Fallout 3 weapons

Legend
- Damage: This information comes straight from the G.E.C.K. and shows the damage caused by a single click of the mouse/trigger. For most handguns and rifles, that's a single bullet, but for shotguns it's a single shell (containing several small pellets), and for the Gatling laser it's a single beam. This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one.
- Damage per second: The maximum cyclic damage dealt in one second, expressed as rate of fire times damage. Weapons that require a reload every shot have damage per second shown including reload times, all others show sustained rates without reloads.
l- Rate of fire: The maximum cyclic number of shots/attacks per second, without considering reloading.
- Spread: This is the Min Spread stat from the G.E.C.K. (the Spread stat is not used). It refers to the accuracy of a ranged weapon. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. Anything above 0 means the shots may deviate from center by that many degrees regardless of stance, skill, or condition.
- Critical chance multiplier: The multiplier applied to your character's critical hit chance. This modifier applies to each individual attack you make (e.g. each 5mm bullet fired from your minigun). For example, if your character has a critical hit chance of 5%, and the weapon you're using has a CRIT % MULT of x2, then each shot has a 5% x 2 =10% chance to critically hit. For automatic weapons (assault rifles, SMGs, miniguns, etc.) the Crit % Mult stat in the G.E.C.K. is divided by the G.E.C.K.'s Fire Rate stat, hence the very small multiplier for automatic weapons. This is done to compensate for the sheer number of bullets being fired. Note that single V.A.T.S. attack, with automatic weapons, only checks for critical hit once, applying damage bonus for all bullets in such attack if critical hit is done.
- Critical hit Damage: The amount of damage that is added when you score a critical strike. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike.
- Action Point cost: The amount of Action Points used per shot in V.A.T.S.
- Area of effect: The blast radius of the explosion in units of measurement displayed in the G.E.C.K.
- Durability: This is the maximum number of times a weapon can attack/fire from full health before completely breaking.
- Ammunition used: The type of ammunition the weapon uses.
- Magazine capacity: The maximum ammunition capacity of the weapon. Shots per reload: The maximum number of shots possible from a full magazine.
- Weapon weight: Weight value of the weapon that applies to encumbrance.
- Weapon value in caps: Base value of the weapon in caps. Resale value is effected by Barter skill.
- Value to weight ratio: The ratio of the base weapon value in caps to the weapon weight.
==Small Guns==
===Pistols===
	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Form ID
	.32 pistol 	6 	18 	3 	x1 	6 	20	0.3 	0.5	.32 caliber 	5 	556 	2	110	55 	
	Wild Bill's Sidearm 	10 	30 	3 	x1 	15 	20	0.5 	0.5	.32 caliber 	5 	833 	2	250	125	
	10mm pistol 	9 	54 	6 	x1 	9 	17	0.53	0.5	10mm round 	12	556 	3	225	75 	
	Colonel Autumn's 10mm pistol	13 	78 	6 	x1 	13 	17	0.77	0.5	10mm round 	12	577 	3	325	108	
	Silenced 10mm pistol¹ 	8 	48 	6 	x2 	5 	21	0.38	0.5	10mm round 	12	333 	3	250	83 	
	Chinese pistol 	4 	24 	6 	x1 	4 	17	0.24	1.0	10mm round 	10	1250	2	190	95 	
	Zhu-Rong v418 Chinese pistol	4 +2/5s	20 	4.5 	x2 	4 	17	0.24	1 	10mm round 	10	1667	2	290	145	
	Dart gun¹ 	6+8 /8s	44 	6 	x2.5	12 	25	0.24	0 	Dart 	1 	883 	3	500	167	
	Scoped .44 Magnum² 	35 	78.8 	2.25	x2 	35 	32	1.09	0.3	.44 Magnum round	6 	229 	4	300	75 	
	Blackhawk² 	55 	123.8	2.25	x2 	45 	32	1.72	0.3	.44 Magnum round	6 	218 	4	500	125	
	Callahan's Magnum² 	65 	146.3	2.25	x2 	50 	25	2.6 	0.3	.44 Magnum round	6 	205 	4	750	188	
	Paulson's revolver 	45(5x9)	101.3	2.25	x2 	315(35x9)	32	1.4 	3 	.44 Magnum round	6 	178 	4	300	75 	
* Unique weapons are highlighted with a blue background.
