Power Armor: Power armor models. Weapons and armor in the game, damage calculation Improved power armor

Feel the weight of the power armor!

This mod is a total addition to the port of power armor from Fallout 4 from the famous author Dragbody, and reworks the functionality of power armor.

Based on the resources of the mod, as well as including many other components to improve functionality, Evolution changes power armor, bringing it closer to options similar to Fallout 4 sets.

The mod itself is suitable for those who like to run around in power armor, and for fans of serious enemies.

Peculiarities:

A new take on power armor. Now all armor is a kind of heavy combat exo-kit that the player cannot carry in his pocket. From now on, armor will be used specifically for cases of serious collisions with enemies.

Performance improvement. Standard characteristics have been increased by 1.5 - 2 times, and also supplemented with additional effects, improving sets to the level of high-tech protective armor.

Craft system. Now you can create armor on stands separately provided for this. Stands are placed logically throughout the game world, and are located both in factions and in neutral territories. Crafting power armor will require a sufficient number of parts, as well as high repair and science skills.

New exo kits. In addition to the available replay options, the mod has over 200 different exo kit options! These kits boast a variety of options that are suitable for fans of screenshots or a frivolous game, as well as for those who like to fight, while designing their armor and giving it individuality. In order to determine how unusually a player will be able to paint their kits, the Intelligence skill developed up to 8 points is required.

As well as smaller additions, like new icons for kits, new footstep sounds in them, and resizing of the character wearing this kit to make it look like a combat vehicle.

Some of the presented kits have HD textures.


Requirements:

Installation:

Download resources from the official page and unzip to the Data folder

Unzip the contents of the archive to the Data folder of your game, connect the Power Armor Evolution.esp plugin to FOMM.

HD pack installation:

Unpack the contents into the Data folder with replacement.

Delete the BSA archive as out of date.

Thanks:

Dragbody – Per port of armor fromFallout 4

Bordraw for a few textures from Consistent Power Armors

Voidwalker for esp creation and scripting

Sulligy for the classic T-51b paint

Cruz011 for the scorched power armor textures

SikSikSikki for the Outcast power armor paints

Dogtooth and Unoctium for the "X-02 Power Armor"

Dogtooth and Unoctium for the "Hellfire Power Armor"

Niceguyhenry for the Operation Anchorage Power Armor paint

EdibleGrenade for the Tribal Power Armor mod

Jorhadoq for the fusion core texture

The Hermit for the sound ports and size script.

Weijiesen for the additional cubemaps

Unocticum - T60 Armor Icons
FurionX - Power Armor Enhanced (new stats)
Imp of the Perverse - GO_models for parts
bronod - New kit icons
Stride11 - For new sounds for SB
trulypanda - fix shoulder pads sat

henukelkoch - Crafting Stand Model

Bwones - Mod for scaling in Sat

amsoho75gr - for the spray can model
To the authors whose retextures were used for the new kits:
R97R - DPM and Winter camouflages, Britain and Scotland camouflages for T-60
assultdragon - Pure Raider Armor, X-03 Power Armor - All Factions Paintjob

Jerros - Bundles WarTags
speedmonkey - Power Carcass Retexture, White Carbon Carcass Retexture, Blood Stained T60
A6addon - Models T-51 Quantum, Camos T-60, Model SWAT T-60, Model T-51 Nuka, Model T-51 Police , Model T-51 Rarity, T51 - OLD STAB
MadMAX713 - kits from Raider PA Chop-Shop fashion
XricsX - retexture Matte X01
koojinn - For frame models Raptor, Bos, Formula Frame, New Frame, Navy, Rust
niceguyhenry - Anchorage Sets, Talon Sets, East Coast Vintage Styled Power Armor
ukaluka94 – T-60 Deus Vult Kit
Bigtalon - Red Urban Sets
Baddweapon - T-60 Air Force
MikeMoore - T-45 Lion's Pride, T-60 Lion's Pride
idanpiksni - Vault-Tek frame
Skrilly01 - Black raider armor retexture
Burny300 - Rascal Kits
TheDarkShadow - X-01 Exterminator Sets
icemocolo - Army, Urban, Desert Urban, T-60 Hardened, T-60 Skull, T-60 Polymer, X-01 Hardened, X-01 Mark3 ”, T-45 “Tempered”
Da Barker - Darkest frame retexture
newermind43 - Textures for T-57C armor
pandm101 - Model T-51 Bomber
theoriginaldreadbeard – Model X-01 Madness
isht007 – Hellfire Sets
Don_Kain - Retexture T45 Outcasts X-01 Enclave Models
neeher - Ranger Reilly Sets
XricsX - Black Fusion Core Model
dacomputernerd - New Core's Textures Models
Gorgulla - Original textures in 4K
TerminalGear - Gray Wireframe Retexture
MrNewell122 - Model T-51 RAF
WhoopAssMcGue - Soldier/Infantry SB Models
ron666777 - X-01 Legion Model
mastersmash - Retexture T-51 "Medic"
Acacyn - Bundles "Tambourine"
kilaking7 - Stark Core Retexture
Hocter - Models X-01 "Brotherhoods"
raatorotta - Model X-01 Daedra Prince
ghostrecon123 – Anime sets for T-60
dragonscales82 - Model X-01 "N7"
EdibleGrenade12 - Texture T-45 "Decorated"

