Fallout 3 non-player weapons

Non-player weapons are weapons that are not intended for use by the player character in Fallout 3.
==Characteristics==
The Gamebryo engine requires all non-player characters and script effects to use a weapon in order to shoot a projectile. Some of these weapons can be obtained via console commands. The same is true for the default weapons used by followers, which may have differences from the weapons obtainable by the player character.
==Weapons used by non-player characters==
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 Small Guns, 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.
- 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.
- Item health: This is the number of hit points that a weapons' durability is based on.
- 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.
===Weapons used by followers===
 	 	 	 	 	 	 	 	 	 	 	 	Form ID	Notes
Butch's 10mm pistol 	9 	54 	0.5	1 	9 	10mm round 	12 	2 	15 	18 	0.5 	 	Butch's default ranged weapon
Butch's switch blade 	5 	14 	N/A	2 	9 	N/A 	N/A	1 	50 	18 	0.28	 	Butch's default melee weapon
Charon's shotgun 	55	41 	0.5	1 	5 	Shotgun shell (special) 	5 	10	7 	N/A	N/A 	 	Charon's default ranged weapon, uses lever-action rifle animation
Charon's combat knife 	7 	20 	N/A	3 	13	N/A 	N/A	1 	50 	17 	0.41	 	Charon's default melee weapon
Clover's sawed-off shotgun 	50	24 	7 	0 	0 	Shotgun shell (special) 	2 	5 	38 	N/A	N/A 	 	Clover's default ranged weapon
Clover's Chinese officer's sword	10	23 	N/A	2 	15	N/A 	N/A	3 	25 	28 	0.36	 	Clover's default melee weapon
Fawkes' Gatling laser 	9 	135	0.5	0 	8 	Electron charge pack (special)	60 	10	61 	30 	2.4 	 	Fawkes' default ranged weapon
Fawkes' sledgehammer 	32	28 	N/A	1 	10	N/A 	N/A	12	11 	38 	0.53	 	Fawkes' default melee weapon
Jericho's Chinese assault rifle 	11	38 	1 	0.8	3 	5.56mm round (special) 	24 	7 	49 	N/A	N/A 	 	Jericho's default ranged weapon
Jericho's nail board 	8 	11 	N/A	0 	0 	N/A 	N/A	4 	8 	27 	0.3 	 	Jericho's default melee weapon
Star Paladin Cross' laser pistol	12	11 	0 	1.5	12	Energy cell (special) 	30 	3 	107	17 	0.71	 	Star Paladin Cross' default ranged weapon
Star Paladin Cross' super sledge	25	35 	N/A	1 	25	N/A 	N/A	3 	43 	38 	0.66	 	Star Paladin Cross' default melee weapon
===Other weapons used by non-player characters===
 	 	 	 	 	 	 	 	 	 	 	 	Form ID	Notes
Mysterious Stranger's .44 Magnum 	9000	26999 	0 	100	9000	.44 Magnum	6 	3	0 	N/A	N/A	 	Mysterious Stranger's default ranged weapon; Name in inventory is ".44 Magnum"
Paulson's revolver(non-player version)	46 	101.25	0.5	2 	35 	.44 Magnum	6 	4	75 	32 	N/A	 	Paulson's revolver, non-playable.
Sonora Cruz's 10mm pistol 	100 	54 	0.5	N/A	N/A 	10mm round	12	3	225	N/A	N/A	 	Sonora Cruz's 10mm pistol, unobtainable by the player.
==Weapons used by creatures==
 	 	 	 	 	 	 	 	 	 	 	 	Form ID	Notes
Bloatfly dart 	5 	11 	3 	1	0 	Bloatfly dart	12 	1 	20 	0 	0 	 	Used by bloatfly. Labeled as "<Missing Name>" in inventory.
Fire hydrant 	100 	150	0 	1	0 	None 	None	300	100	0 	0 	 	Weapons used by super mutant behemoths
Radioactive gore 	1+260 	88 	0 	4	5 	None 	N/A 	1 	1 	24	10.46	 	Used by feral ghoul reavers
Radioactive spit 	30 	49 	1 	4	5 	Centaur spit 	1 	1 	130	0 	0 	 	Used by centaurs
Acid spit 	40 	150	0.2	2	20	Ant spit 	200 	1 	80 	0 	0 	 	Used by the ant queen
Acid spit (burning)	70+4 /5s	173	1 	4	5 	Ant spit 	200 	1 	130	0 	0 	 	Used by Marigold ant queen
Shriek 	12 	9 	1 	0	0 	Sonic energy 	1 	1 	40 	0 	0 	 	Used by mirelurk king. HP -50, PER -10.
