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    Weapon/Armor FAQ by Whitechocobo666

    Version: 1.0 | Updated: 08/14/02 | Search Guide | Bookmark Guide

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    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.
    

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