Any gamer familiar with the Fallout universe knows what power armor is. This type of armor is the most powerful in any part of this post-apocalyptic computer game. Moreover, even if you have not played any of the parts, but just saw the cover of the game, you already know what this type of armor looks like. It has the most impressive size and stands out from any other. Particularly noteworthy is the helmet, which has long been associated with this series of games. However, not everyone knows that in fact, power armor is not a single item. Not only is it assembled from several different elements, it also has a large number of variations both within the same game and between different episodes. So what types of this protective suit exist in this universe?

How it all started

The most popular and well-known power armor among players is the T-45d, which first appeared in the third part of the game, then migrated to the New Vegas add-on, and ended up in the fourth part, which went on sale recently. This type of armor according to the plot of the game was invented in 2067 and did not immediately take its final form. Initially, it was equipped with a rather small battery, which drained incredibly quickly, making the use of armor ineffective. Therefore, in the end, the battery was replaced with a nuclear microreactor. A servo mounted in the armor allows the equipped fighter to carry much more equipment than usual, and has its downside - the fighter's movements become noticeably more constrained. It is also worth noting another drawback - many systems are located directly under the top layer of armor, which makes them more vulnerable. As for the helmet, it is equipped with a lot of additional features, such as a searchlight, a laser target indicator, a gas mask and a negotiation device. It is worth noting that the power armor of this model had a large number of various modifications that changed one or another of its components, but there is no point in considering all of them, since now you know all the necessary information about the main and original version.

First improvements

However, this is a variant that only appeared in the third part of the game. What was before him in the Fallout universe? Power armor did not always look like it was mentioned above - for example, in the first parts of the game, its place was taken by the more bulky T-51b model. Given the chronology of events in games, this model was developed later than the previous one, namely in 2076 - by that time the kit described above was completely outdated. The T-51b was seriously ahead of its predecessor in terms of mobility, as it was equipped with the latest system. She also made the fighter stronger and allowed her to carry a lot of weapons and ammunition, but at the same time did not hinder her movements. This time, the armor was immediately equipped with a micro-reactor, the service life of which was a hundred years. The materials from which this armor was made provided protection from any kind of damage, including laser attacks and radiation. In addition, the new armor systems have an additional casing that protects them from damage - much more reliable than in the previous version. The helmet has changed only externally - all the systems have remained the same, only an air recirculation system has been added to them. The power armor of the 4th and 3rd parts of Fallout clearly cannot be compared with this masterpiece.

T-60 - defense progress

The question of where to find power armor is always a question for gamers who play any of the Fallout games. In different situations, the answers to it may be different, but when it comes to the T-60 model, then everything is quite simple here. The fact is that according to the plot, you will quickly find this armor option in the fourth part of the series. Its main difference from the previous two sets is increased convenience. There is a special valve on the back, when turned, the back of the suit opens, the fighter can go inside, after which the armor closes and seals. This, of course, is not the only difference of this model. It is also worth noting a special display that is present inside the helmet - it allows you to control the state of the suit, all its systems, the environment, the fighter's body, and so on. In fact, using this armor has become much more convenient, because you can constantly monitor how much ammo you have left, track damage and much more.

