.  It isn't very 
good, except when you get it.  Gives a pretty good armour class bonus 
though.

Leather Armour Mark II
Armour Class Mod: +20
Normal Damage Resistance: 3/25%
Laser Damage Resistance: 1/20%
Fire Damage Resistance: 1/25%
Plasma Damage Resistance: 1/10%
Explode Damage Resistance: 1/25%
Weight: 10 pounds
Price: $1000
Location:  I forget.

"An enhanced version of the basic leather armour with extra layers of 
protection.  Finely crafted from tanned brahmin hide."

Leather Armour Mark II is an improvement on the original armour.  It 
looks better, and it is better in all damage resistance and armour 
class.  Still not as good as metal armour though.

Combat Leather Jacket
Armour Class Mod: +18
Normal Damage Resistance: 2/30%
Laser Damage Resistance: 0/20%
Fire Damage Resistance: 2/25%
Plasma Damage Resistance: 0/10%
Explode Damage Resistance: 0/20%
Weight: 7 pounds
Price: $1000
Location:  Balthas the Tanner gives you one when you rescue his son 
in Modoc, and Big Jesus wears one which you can steal when you kill 
him.

"This heavily padded leather jacket is unusual in that it has two 
sleeves.  You'll definitely make a fashion statement whenever, and 
wherever, you rumble."

Combat Leather Jacket is the ultimate in leather stuff, but doesn't 
look as good as it sayd.  It won't be that useful to you as metal 
armour will be around for you to wear when or near when you get it.  
Good for NPCs though.

Metal Armour
Armour Class Mod: +10
Normal Damage Resistance: 4/30%
Laser Damage Resistance: 6/75%
Fire Damage Resistance: 4/10%
Plasma Damage Resistance: 4/20%
Explode Damage Resistance: 4/25%
Weight: 35 pounds
Price: $1100
Location:  Guards in the Salvatore bar wear this.  You can buy it in 
Vault City also.

"Polished metal plates, crudely forming a suit of armour."

Metal Armour is pretty good.  It looks good too.  Although it doesn't 
give you that good an armour class, it gives better damage resistance 
which is more important.  Good against laser weapons which is good.  
It is pretty heavy though.

Metal Armour Mark II
Armour Class Mod: +15
Normal Damage Resistance: 4/35%
Laser Damage Resistance: 7/80%
Fire Damage Resistance: 4/15%
Plasma Damage Resistance: 4/25%
Explode Damage Resistance: 4/30%
Weight: 35 pounds
Price: $1900
Location:  Mason of the Salvatores wears this and you can kill him 
for it.

"Polished metal plates, finely crafted into a suit of armour."

Metal Armour mark II is a good armour.  It is nice and clean too.  
Better protection than the metal armour.  Nowhere near as good as the 
combat armour though.

Combat Armour
Armour Class Mod: +20
Normal Damage Resistance: 5/40
Laser Damage Resistance: 8/60
Fire Damage Resistance: 4/30
Plasma Damage Resistance: 4/50
Explode Damage Resistance: 6/40
Weight: 20 pounds
Price: $6500
Location:  It's in the Sierra Army Depot, Vault 13, Vault 15 I think, 
and it is sold in shops near the end of the game.
 
"High tech armour, made out of advanced defensive polymers."

Combat Armour is nearly a good armour.  It has better stats than 
metal and has good armour class bonus too.  Combat Armour is good 
against most weapons, but is useful more for combat implants than 
wearing as an armour.  Good protection I suppose.

Bridgekeeper's Robes
Armour Class Mod: +20
Normal Damage Resistance: 5/40%
Laser Damage Resistance: 8/60%
Fire Damage Resistance: 4/30%
Plasma Damage Resistance: 4/50%
Explode Damage Resistance: 6/40%
Weight: 10 pounds
Price: $5
Location:  You kill the Bridgekeeper and then you take them off his 
body.

"This smelly, filthy garment must be made out of some special fabric 
to have withstood the foulness of the bridgekeeper's body.  Oddly 
enough, it has plasma burns and scorch marks all over it, as if these 
weapons were used against it...to no effect.  You have NO idea why it 
is purple."