* Pistols are affected by Gunslinger.
* ¹ Weapon is silenced.
* ² Weapon is scoped.
===Rifles===
	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Form ID
	Assault rifle 	8 	64 	8 	x0.125	8 	23	1.04	1.5 	5.56mm round 	24 	1250	7 	300	43 	
	Infiltrator¹ ² 	7 	56 	8 	x0.125	10	23	0.91	1.5 	5.56mm round 	24 	1429	7 	400	57 	
	Perforator¹ ² 	10	60 	6 	x0.33 	14	27	0.86	0.5 	5.56mm round 	24 	1000	7 	600	86 	
	BB gun¹ 	4 	3 	0.8 	x1 	4 	28	0.14	0.5 	BB 	100	417 	2 	36 	18 	
	Chinese assault rifle 	11	88 	8 	x0.125	10	23	1.44	1.5 	5.56mm round 	24 	1212	7 	500	71 	
	Xuanlong assault rifle	12	96 	8 	x0.125	12	23	1.57	1.5 	5.56mm round 	36 	1111	7 	400	57 	
	Hunting rifle 	25	18.75	0.75	x1 	25	25	1 	0.3 	.32 caliber 	5 	667 	6 	150	25 	
	Ol' Painless 	30	33.75	1.12	x1 	30	23	1.3 	0 	.32 caliber 	5 	556 	6 	250	42 	
	Lever-action rifle 	40	30 	0.75	x5 	40	30	1.33	0.25	10mm round 	10 	250 	8 	200	25 	
	Backwater rifle 	45	33.75	0.75	x5 	45	30	1.5 	0.25	10mm round 	10 	519 	7 	250	36 	
	Lincoln's repeater 	50	37.5 	0.75	x2 	50	25	2 	0 	.44 Magnum round	15 	400 	5 	500	100	
	Railway rifle 	30	60 	2.0 	x3 	30	24	1.25	0.75	Railway spikes 	8 	222 	9 	200	22 	
	Sniper rifle² 	40	42.85	1.07	x5 	40	38	1.05	0 	.308 caliber 	5 	83 	10	300	30 	
	Reservist's rifle² 	40	64.28	1.61	x5 	40	32	1.25	0 	.308 caliber 	3 	125 	10	500	50 	
	Victory rifle² 	40	42.85	1.07	x3 	40	38	1.05	0 	.308 caliber 	5 	250 	10	450	45 	
* Unique weapons are highlighted with a blue background.
* Rifles are affected by Commando.
* ¹ Weapon is silenced.
* ² Weapon is scoped.
===Shotguns===
	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Form ID
	Combat shotgun 	55(6.1x9)	82.5 	1.5 	x1	243(27x9)	27	2.04	3	12 gauge	12 	145	7 	200	29	
	The Terrible Shotgun 	80(8.9x9)	120 	1.5 	x1	360(40x9)	27	2.96	6	12 gauge	12 	146	10	250	25	
	Double-barrel shotgun	85(9.4x9)	191.3 	2.25	x1	270(30x9)	35	2.43	5	12 gauge	2 (1)	118	6 	175	29	
	Sawed-off shotgun 	50(5.6x9)	112.5 	2.25	x0	0 	37	1.35	7	12 gauge	2 	167	6 	190	32	
	The Kneecapper 	75(8.3x9)	140.62	1.88	x0	0 	37	2.03	4	12 gauge	2 	111	5 	350	70	
* Unique weapons are highlighted with a blue background.
* Sawed-off shotguns are affected by Gunslinger.
* All other shotguns are affected by Commando.
===Submachine guns===
	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Form ID
	10mm SMG 	7	70	10	x0.1	7	20	1.4	1.5	10mm round	30	1190	5	330	66	
	Sydney's 10mm "Ultra" SMG	9	90	10	x0.1	9	20	1.8	1.5	10mm round	50	926 	5	430	86	
* Unique weapons are highlighted with a blue background.