X-01 - power standard

So, you have learned about the most basic types of power armor that are found in the Fallout universe. However, there are many more varieties of them, and some of them deserve special attention. Since the last and most relevant part of the game is the fourth, we will talk about the kits that can be found there. And the first type worth mentioning is the X-01 Power Armor. This set is the rarest in the entire game, but it is also the most powerful. The fact is that this armor is made of a special alloy that combines high strength and lightness. So the X-01 power armor is what players most often pay attention to when looking for a model for themselves in the world of the fourth episode of Fallout.

Raider Armor

If the X-01 power armor is the best in Fallout 4, then you should also consider the option of the worst armor. It should be noted right away that this set is not factory - most likely, this is the work of raiders who found a damaged set of armor and restored it for their own use. The item found was a T-45d armor piece, so many of the characteristics of this kit are the same as the original. However, the most striking difference lies in the limitation of the possibility of improvement - if the original set has six slots for improvement, then this set has only two. But at the same time, it is worth noting that, even being the weakest version of power armor in the game, such a model still makes its wearer an extremely dangerous opponent.

T-51

If we have already talked about the T-51b model, then we cannot help but recall the armor on the basis of which it was created. This set is a prototype of this armor, but at the same time differs in some parameters - it is slightly less functional, suffers from a lack of mobility compared to the model that will replace it in 2076.

Improved Power Armor

This model of power armor is very different from all the previous ones, because it was made much later. It began to be used only in 2198, so you can easily imagine how much it differed from all other versions. If we talk about in which games you can find this kit, then everything is quite simple here. Given the chronology of events, you can find sets of such armor either in the second part, or in an addition to the third, which is called New Vegas. Power armor of this type is no longer designated by either the T series or the X series - in fact, the game does not say at all whether a particular series was for this type of armor. In order to power these sets of energy, microreactors were used, which remained on the old decommissioned sets of armor. Even with their long use in the past, they still stored enough energy to keep new armor alive for a long time. In many ways, the improved kit was similar to the legendary T-51b, but there were plenty of differences. The materials of manufacture have been completely changed, and the hydraulic control system has given way to servomotors with electrical amplification. Thus, in Fallout Vegas, power armor is already very different from how it looked (and functioned) before.

"Tesla"

Another type of armor from the distant future that can only be found in the New Vegas episode. It was made using the drawings of the well-known scientist Nikola Tesla. Special resonant transformers are installed on it, which are better known to people as "Tesla coils" - it is with their help that this armor gets the ability to form energy projectiles for weapons much faster and much more silently. This significantly increases the accuracy of shooting and the level of damage inflicted on the enemy.

"Gehenna"

This type of armor is not canonical, since it is found only in the game Broken Steel, which is not an official part of the series, but only an addition to the third part of the game. However, it is still worth paying attention to it, because it was this armor that became quite popular even later, after 2277. Most likely, this model is also made on the basis of the T-51b, since they have the same technical characteristics. However, at the same time, the helmet has been greatly modified, and it is immediately clear from the armor that it was created for aggressive forceful actions. Its main advantage over the original version is the fact that it can be repaired using parts from other sets of the same armor, which could not be done with the T-51b.

Armor NBS

If the previous set of armor could still be attributed to the original series of games, since it was found in an add-on that is not as plot-driven as New Vegas, then in this case it should immediately be said that this set may intersect with the canon in some ways. then contradict him. This armor is used in the game Fallout Tactics, which largely contradicts the main plot of the games. This armor is a modification of the T-51b, more precisely, its commercial counterpart, which was used in the nineties in the Midwest. This is a limited series, so there are a certain number of sets in the entire game. It is quite controversial, since it bypasses the original in some parameters, and is seriously inferior in others - for example, in terms of energy supply, since it is not powered by a classic mass-produced microreactor, but by a reactor of unknown origin.

One of the main elements of the game are all sorts of different battles. Here armor and weapons are considered in detail, where to get them, characteristics, damage, damage absorption. That is the combat system.