Bridgekeeper's Robes is good or not so good armour, depending on 
where you get it.  You're likely to get it somewhere near New Reno in 
the middle of the game usually.  It's better than the metal armours, 
and the combat armour has the same stats but weighs twice as much.  
This can't be used for combat implants like combat armour though.  
Good armour.

Combat Armour Mark II
Armour Class Mod: +25
Normal Damage Resistance: 6/40%
Laser Damage Resistance: 9/65%
Fire Damage Resistance: 5/35%
Plasma Damage Resistance: 5/50%
Explode Damage Resistance: 9/45%
Weight: 25 pounds
Price: $8000
Location:  This is found in a locker in the underground tech level in 
the Toxic Caves.  I think you may need to have the patch for it to 
show up though.

"High tech armour, made out of advanced defensive polymers."

Combat Armour Mark II is not found by most people.  And the people 
who find it don't have much use for it as they usually get it after 
they've got power armour.  If you go straight to get it when you get 
the electronic lock picks it would come in handy a lot.  Good but not 
usually useful.

Tesla Armour
Armour Class Mod: +15
Normal Damage Resistance: 4/20%
Laser Damage Resistance: 19/90%
Fire Damage Resistance: 4/10%
Plasma Damage Resistance: 10/80%
Explode Damage Resistance: 4/20%
Weight: 35 pounds
Price: $4500
Location:  The item shop in San Fran sells this armour.

"This shining armour provides superior protection against energy 
attacks.  The three Tesla Attraction Coil Rods disperse a large 
percentage of directed energy attacks."

Tesla Armour is really good against Plasma and Laser, and therefore 
it is good in Navarro.  It doesn't give you the strength or overall 
damage resistance of power armour, which you'll have when you get 
this armour, so it isn't as useful as it could be.  Oh well.

Brotherhood Armour
Armour Class Mod: +20
Normal Damage Resistance: 8/40%
Laser Damage Resistance: 8/70%
Fire Damage Resistance: 7/50%
Plasma Damage Resistance: 7/60%
Explode Damage Resistance: 8/40%
Weight: 25 pounds
Price: $4800
Location:  It is kept in the locker in the San Fran Brotherhood of 
Steel outpost.

"A superior version of combat armour.  The Brotherhood of Steel have 
made many improvements over the standard version."

This is really good combat armour, but you'll have advanced power 
armour when you get this which is much better.  Even the Power Armour 
is better.  You might like to give it to an NPC if they don't have 
power armour yet, as it's the best non-power armour available.

Power Armour
Armour Class Mod: +25
Normal Damage Resistance: 12/40%
Laser Damage Resistance: 18/80%
Fire Damage Resistance: 12/60%
Plasma Damage Resistance: 10/40%
Explode Damage Resistance: 18/50%
Weight: 42 pounds
Price: $12500
Location:  It is first found in the military base, but the San Fran 
shop keepers sell it too.

"A self-contained suit of advanced technology armour.  Powered by a 
micro-fusion reactor, with enough fuel to last a hundred years."

Power Armour is really good.  It gives you +3 to strength.  You 
probably won't use it much though, as there are better armours than 
this that you get soon after it.  One of the NPCs will probably end 
up using it.  You can upgrade it to Hardened Power Armour, which is 
slightly better.  All Power Armour lets you breathe in the Broken 
Hills mine.

Hardened Power Armour
Armour Class Mod: +25
Normal Damage Resistance: 13/50%
Laser Damage Resistance: 19/90%
Fire Damage Resistance: 14/70%
Plasma Damage Resistance: 13/50%
Explode Damage Resistance: 20/60%
Weight: 50 pounds 
Price: $15000
Location:  Upgrade the normal power armour by paying $10000 to 
Crocket in the Hubologist base in San Fran.

"A suit of T-51b Power Armour.  The hardening process has improved 
the defensive capability of this high tech armour system."

Hardened Power Armour is pretty good, and your NPCs will end up 
wearing it.  Not as good as the Advanced Power Armour, but still 
good.  You get +3 to strength when wearing it.  Not really much to 
say about it.