* SMGs are affected by Gunslinger.
==Big Guns==
===Direct-Fire===
	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Form ID
	Drone cannon 	40+100 	466.7	3.33	x1 	50 	30	4.67	0.5	Alien power module	1 	417 	18	1999	111	
	Drone cannon Ex-B 	40+100 	466.7	3.33	x1 	50 	30	4.67	0.5	Alien power module	1 	417 	18	1999	111	
	Flamer 	16+2/5s	130 	8 	x0.5 	1+2/5s	50	1.6 	0.5	Flamer fuel 	60 	208 	15	500 	33 	
	Burnmaster 	24+2/5s	194 	8 	x0.5 	1+2/5s	50	2.0 	0.5	Flamer fuel 	60 	139 	15	500 	33 	
	Rapid-torch flamer 	16+2/5s	130 	8 	x0.5 	1+2/5s	50	1.6 	0.5	Flamer fuel 	60 	208 	15	500 	33 	
	Slo-burn flamer 	18+8/5s	152 	8 	x0.5 	1+2/5s	50	3.5 	0.5	Flamer fuel 	60 	185 	15	500 	33 	
	Gatling laser 	8 	160 	20 	x0.05	6 	30	2.13	0.5	ECP 	240	3125	18	2000	111	
	Precision Gatling laser	8 	160 	20 	x0.2 	6 	30	2.13	0.5	ECP 	240	3125	18	3000	167	
	Vengeance 	11 	220 	20 	x0.05	12 	30	2.93	0.5	ECP 	240	3030	18	2400	133	
	Minigun 	5 	100 	20 	x0 	0 	30	1.33	2.0	5mm round 	240	3333	18	1000	56 	
	Eugene 	7 	140 	20 	x0 	0 	30	1.87	2.0	5mm round 	240	3571	18	1500	83 	
	Rock-It Launcher 	50 	167 	3.3 	x1 	25 	32	1.56	1.0	Junk 	N/A	100 	8 	200 	25 	
* Unique weapons are highlighted with a blue background.
===Area-of-Effect===
	 	 	 	 	 	 	 	 	 	 	 	 	 	Form ID
	Fat Man 	10+1600 	443.1	1.58	65	24.77 	2.0 	Mini nuke 	1 	167	30	1000	33	
	Experimental MIRV	80(10x8)+12800 	3545 	1.58	65	198.15	13.0	Mini nuke 	8 	63 	30	2498	83	
	Heavy incinerator	15 + 20 + 40(8/s, 5s)	172 	4 	50	2.4 	0.5 	Flamer fuel	24	222	15	500 	33	
	Missile launcher 	20+150 	36 	1.6 	55	3.09 	0.5 	Missile 	1 	83 	20	500 	25	
	Miss Launcher 	20+200 	47 	1.58	55	4.0 	0.5 	Missile 	1 	83 	15	400 	27	
* Unique weapons are highlighted with a blue background.
* Area-of-Effect weapons have a Crit % Modifier of 0, which eliminates any chance to critically hit with them. The only exception is the Heavy Incinerator, which has a standard crit chance multiplier of x1 but a relatively tiny amount of crit damage at 5.