General information about any armor

Consider the example of combat armor. Armor class - the probability of hitting us (not only us, but generally any person, animal, robot, etc.) is reduced by this percentage after calculating other probabilities. A fine for distance, a fine for dark time of the day, and so on are taken into account. And then the armor class. Accordingly, the higher the better. There is a perk "Evasiveness", which increases the armor class by 5. There is also the ability "Kamikaze", which reduces the armor class, but increases the order of actions (reaction). That is, it is easier to hit the Persian, but he almost always goes first.


Next come the types of damage: normal, laser, fire, plasma, explosion, electricity. Each damage is, firstly, absorbed, and secondly, reduced. How much damage is absorbed (or reflected, passed by, severely reduced) is answered by the first digit, this is damage limit (PU). And how much it will decrease - the second as a percentage, it is damage resistance (DR). Let, for example, someone fired a bullet at us and dealt 20 damage. The "norm" indicator is included in the calculations. First, the damage limit is subtracted from 20, for combat armor it is 5. We get 15. Then 15 is reduced by 40%. As a result, we will get damage equal to 15 minus 6. That is 9. And this final damage takes 9 health from us. The norm is damage from bullets, punches and cold steel, throwing knives and so on, that is, mechanical damage. Laser - shots from a laser rifle, a Gatling laser, a laser pistol. Fire - from flamethrowers, molotov cocktails, fiery geckos. Plasma - plasma rifles and pistols, plasma grenades. Explosion - ordinary grenades, dynamite, rocket launcher, some types of traps. Electricity - a pulse rifle, some types of traps, a floor in a labyrinth in the Enclave. By the way, nothing is said about electricity in the game itself, that is, the parameter is not visible. I do not know what it is connected with. Electricity resistance data is taken from the site ru.fallout.wikia.com, and indeed, there is a lot of interesting things there. Percentage resistance is affected not only by armor worn, but also by underskin armor, some chemicals, a stone from the head of the chosen one, the Toughness perk, a bonus for winning boxing fights in New Reno.

General information about small arms

Consider the example of a 10mm PP (10mm submachine gun). This damage is understandable - a random number between the minimum and maximum is selected. Distance (range) - the maximum allowable number of cells is indicated. One cell in fallout is equal to one meter.

It is clear that the closer you shoot, the higher hit probability. But this takes into account not only the actual distance to the target, but also the maximum distance for the weapon. Let, for example, the enemy is 10 meters away from us. It is much easier to hit him with a hunting rifle than with 223 pistols, because the gun has a long range. The ability to handle weapons also affects the probability of hitting, wisdom (perception) is very important for shooting from afar, the presence of an optical sight on a weapon, interference to the target (other people, corpses, etc.), time of day (it is more difficult to hit at night) . Many weapons require a certain amount of power. If suddenly there is not enough strength, then it also negatively affects. There is a perk "Weapon Handling" that adds 3 strength while shooting (real strength does not increase). There are various perks to improve hit chance. Sharpshooter - Increases Wisdom by 2 when calculating range. "Night vision" - improves visibility in the dark, and therefore easier to hit. "Increase in wisdom" will also have a positive effect.

Damage dealt for ranged weapons. As already mentioned, damage is primarily dependent on damage. First, the hit probability is calculated. If they hit, then various modifications can affect the damage. Then there are calculations for the armor, how much it absorbed, how much it reduced. Critical Hit Chance - Chance to deal increased damage. The character's base probability is shown. And the final probability is calculated using a somewhat complex formula. Affects the ability to handle weapons, luck, various perks.

There are the following perks that affect damage for small arms(this also includes heavy guns, energy weapons): "Bonus damage at a distance" ("Bonus range") - damage from shots is increased by 2 units, which, by the way, is not so little, given that damage will be superimposed other modifications. And for machine gun bursts, this is an indispensable perk, because the damage is calculated for each bullet. "More critical" - increases the base value to deal critical damage. "Best critical" - if you get critical damage, it will increase. "Sniper" - the indicator for critical shots is calculated in a new way. The formula is as follows Luck / 10 * 100%. This means that if luck is 10, then every hit will be a critical hit (but since the formula for the final calculation is a little more complicated, not every hit). In this case, the base indicator "chance for a critical" is not taken into account. You can not take "More critical", but wait for "Sniper". But the "Best Critical" should be taken in conjunction with the "Sniper".