Advanced Power Armour
Armour Class Mod: +30
Normal Damage Resistance: 15/55%
Laser Damage Resistance: 19/90%
Fire Damage Resistance: 16/70%
Plasma Damage Resistance: 15/60%
Explode Damage Resistance: 20/65%
Weight: 45 pounds
Price: $20000
Location:  It is in a locker in the underground armoury in Navarro.

"This powered armour is composed of lightweight metal alloys, 
reinforced with ceramic castings at key points.  The motion-assist 
servo-motors appear to be high quality models as well."

Advanced Power is the trademark armour of Fallout 2.  It is what the 
character is wearing on the main menu.  It protects you more than the 
normal power armour, and gives you a huge +4 to strength, which will 
turn anyone into a strong person.  Good damage resistance as well as 
armour class bonus.

Advanced Power Armour Mark II
Armour Class Mod: +35
Normal Damage Resistance: 18/60%
Laser Damage Resistance: 19/90%
Fire Damage Resistance: 16/70%
Plasma Damage Resistance: 18/60%
Explode Damage Resistance: 20/70%
Weight: 50 pounds
Price: $25000
Location:  It is in a locker on the left side of the electrical maze 
in the Enclave.

"This powered armour appears to be composed of entirely of 
lightweight ceramic composites rather than the usual combination of 
metal and ceramic plates.  It seems as though it should give even 
more protection than the standard advanced power armour."

This is the best armour in the game.  It is the same as the Advanced 
Power Armour except it has better resistance and Armour class and all 
that.  You only get it late in the game though.  It's still wicked 
bad anyway.


WEAPON PROGRESSION
==================

This explains what weapons you should use during the game.  Well, it 
says what weapons should be your main weapons.  It doesn't matter if 
you use other weapons occasionally if you find them.  These just seem 
to do the best job in the particular area (mainly depending on the 
enemy and how common the ammo is).

Small Guns
----------

You get your first small gun in Klamath, and they're common for the 
rest of the game.

10mm Pistol (Klamath)
Shotgun/Hunting Rifle (The Den/Modoc)
10mm SMG/Assault Rifle (Vault City/Gecko)
Combat Shotgun/Sniper Rifle (Redding*/New Reno/Broken Hills/NCR)
HK P90c/.223 Pistol/Pancor Jackhammer (NCR/Vault 15/Vault 13/Military 
Base)
HK G11e (secondary end game weapon)
Gauss Rifle/Gauss Pistol (San Fran/Navarro/The Enclave)

*can't get sniper rifle until New Reno :P

Big Guns
--------

You get the flamer near New Reno, or if you hang around Redding you 
can get M60s and light support weapons.  But you should use your 
secondary weapons until you get the bozar.

Rocket Launcher (Sierra Army Depot)
Light Support Weapon (backup weapon until NCR)
Bozar (NCR/Vault 15/Vault 13/Military Base/San Fran/Navarro/end game 
weapon)
Avenger Minigun (secondary end game weapon)
Vindicator (The Enclave)

Energy Weapons
--------------

Energy weapons are a bit like secret weapons sort of...  You have to 
go to secretish areas to get the better ones (plasma rifle and alien 
blaster).  So it sort of depends what order you go and get the 
weapons.  If you don't get the plasma rifle then go and get the alien 
blaster once you reach level 14, there's no good energy weapons until 
the plasma pistol in the military base if you don't...

Laser Rifle (around Redding if you're lucky)
Plasma Rifle/Turbo Plasma (Sierra Army Depot/New Reno/NCR/Vault 
13/Vault 15/Military Base/San Fran/Navarro)
Alien Blaster (from when you get it until the end)
Pulse Rifle (San Fran/The Enclave/end game weapon)

Unarmed Weapons
---------------

Ah, not much to say here.  You'll keep alternating between unarmed 
and the best unarmed weapon you can find at the time.  Of course it 
goes brass knuckles/spiked knuckles/power fist/mega power fist.  Not 
much to say because there's not much to use...

Melee Weapons
-------------

Umm, melee weapons aren't really that good, but oh well.  Can buy a 
cattle prod from vault city, you'd want to do that because it's quite 
good and you can upgrade it...