==Energy Weapons==
===Energy pistols===
	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Form ID
	Alien atomizer 	35 	105 	3 	x1 	40 	20	1.75 	0 	Alien power module 	20 	714 	2	500	250	
	Atomic pulverizer 	37 	111 	3 	x2 	40 	12	3.08 	0 	Alien power module 	20 	676 	2	500	250	
	Alien blaster 	100 	300 	3 	x100 	100 	20	5 	0 	Alien power cell 	10 	125 	2	500	250	
	Captain's Sidearm 	35(5.9x6)	105 	3 	x1 	240(40x6)	20	1.75 	3.0	Alien power module 	30 (10)	714 	2	500	250	
	Firelance 	80+2 /5s 	242 	3 	x100 	80 	20	4.5 	0 	Alien power cell 	10 	63 	2	750	375	
	Laser pistol 	12 	72 	6 	x1.5 	12 	17	0.71 	0 	SEC 	30 	729 	3	320	107	
	Colonel Autumn's laser pistol 	10 	120 	12 	x0.08	22 	17	1.18 	0 	SEC 	30 	1250	2	420	210	
	Colonel Autumn's laser pistol (Broken Steel)	18 	108 	6 	x1.5 	18 	17	1.1 	0 	SEC 	30 	694 	3	420	140	
	Protectron's Gaze 	24(4.9x5)	72 	3 	x1 	120(24x5)	17	1.41 	2.5	SEC 	20 	521 	3	320	107	
	Smuggler's End 	18 	108 	6 	x1.5 	18 	17	1.06 	0 	SEC 	30 	694 	2	450	225	
	Mesmetron 	1 	1 	1.03	x1 	0 	65	0.015	0 	Mesmetron power cell	5 	2500	2	500	250	
	Microwave emitter 	60 	62.1	1.03	x2 	100 	30	2.0 	0.2	MFC 	5 	375 	8	500	63 	
	Plasma pistol 	25 	75 	3 	x2 	25 	21	1.2 	0.5	SEC 	16 	400 	3	360	120	
	MPLX Novasurge 	80 	240 	3 	x3 	75 	21	3.8 	0.5	SEC 	16 (8) 	188 	6	850	142	
* Unique weapons are highlighted with a blue background.
* Energy pistols are affected by the Gunslinger perk.
===Energy rifles===
	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Form ID
	Alien disintegrator 	65 	130 	2 	x2 	50 	30	2.2 	1.0	Alien power module	100 	385 	7 	300 	43 	
	Destabilizer 	30 	135 	4.5 	x0.44	20 	25	1.2 	1.5	Alien power module	100 	1500	7 	1200	171	
	Gauss rifle 	100 	30.6 	1.1 	x5 	50 	38	2.63	0 	MFC 	1 	375 	12	500 	42 	
	Laser rifle 	23 	47 	2.05	x1.5 	22 	17	1.35	0 	MFC 	24 	1087	8 	1000	125	
	Metal Blaster 	55(6.1x9) 	112.5	2.05	x1.5 	243(27x9)	17	3.24	2.5	MFC 	24 	455 	8 	1000	125	
	Wazer Wifle 	28 	57.4 	2.05	x1.5 	28 	17	1.65	0 	MFC 	30 	1552	8 	900 	113	
	Plasma rifle 	45 	180 	4.0 	x2 	44 	25	1.8 	0.2	MFC 	12 	500 	8 	1799	225	
	A3-21's plasma rifle	50 	200 	4.0 	x2.5 	50 	25	2.0 	0.2	MFC 	12 	600 	8 	2200	275	
	Tesla cannon 	40+80+20/2s	31.6 	1.6 	x2 	30 	37	3.78	0 	ECP 	1 	563 	8 	1799	225	
	Tri-beam laser rifle	75(25x3) 	204.5	2.73	x1.5 	45(15x3) 	23	3.26	2.0	MFC 	24 (8)	333 	9 	1000	111	
* Unique weapons are highlighted with a blue background.
* All energy rifles except the Tesla cannon are affected by the Commando perk.