General information about melee weapons and melee

For hand-to-hand and melee weapons damage is calculated a little differently. First, the main thing here is strength, not wisdom. Accordingly, the more the better. Secondly, the character has a special characteristic "melee weapons". This value is added to the maximum possible damage. Let, for example, a sledgehammer deals damage from 4 to 14. And the characteristic "melee weapon" is 5. This means that the damage will be randomly selected from 4 to 14 + 5. Also, most melee weapons have an increased chance of critical damage. Of the firearms, only Private Dobbs in the Sierra has such a bonus.

And there are special perks that affect damage for melee weapons and hand-to-hand. As well as for small arms - "more critical" and "better critical". But the analogue of the "Sniper" - "The Butcher" ("Deathblow"). Also "Melee Damage Bonus" - adds +2 damage with melee or melee weapons. There is an interesting perk "Expert in Anatomy", which gives an increase in the doctor's skill + 20%, as well as +5 damage to living creatures. Also, the power armor of the brotherhood or enclave increases strength, and therefore additional damage.

During a shot or impact, various pleasant and unpleasant things can happen. Additional Damage- damage increased by 1.5-3 times. The hand will break- in this case, it is difficult to hold a two-handed weapon. The leg will break, in which case each step takes two action points. Loss of consciousness- the enemy (or even us) falls and lies unconscious for a while, it depends on endurance. Just falling, then on the next turn you must stand up, usually it takes three action points. In such cases, the "Stone Wall" perk can help, so that you fall less, and "Quick Recovery", so that you get up not for three APs, but for one. Immediate death- someone dies regardless of the damage done. Hit pierces armor- armor did not reduce damage. There may also be mistakes. These include: loss of ammunition, loss of OD, a weapon fell, hitting the wrong person, injuring oneself and others.

It should be borne in mind that the level of difficulty of the battle also affects. On easy, enemies barely aim, hit less often, and deal less damage. At the top, it's the other way around.

General information about cartridges

Each cartridge has its own characteristics, which are also taken into account when calculating the probability of hitting and inflicted damage. Damage modifier expressed as a fraction and multiplied by the damage indicated in the characteristics of the weapon. The bigger, the better. So, for example, the above-mentioned 10mm PSST cartridges for 10mm PP have a damage modifier equal to 2/1. That is, the specified damage will increase twice. So the damage of 5-12 becomes 10-24. Next comes DR (damage resistance) modifier. This parameter is measured as a percentage and is added to the armor resistance. So, since we have combat armor and ordinary bullets, the "norm" parameter is involved. For combat armor, this parameter is 40%. For cartridges mod. SU is 25%. This means that 25% must be added to 40%. The result is 65%. That is, shooting with such cartridges, in fact, adds armor to the opponent. It follows from this that such cartridges are not at all suitable for armored purposes. And the lower this SU modifier, the better. But, we see that the damage is doubled (damage mode = 2/1). That is, these cartridges are very good against unarmored targets. And third AC modifier (armor class). This parameter is involved in the calculation of the probability of hitting the target. As already mentioned, the hit probability is affected by the character's skill, perks, time of day, wisdom, distance to the target, opponent's armor class and this very mod. KB. The smaller it is, the better.

This is why the gauss rifle and pistol are so good against armored targets (2mmEC SU -20, which means armor is essentially reduced by 20%). And they are so easy to shoot (KB -30, which means the probability of hitting increases). And they are so powerful (damage mod 3/2. good damage from the weapon itself is increased by 1.5 times). That's why at long range the Bozar is better than the Vindicator (223 CM KB -20 versus 7.5mm KB -5, which means that the Bozar has more bullets to hit the target). And that is why conventional machine guns chop non-armored targets into cabbage and cannot do anything with armored ones (5mm cartridges PSST SU +35, but the damage modifier is 2), and bozar crumbles everyone and always (223 TsM KB -20, SU -20, although and damage mod 1). Vindicator also crushes everyone and always. As we can see, it is the cartridges that are responsible for how the weapon will behave against armored targets and at long distances.

O armor-piercing cartridges. In theory, such cartridges should cause more damage to armored targets than non-armor-piercing ones. But for some reason this is not the case. Armor-piercing cartridges do not work in fallout 2. Regardless of the armoredness of the target, ordinary cartridges always show the best results. This applies to 10mm PSCT and 10mm BP, 5mm PSCT and 5mm BP, 44 magnum PSCT and 44 magnum CM.