==Weapons used by robots==
 	 	 	 	 	 	 	 	 	< 	 	Form ID	Notes
Liberty laser 	1000+200	4000	1 	1	0 	Microfusion cell 	255	0 	9674000	0	 	Liberty Prime's eye-laser; AOE Radius =128
Liberty Prime's Fat Man nuke	200+550 	121 	0 	1	0 	N/A 	12 	0 	23730 	0	 	Liberty Prime's throwable nuclear bombs; AOE Radius =1200' +2 Rads/s for 12s
Sentry bot Gatling laser 	6 	60 	0.1	0	8 	Electron charge pack	40 	15	1070 	0	 	Sentry bot's Gatling laser.
Sentry bot minigun 	9 	67 	2 	0	0 	5mm round 	255	15	1070 	0	 	Sentry bot's minigun.
Sentry bot missile launcher 	20 	57 	0.5	1	0 	Missile 	1 	15	4300 	0	 	Sentry bot's missile launcher.
Electrical zap 	5 	16 	0 	1	0 	Energy cell 	12 	1 	110 	0	 	Used by eyebot.
Mister Handy buzzsaw 	20 	46 	0 	1	0 	N/A 	12 	1 	250 	0	 	Used by Mister Handies. Saw does not render in player's hands.
Mister Handy flamer 	2 	8 	12 	5	5 	Flamer fuel 	24 	1 	60 	0	 	Used by Mister Handies. Cannot be fired by player.
Mister Gutsy flamer 	6 	24 	12 	5	5 	Flamer fuel 	10 	1 	210 	0	 	Used by Mister Gutsies.
Mister Gutsy plasma gun 	60 	199 	0.3	1	30	Energy cell 	6 	1 	7200 	0	 	Used by Mister Gutsies.
Turret gun 	5 	15 	2 	1	10	5.56mm round 	24 	7 	140 	0	 	Used by automated turret. Uses "Jerico's Special Ammo."
==Weapons used by vehicles==
 	 	 	 	 	 	 	 	 	 	 	Form ID	Notes
Vertibird gun 	20 	400 	4	1	0	Microfusion cell	255	10	6040 	3000	 	Sometimes this weapon does not do any damage, and leaves most keys unusable (the console, esc button, tab) while it loops the reload animation. If this occurs, reload a save state prior and just drop the weapon.
Vertibird Bomb Gun 	1600	2542	2	0	0	Mini nuke 	1 	30	999 	∞ 	 	This is a fully textured invincible Fatman.
Vertibird missile launcher	20 	72 	0	0	0	Missile 	1 	20	500 	100 	 	
Chimera Mortar Lobber 	210 	? 	0	0	0	Microfusion cell	1 	0 	9667032	? 	 	This weapon is fully operable, although it is invisible in player hands, and actually fires a Mortar complete with texture.
Chimera Laser Cannon 	1111	? 	0	0	0	Microfusion cell	35 	0 	9667032	? 	 	This weapon is fully operable, although it is invisible in player hands, and fires completely automatic whereas the Liberty Prime Laser fires only once.
==Weapons used by scripts==
 	 	 	 	 	 	 	 	 	 	 	 	Form ID 	Notes
SatCom nuclear strike 	20+2000	435	0.5	0	0	Missile 	1 	20	25	55	29.45	 	Inventory name is <name missing> and shows no name when dropped. When fired, the missile has extremely fast speed, and shows rocket-propelled thruster animation from the back of each missile. Rads in the center of the explosion are +30/sec. Should be cautious, as this projectile can go outside the render distance. Once the missile hits an object, another sound effect will play, this is the "Wind" sound effect from the explosion.
Gas trap dummy 	26 	0 	10 	1	0	0 	12	0 	0 	0 	0 	 	This item is leftover and incomplete. It doesn't work because it's 2HandMeleeWeapon and it has no set projectile. 
See GasTrapFireBurst.
GasTrapFireBurst
[Explosion]	6 	- 	- 	-	-	- 	- 	- 	- 	- 	- 	000348D0	This is the GasTrap Explosion used by the game 
Console Usage: 
PlaceAtMe 348D0
BioGasGrenade
[Explosion]	0 	+5 5/Sec
Poison Gas Damage	- 	-	-	- 	- 	- 	- 	- 	- 	 	GasGrenade Explosion behaves like a GasTrap
Console Usage: 
PlaceAtMe xx00d1e6
Anchorage Overlook Cannon	10
+1600	443	2 	0	0	Mini nuke	1 	30	? 	65	? 	 	This is will show up as a "Fatman" in the PipBoy but the way to know you're using it is: It has an added MuzzleFlash and it has +500Range more than a FatMan.
Category:Fallout 3 non-player weapons