==Explosives==
===Placed===
	 	 	 	 	AoE	 	 	 	 	 	Form ID	
	Bottlecap mine	1+500	155 	0.31	256	35	14.31	0.5	75	150	 	
	Cryo mine 	1 	0.47	0.47	210	35	0.03 	0.5	25	50 	 	Stun & freeze for 3s
	Frag mine 	1+100	47 	0.47	192	35	2.89 	0.5	25	50 	 	
	Plasma mine 	1+150	71 	0.47	192	35	4.31 	0.5	50	100	 	
	Pulse mine 	1+10 	5.17	0.47	450	35	0.31 	0.5	40	80 	 	+200 to robots
===Thrown===
	 	 	 	 	AoE	 	 	 	 	 	Form ID	
	Cryo grenade 	1 	0.65	0.65	250	24	0.04 	0.5	50	100	 	Stun & freeze for 3s
	Frag grenade 	1+100 	65.6	0.65	450	24	4.21 	0.5	25	50 	 	
	Nuka-grenade 	1+500 +2 /5s	275 	0.65	328	24	20.95	0.5	50	100	 	+100
	Plasma grenade	1+150 	98.5	0.65	450	24	6.29 	0.5	50	100	 	
	Pulse grenade 	1+10 	7.17	0.65	450	24	0.46 	0.5	40	80 	 	+200 to robots
==Melee Weapons==
===Bladed===
	 	 	 	 	 	 	 	 	 	 	 	 	Form ID
	Auto axe 	35 	35 	1.0 	x0 	0 	65	1.1 	457 	20	200	10 	
	Man Opener 	35 	35 	1.0 	x0 	0 	65	1.1 	457 	20	200	10 	
	The Mauler 	45 	45 	1.0 	x0 	0 	50	1.8 	356 	20	200	10 	
	Axe 	20 	28.6 	1.43	x2 	30	30	1.7 	500 	6 	60 	10 	
	The Dismemberer 	25 	35.7 	1.43	x2 	40	30	1.7 	480 	6 	55 	9 	
	Chinese officer's sword	10 	23.1 	2.31	x2 	15	28	0.72	1000	3 	75 	25 	
	Jingwei's shocksword 	35+2/5s 	82.8 	2.31	x2 	25	28	2.9 	486 	3 	500	167	
	Vampire's Edge 	15 	34.6 	2.31	x3 	20	28	1.1 	1000	1 	100	100	
	Combat knife 	7 	21 	3 	x3 	13	17	0.82	1286	1 	50 	50 	
	Occam's Razor 	10 	30 	3 	x3 	13	17	1.2 	1200	1 	65 	65 	
	Stabhappy 	10 	30 	3 	x4 	15	17	1.2 	1200	1 	65 	65 	
	Trench knife 	7 	21 	3 	x3 	13	17	0.8 	1286	1 	50 	50 	
	Knife 	4 	12 	3 	x1 	4 	20	0.4 	500 	1 	20 	20 	
	Ant's Sting 	4+4 /10s	16 	3 	x1 	4 	20	2.4 	1250	1 	30 	30 	
	Ritual knife 	6 	18 	3 	x3 	18	12	1.0 	1333	1 	20 	20 	
	Slasher knife 	50 	115.4	2.3 	x0 	0 	0 	0 	400 	1 	50 	50 	
	Toy knife 	1 	3 	3 	x1 	10	10	0.2 	200 	1 	20 	20 	
	Ripper 	30 	30 	1.0 	x0 	0 	65	0.92	400 	6 	100	17 	
	Jack 	30 	30 	1.0 	x1 	15	65	0.92	533 	6 	200	33 	
	Samurai's sword 	24 	55.4 	2.31	x2 	40	19	2.52	833 	3 	75 	25 	
	Shishkebab 	35+2/5s 	80.8 	2.3 	x2 	24	28	3.21	429 	3 	200	67 	
	Shovel 	12 	17.1 	1.43	x3 	20	20	1.2 	500 	3 	55 	18 	
	Fertilizer shovel 	15+4/10s	25.4 	1.43	x3 	30	20	3.5 	533 	3 	55 	18 	
	Steel saw 	16 	16 	1.0 	x0 	0 	65	0.5 	625 	20	200	10 	
	Switchblade 	5 	15 	3 	x2 	9 	18	0.56	400 	1 	35 	35 	
	Butch's Toothpick 	10 	30 	3 	x2.5	13	18	1.12	300 	5 	50 	10 	
* Unique weapons are highlighted with a blue background.
* Melee damage is doubled in V.A.T.S.