A few words about translation. Apparently, the translators from Fargus decided to translate the modes for cartridges with a simple transliteration. That is, DR (Damage Resist) was simply called DR, but it should have been called DR (Damage Resistance). Similarly, AC (Armor Class) was simply called AK, but it should have been KB (Armor Class). The damage mode was normally translated, the meaning is similar. There is also a damage modifier, not a damage mode. Here I used a more correct translation. That is mod. AC (Armor Class modifier), DR mod (Damage Resistance modifier), and mod. damage (damage modifier).

Armor types

Leather and combat leather jackets

The easiest armor in the game. It is already found in Klamath at merchants and at Sulik. The Combat Jacket will be given by Balthus in Modoc for rescuing his son Johnny.

Leather jacket: normal 0/20%, laser 0/20%, fire 0/10%, plasma 0/10%, explosion 0/20%, electro 0/30%, AC 8, weight 5
Combat leather jacket: norm 3/20%, laser 0/20%, fire 2/10%, plasma 0/10%, explosion 0/20%, electro 0/30%, AC 18, weight 7

Leather and improved leather armor

The characteristics are slightly better than leather jackets. You can buy already in Klamath. Improved leather armor is in the basement at Algernon in New Reno.


Leather armor: norm 2/25%, laser 0/20%, fire 0/20%, plasma 0/10%, explosion 0/20%, electro 0/30%, AC 15, weight 8
Improved leather armor: norm 3/25%, laser 1/20%, fire 1/25%, plasma 1/10%, explosion 1/25%, electro 1/40%, AC 20, weight 10


Metal, Enhanced Metal, and Tesla Armor

Metallic can be found in Vault City at Trader Harry in the Suburbs. You can take it for free from Sergeant Stark in the cabinets, you just have to sneak around, give everyone alcohol to drink and crack the box. Improved metal is polished and slightly better reflects the laser. But tesla armor protects against energy attacks much better than the first two.

Metal armor: norm 4/30%, laser 6/75%, fire 4/10%, plasma 4/20%, explosion 4/25%, electro 0/0%, AC 10, weight 35
Improved metal armor: norm 4/30%, laser 7/75%, fire 4/10%, plasma 4/20%, explosion 4/25%, electro 1/10%, AC 15, weight 35
Tesla armor: norm 4/20%, laser 19/90%, fire 14/10%, plasma 10/80%, explosion 4/20%, electro 12/80%, AC 15, weight 35


Combat, Improved Combat and Brotherhood of Steel Armor

Found in the NCR at merchants. But you can get it almost at the beginning of the game in toxic caves. Also in the Sierra there are three pieces. At 15 the shelter is on the second floor. Regular combat armor is also used for subdermal implants.

Combat armor: norm 5/40%, laser 8/60%, fire 4/30%, plasma 4/50%, explosion 6/40%, electro 2/50%, AC 20, weight 20
Improved combat armor: norm 6/40%, laser 9/65%, fire 5/35%, plasma 5/50%, explosion 9/45%, electro 3/55%, AC 25, weight 25
Brotherhood armor: norm 8/40%, laser 8/70%, fire 7/50%, plasma 7/60%, explosion 8/40%, electro 6/60%, AC 20, weight 25


Power and tempered power armor (brotherhood of steel)

Pretty decent heavy armor. Sold by merchants in San Francisco. Expensive thing. Can be obtained for free, after completing the task from Matthew to deliver the drawings of rotorcraft, it will be in the brotherhood bunker. There is also one in a box on the second floor of an abandoned Military Base. Power armor can be upgraded from the scientist hubologist Crocket. Slightly improved performance. But this can only be done twice, because there are not enough materials for more. This armor increases strength by 3.