Spear (temple of trials)
Sharpened Spear (Arroyo/Klamath/The Den/Modoc)
Cattle Prod (Vault City/Gecko)
Louisville Slugger/Super Cattle Prod (Broken Hills/New 
Reno/Redding/NCR/Vault 15/Vault 13)
Super Sledge (San Fran/Military Base/Navarro/The Enclave/end game 
weapon)


RARE WEAPON LOCATIONS
=====================

Ok, where you can find the rare weapons.  So I don't have to explain 
every time, in mountain areas you can sometimes get an encounter with 
a cave full of raiders.  They wear combat armour and sometimes where 
really good equipment.  It's rare.  I'll just call it raider 
encounter in this rare weapon list.  The places with ? I'm not 
totally sure about.

Alien Blaster
-------------

Well first you have to be level 14 or better, I think.  Then head to 
north of Modoc.  Walk around the world map there, and eventually 
you'll get an encounter with 'A trader with guards' (it may take a 
while to encounter.)  Save the game here.  Walk up to the trader, and 
use the 'steal' skill to see what he is holding.  If he's holding the 
Alien Blaster, you can either kill him and take 5 of them, steal all 
5 of them, or buy one of them (do that if you're a good guy).  He may 
have some other junk like sharpened poles or 14mm pistols, if that 
happens you'll have to try and encounter him again.  If you kill him 
you can still encounter him again though.

Gauss Rifle
-----------

San Fran Weapon Shop (occasionally)
Level 18+ bounty hunters (common)
Sheriff and Deputy at NCR
Two Shi guards in the palace in San Fran
Enclavers in the Enclave
Raider Encounter

Gauss Pistol
------------

Bottom level of Military Base, in a chest guarded by Melchior
Enclave Patrollers (common, around Navarro)
San Fran Weapon Shop (occasionally)
Raider Encounter

Pulse Rifle
-----------

San Fran Brotherhood of Steel outpost
Raider Encounter

Vindicator Minigun
------------------

San Fran Weapon Shop (rarely)
Enclave guard at the Enclave, after the electric maze level

Bozar
-----

Stolen from combat armour guards of the courtyard NCR weapon shop
Tech level of Toxic caves, if you have the patch

Super Sledge
------------

Bought from San Fran and NCR weapon shops (fairly common)
Raider encounter

Red Ryder LE BB Gun
-------------------

Bought from a trader and guards like with the alien blaster?
Bought from the NCR weapon shop (rarely)

Mega Power Fist
---------------

Bought from San Fran and NCR weapon shops (fairly common)
Raider encounter

Avenger Minigun
---------------

San Fran weapon shop (rarely)
Bounty Hunters level 18+ maybe it's 28+ (occasionally)

Light Support Weapon/M60
------------------------

NCR weapon shop (rarely)
Claimjumpers/Bootleggers or something like that, encounters around 
Redding

Plasma Rifle
------------

Sierra Army Depot in the armoury I think.  Take it to the New Reno 
Arms basement to be upgraded to the turbo plasma.
Raider Encounter (turbo plasmas are in random encounters too)
Remnants of the master's army encounter?

Louisville Slugger
------------------

Do Mrs Wright's mission and then ask for a reward when you meet her 
back at Father Tully's.

XL7OE3
------

Merchant around San Fran area (very rarely)
Tanker Vagrant, must kill them to get it

Rocket Launcher
---------------

Sierra Army Depot
The Enclave?
Broken Hills Unity Patrols random encounter
Remnants of the masters army encounter?

Solar Scorcher
--------------

In the armoury of the vault in the guardian forever random encounter 
(very rare encounter)

Little Jesus
------------

Kill Li'l Jesus Mordino and take it off him.


DISCLAIMER/COPYRIGHT STUFF
==========================

Fallout 2 (c) Black Isle or Interplay or something.
Fallout 2 Weapons/Armour FAQ (c) whitechocobo666 2002.
Use this FAQ anywhere you want, just don't edit the content at all (I 
don't care if you change it to HTML or anything like that).  If you 
like, you can e-mail me and tell me that you're going to put it on 
your site, but you don't have to.