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If you're using a burst mode shot, then multiply the damage per bullet for finding the total damage dealt.All unarmed weapons require 3 action points (4 aimed) and have a range of one hex. Flick usually stocks 'em, and it uses the same ammo as the Desert Eagle (which a lot of enemies use) so it's not much harder to aqcuire than the 10mm bullets.Indeed.

(3a) Solar Scorcher does Fire damage instead of Laser. Name Damage Shoot modes Action points Ammo Weight Range Min.
Putting an extended magazine on it yields a capacity of 90 and ten bursts per reload.The FN FAL fires 11 bullets per burst, with or without a night sight. ),Brotherhood Armor - 40/06 (Plenty of shinyness and even better dischargers. For weapons in other Fallout games, please see "Weapon". Author: LtCommander. Don't even think about taking on the Raiders until you and your friends are toting some serious hardware, perhaps even Power Armor. This page lists all armor and clothing in Fallout 2.: The content is not described in full detail … Since F2WR makes Molotovs quite useful, the two mods fill each other out perfectly.As for Shattered Destiny, and... uhh... every other single.But fear not, for F2WR is modular and flexible. Magnum and SMG would be a pretty damn good combo that'll work for a good while, and maybe a hunting rifle for when you might need it, but the .223 ammo is pretty rare (and expensive) in the early areas. There's no real downside, other than maybe a little added weight, but that shouldn't be a major issue.

It also comes in clips of 25 rounds, which have a base sell price of $300.The completely useless description-less 9mm ammo has morphed into 9mm ball (same stats, different ID). ),Tesla Armor - 90/3 (Specialised energy absorbers give incredible reflection, but the material is still just metal. It also has a 20% bonus to hit, due to its small scope. On the plus side, nearly every weapon in the game is viable for killing enemies now, including small guns and even melee. For details, please see the respective articles.

round magazine.The gun in Vault 15 is loaded with 9mm ammo, but will reload with 10mm ammo. (3ab) Plasma Pistol and its upgrade do 25-35 damage and cost 4 AP to fire. The same goes for energy weapons, rifles, shotguns and other things.

),Metal Armor Mk.II - 65/03 (Reflects a lot more because it is polished, but it is still just metal. Damage ratings are given per bullet. Sierra Army Depot: A total of six, one in the barracks, two in the armory on level 2, and three inside the lockers in the level 3 security checkpoint. Make sure you set the ammo mod settings in the RP's ddraw.ini to the default 0 if you use F2WR with the RP (i.e.

The same goes for energy weapons, rifles, shotguns and other things.

Not invulnerable to anything, but takes much less damage from Laser Rifles than Advanced Power Armor Mk.II. ),Leather Armor/Combat Leather Jacket - 00/02 (Still leather, but more of it. Molotovs have a max range of 24, which you can achieve with a ST of 8.Gold Nuggets have morphed into Molotov Cocktails (same stats, different ID). It still has an accuracy bonus of 20% and an AP cost of 4.9mm ball ammo now has a damage mod of 3/2, an AC modifier of -10 and a DR modifier of 15. This page lists all weapons in the original Fallout. And when you're outnumbered in the wastes, don't count on winning unless you're many levels above your opponents in weaponry or armor.You may use, steal, rip, burn, modify and distribute F2WR partially or entirely, AS LONG AS YOU:F2WR is backwards compatible, which means that any version of F2WR can be installed over an older version.
(The only possible exception would be the most powerful small guns in the game, since you can only find the ammo in one town, and the shops don't always have it in stock, but they're end-game weapons, so unless you go crazy and try to hand them out to everyone in your party, you should be fine. This page lists all weapons in Fallout 2.: The content is not described in full detail on this page.

It has the highest damage-per-action-point of all single-shot weapons in both Fallout and Fallout 2, as well as the second-highest ammunition capacity of all single-shot weapons in both games. ).When all else fails, read the instructions.Hmm, against opponents without much armor I use burst almost exclusively. I did this because the player normally finds Spiked Knuckles before Brass Knuckles, and because Brass Knuckles are more rare than Spiked Knuckles.Throwing Knives are throwable only, as their handles are too small to get a good grip for hand-to-hand combat. (3a) Laser Pistol and its upgrade do 15-25 damage and cost 4 AP to fire. For an overview of Fallout content, please refer to "Portal:Fallout". Fallout 2; Early game weapons; User Info: DrP_FFX2. ). I would say the problem with laser weapons lies not in the weapon stats themselves, but in the fact that almost every kind of armour (not just metal) has a huge DR against laser.Have you thought to do something with the pitiful 14mm handgun? However, the weapon can only be recharged while exposed to sunlight or bright light. The 44's the best 1-handed gun to use until you can find that half-rifle pistol.The only down side is that, if you get it early, you might have some trouble finding enough ammo, at first, since the .44 rounds are a little more scarce than the 10mm ones ... at least in the earliest stages of the game. They both have a range of 6.Both types of Flamethrower Fuel have a weight of 5 instead of 10. The common variety is now better than default, and the uncommon one a little worse than default, where it was overpowered.By default, standard Needler ammo comes in clips of 30, while Needler AP in 10.

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