Power armor (brotherhoods): norm 12/40%, laser 18/80%, fire 12/60%, plasma 10/40%, explosion 20/50%, electro 12/40%, AC 25, weight 42
Hardened Power Armor (Brotherhoods): Norm 13/50%, Laser 19/90%, Fire 14/70%, Plasma 13/50%, Explosion 20/60%, Electro 13/50%, AC 25, Weight 50

Power and Enhanced Power Armor (Enclave)

The best armor in the second fallout. Found in only two copies. The first is in warehouses in Navarro. The second improved version is located in the Enclave in one of the rooms of the labyrinth. Increases strength by 4. Many people will wonder how we go to the toilet in this thing. Angela Bishop will absolutely scold us when she sees us in such armor. The kids in front of the Wrights' house will be afraid of us, thinking that this is an iron man from an iron insect. The elder in the Enclave does not recognize us and calls us a monster, but if you approach her in the power armor of the brotherhood, then everything is fine.

Power armor (enclave): norm 15/55%, laser 19/90%, fire 16/70%, plasma 15/60%, explosion 20/65%, electro 15/60%, AC 30, weight 45
Improved power armor (enclave): norm 18/60%, laser 19/90%, fire 16/70%, plasma 18/60%, explosion 20/70%, electro 15/65%, AC 35, weight 55

Guardian Robe and Robe

A robe is similar in characteristics to a leather jacket. Meets in New Reno at the Golden Globe Film Studio, lies on the floor. But the keeper's attire is similar in characteristics to combat armor. Can only be obtained during a random encounter with the bridge keeper.

Robe: norm 0/20% , laser 0/25% , fire 0/10% , plasma 0/10% , explosion 0/20% , electro 0/40% , CB 5 , weight 10
Guardian Robe: Norm 5/40%, Laser 8/60%, Fire 4/30%, Plasma 4/50%, Explosion 6/40%, Electro 2/50%, AC 20, Weight 10

Pistols, submachine guns

10 mm pistol

The very first weapon that falls into our hands. Accordingly, one of the weakest in the game. Meets at every turn.

10mm pistol: damage 5-12 , length 25 , magazine 12 , cartridge 12mm, min SL 3 , weight 3

14 mm pistol

In theory, the 14mm BP cartridge should penetrate almost any armor (SU -50), but the base damage of 12-22 is halved (damage mod 1/2). Do not forget that the armor also has a hard damage reduction (the first number of two). Therefore, not the most effective weapon.

14mm pistol: damage 12-22 , length 24 , magazine 6 , cartridge 14mm, min SL 4 , weight 4

Needle gun pistol (Nidler)

There are two types of cartridges: weaker and more powerful. HN - weak. Base damage 12-24 does not increase in any way. But HP AP - doubled (damage mod. 2/1). The result is 24-48. In general, not bad. But these XN AP rounds are found late in the game, so they are useless. Although, if the character is very weak, then this pistol is just right, the minimum strength is only 3. The needle gun itself is found at Miron in the Stables in New Reno.

Needleshooter: damage 12-24 , length 24 , magazine 6 , ammo cartridges for needleshot, min ST 3 , weight 4

Desert Eagle and magnum.44 revolver

Desert Eagle in English sounds Desert Eagle, some jokingly call Drist Eagle. There is also an improved version with an enlarged magazine. Meets at every turn.

But the revolver is a very good weapon. Firstly, it is found almost at the very beginning of the game, you can buy it from merchants in the Den. Secondly, and most importantly, the reduced amount of AP per shot. This means that with a dexterity of 10, you can make two aimed shots per turn. This means that the damage from two aimed shots will be higher than from one. Weapons with a similar rate of fire will not meet soon. It was with this pistol that I ran through the first half of the game. Looking at the cartridges for it, we see that this revolver is not for armor. The disadvantages include a small range, only 15 meters. We need to improve this revolver urgently. This is done in Vault City with Valerie, in Gekko with Skeeter, or in New Reno with Algernon. All these cities are not far from Den. After the upgrade, the range will increase to 20 meters. And, of course, such a revolver should be given to Vic.

Desert Eagle: damage 10-16 , length 25 , clip 8 , cartridge 44. magnum, min ST 4 , weight 4
Desert Eagle Upgraded: damage 10-16 , length 25 , magazine 20 , cartridge 44. magnum, min ST 4 , weight 4
Magnum revolver: damage 12-18 , length 15 , clip 6 , cartridge 44. magnum, min ST 5 , weight 5
Improved magnum revolver: damage 12-18, length 20, clip 6, cartridge 44. magnum, min SL 5, weight 4

Pistol 223

The second most powerful pistol after the Gauss. Base damage is 20-30, good range is 30 meters. Cartridge 223 TsM penetrates armor (SU-20) and flies well at the target (KB-20). It’s not a shame to walk around with such a person, and you can give Sulika away. Found at the Eldredge trader in New Reno. So do some bandits around New Reno. At 15 the shelter is on the second floor.