===Blunt===
	 	 	 	 	 	 	 	 	 	 	 	 	Form ID
	Baseball bat 	9 	12.9	1.4 	x1	9 	25	0.72	889 	3 	55 	18 	
	Lead pipe 	9 	20.8	2.3 	x1	18	24	0.75	667 	3 	75 	25 	
	Nail board 	8 	11.4	1.43	x0	0 	27	0.6 	150 	4 	30 	7.5	
	Board of Education 	12 	17.1	1.43	x1	12	27	0.9 	250 	4 	60 	15 	
	Police baton 	4 	9.2 	2.3 	x1	4 	25	0.32	1250	2 	25 	35 	
	Pool cue 	3 	4.3 	1.43	x0	0 	27	0.2 	333 	1 	15 	15 	
	The Break 	6 	8.6 	1.43	x1	6 	27	0.4 	667 	1 	50 	50 	
	Repellent stick 	5 	11.5	2.3 	x0	0 	40	0.25	2000	3 	120	40 	
	Rolling pin 	3 	5.2 	1.7 	x0	0 	24	0.3 	667 	1 	10 	10 	
	Rolling pin (simulation)	20 	46 	2.3 	x0	0 	24	1.6 	100 	2 	10 	5 	
	Shock baton 	20+2/5s	48.2	2.31	x1	4 	19	2.6 	250 	2 	70 	35 	
	Electro-Suppressor 	25 	57.7	2.31	x1	4 	15	3.3 	200 	2 	70 	35 	
	Sledgehammer 	20 	28.6	1.43	x1	10	38	1.1 	500 	12	130	11 	
	The Tenderizer 	30 	42.9	1.43	x1	15	38	1.6 	500 	12	230	19 	
	Super sledge 	25 	35.7	1.43	x1	25	38	1.3 	600 	20	180	9 	
	Fawkes' super sledge 	32 	45.7	1.43	x1	32	38	1.7 	625 	18	300	17 	
	Tire iron 	6 	13.8	2.31	x1	6 	27	0.4 	667 	3 	40 	13 	
	Highwayman's Friend 	10 	23.1	2.31	x1	10	27	0.7 	1000	5 	75 	15 	
* Unique weapons are highlighted with a blue background.
* Melee damage is doubled in V.A.T.S.
==Unarmed==
The list below is deeply misleading, as it does not incorporate the Unarmed Damage bonus (which is +1 to +6, meaning the +0 in the table below is impossible, and it also does not double in VATS; the table below correctly doubles all weapon damage when presenting damage/AP).
	 	 	 	 	 	 	 	 	 	 	 	 	Form ID
	Bare Fist 	1 	Unknown 	Unknown	1 	3 	22	 	∞	0 	0 	∞	
	Brass knuckles 	6 	 	 	1 	6 	18	 	667 	1 	20 	 	
	Steel knuckles 	9 	 	 	1 	9 	14	 	1111 	1 	20 	 	
	Deathclaw gauntlet 	20 	 	 	5 	30	26	 	600 	10	150	 	
	Power fist 	20 	 	 	1 	20	28	 	500 	6 	100	 	
	Fisto! 	25 	 	 	1.5	25	25	 	480 	6 	100	 	
	The Shocker 	20 + 25 vs robots	, vs robots	 	1 	20	25	, vs robots	400 	6 	150	 	
	Spiked knuckles 	9 	 	 	1 	9 	19	 	667 	1 	25 	 	
	Plunkett's Valid Points	12 	 	 	2 	12	15	 	333 	1 	30 	 	
* Unique weapons are highlighted.
* Unarmed weapon damage is doubled in V.A.T.S. (additional Unarmed Damage is not, unless you use a bare fist).
* The Deathclaw gauntlet ignores Damage Resistance.
==Custom-built weapons==
IMAGE	NAME 	SKILL 	CODE	Components
 	Bottlecap mine 	Explosives 	, 	Bottle cap x10Cherry bombLunchboxSensor module
 	Dart gun 	Small Guns 	, 	Paint gunRadscorpion poison glandSurgical tubingToy car
 	Deathclaw gauntlet	Unarmed 	, 	Deathclaw handLeather beltMedical braceWonderglue
 	Nuka-grenade 	Explosives 	, 	Abraxo cleanerNuka-Cola QuantumTin canTurpentine
 	Railway rifle 	Small Guns 	, 	CrutchFission batteryPressure cookerSteam gauge assembly
 	Rock-It Launcher 	Big Guns 	, 	ConductorFirehose nozzleLeaf blowerVacuum cleaner
 	Shishkebab 	Melee Weapons	, 	Lawn mower bladeMotorcycle gas tankMotorcycle handbrakePilot light
* 
* 
==Unused weapons==
===Cut content/Not in game===
	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Form ID
	.22 pistol 	 	 	 	 	 	 	 	 	 	 	 	 	 	 	Small Guns 	
	Black Bart's Bane 	08 	6.0 	0.8	x1 	8 	28	0.29	0.5	BB 	100 	417 	2 	60 	30 	Small Guns 	
	Breaker 	12 	17.1 	1.4	x0 	0 	35	0.7 	- 	- 	- 	250 	4 	30 	8 	Melee Weapons 	
	Clover's Cleaver 	15 	34.6 	2.3	x1.5 	27	28	1.1 	- 	- 	- 	666 	3 	100 	33 	Melee Weapons 	
	Curse Breaker 	13 	18.6 	1.4	x1.5 	13	25	1.04	- 	- 	- 	923 	3 	75 	25 	Melee Weapons 	
	Discharge hammer 	25 	35.7 	1.4	x1 	25	38	1.3 	- 	- 	- 	600 	20 	180 	9 	Melee Weapons 	
	Excalibat 	13 	18.6 	1.4	x1.5 	13	25	1.04	- 	- 	- 	250 	3 	75 	25 	Melee Weapons 	
	Gauss rifle (Beta) 	23 	47.0 	2.5	x1.5 	22	17	1.4 	0 	MFC 	5 	1086	8 	1000	125	Energy Weapons	
	Katana 	15 	34.6 	2.3	x1 	4 	19	1.6 	- 	- 	- 	333 	2 	70 	35 	Melee Weapons 	
	Law Dog 	09 	27.0 	3.0	x1 	9 	20	0.45	0.5	.32caliber	5 	112 	2 	210 	105	Small Guns 	
	Love Tap 	08 	12.6 	1.6	x2 	8 	15	1.1 	- 	- 	- 	250 	1 	20 	20 	Unarmed 	
	Mirelurk bait grenade	00+0 	0 	6.0	x1 	0 	0 	0 	- 	- 	- 	- 	1 	5 	5 	Explosives 	
	O'Grady's Peacemaker 	06 	13.8 	2.3	x1 	6 	45	0.26	- 	- 	- 	1333	2 	100 	50 	Melee Weapons 	
	Pa's Fishing Aid 	80 	32.7 	2.3	x1 	40	35	2.29	1.0	12 ga 	2 (1)	125 	6 	350 	58 	Small Guns 	
	Signal flare 	01+1 	1.3 	0.7	x1 	0 	24	0.08	- 	- 	- 	- 	0.5	25 	50 	Explosives 	
	Smoke grenade 	01+100 	65.87	0.7	x1 	0 	24	4.2 	- 	- 	- 	- 	0.5	25 	50 	Explosives 	
	Spanner 	15 	34.6 	2.3	x1 	4 	19	1.6 	- 	- 	- 	333 	2 	70 	35 	Melee Weapons 	
	Tesla cannon (Beta) 	20+80+20/2s	121.6	1.6	x0 	0 	55	2.6 	0.5	Missile 	1 (1)	83 	20 	500 	25 	Big Guns 	
	Test gun 	09 	54.0 	6.0	x1 	9 	17	0.53	0.5	10mm 	12 	556 	3 	225 	75 	Small Guns 	
	Wanda 	12 	96.0 	8.0	x0.125	12	23	1.57	1.5	5.56mm 	30 	1250	7 	500 	71 	Small Guns 	
* Unique weapons are highlighted with a blue background.
* Melee and Unarmed damage are doubled in V.A.T.S.
===Non-player weapons===
==Concept art weapons==
From the Art of Fallout 3 but not in-game.
* Mason jar mine
* Piggy bank grenade
* Air hammer gun
==Notes==
The base damages of these weapons, both unique and non-unique may change due to special add-on perks, such as Pitt Fighter, Superior Defender and Xenotech Expert.
 
de:Fallout 3 Waffen
es:Armas de Fallout 3
fr:Armes de Fallout 3
it:Armi di Fallout 3
pt:Armas do Fallout 3
ru:Оружие Fallout 3
uk:Зброя Fallout 3
zh:辐射3武器