Pistol 223: damage 20-30 , length 30 , magazine 5 , cartridge 223CM, min SL 5 , weight 5

PP 10mm and heckler P90s

Two similar submachine guns. First, let's look at ammo. 10mm PSST armor does not penetrate (DR +25), but doubles the base damage (damage mod 2/1). PP 10mm appears almost at the beginning of the game. A single shot is equivalent to a 10mm pistol. But the line at point-blank range of 10 bullets is very powerful. 50-120 in total, including a damage modifier of 100-240. Since no one is armored at the beginning of the game, many fly away. You can also give this PP to Sulik, let him run up point-blank and shoot everyone.

Heckler P90s continues the tradition. Base damage is 12-16. There are 12 rounds in the queue. The total is 144-192, with a damage modifier of 288-384. Also not bad, but, again, only for unarmored targets. Although armored shows a good result. Another advantage of P90s, reduced OD per shot. This means you can make two turns in a row.

10mm SMG: damage 5-12 , length 25(20) , clip 30(10) , cartridge 12mm, min SL 4 , weight 3
Heckler P90s: damage 12-16 , length 30(25) , clip 24(12) , cartridge 12mm, min SL 4 , weight 8

Gauss pistol

A very respected pistol. High firing range of 50 meters. Highest base damage out of all pistols 22-32. The 2mm EU cartridge has a damage modifier of 3/2, so the final damage will be 33-48. It flies well at the target (KB -30) and remarkably penetrates armor (SU -20). Another significant advantage is the reduced OD per shot. This means that with a dexterity of 10, the perks "Bonus of fire rate" and two pieces of "Zivchik" you can make three aimed shots per turn. Available for purchase in San Francisco. It also lies in a box next to Melchior at an abandoned military base. Very common on Enclave patrols around Navarro. A similar pistol will also come in handy for Vik. A very good combination will turn out if you hold a gauss pistol in one hand, and an alien blaster or pulse in the other.

Gauss pistol: damage 22-32 , length 50 , magazine 12 , cartridge 2mmEC, min SL 5 , weight 5

Heckler G11 and G11E

The two most expensive submachine guns in the second fallout. The G11E has slightly more damage and a slightly longer range. However, G11E cannot be improved from G11, only bought ready-made. You can get one already in Redding by removing Morton the Frog from the corpse. Also during random encounters with hubologists near San Francisco. For revealing the secret alliance between Bishop and the NCR against Vault City, you can receive a reward.

G11: damage 10-20, length 35(30), clip 50(5), cartridge 4.7mm, min SL 5, weight 8
G11E: damage 13-23, length 40(30), clip 50(5), cartridge 4.7mm, min SL 5, weight 8

Mauser

Rare pistol. Basically useless as a weapon. Found in New Reno at Eldridge in the back room in front of the entrance to the basement in an iron box. Reduced OD per shot is good. But, low damage and rare ammo.

Mauser: damage 5-10 , length 22 , clip 7 , cartridge 9mm, min SL 3 , weight 3


M3A1 Grizzly SMG

Another PP. The usual average PP. The advantages include reduced OD per shot.

Grizzly: damage 10-20 , length 20(15) , clip 30(8) , cartridge 45 caliber, min ST 4 , weight 7

Rifles, shotguns, shotguns

Combat Rifle (aka Combat Shotgun), X&K Raven (aka OSBA), and Pancor Jackhammer

All these three rifles are the same field of berries. A slight difference in damage, in range, in the number of rounds in the magazine. 12 gauge cartridges are generally not designed for heavy armor (SL 0). Although, they break through the middle one quite well. Of course, shooting at close range is effective. Common ammo is also a plus. A battle rifle is already found in the Vault City in a warehouse, but you must be a citizen or have false documents.

Combat rifle: damage 15-25 , length 22(18) , clip 12(3) , cartridge 12caliber, min SL 5 , weight 10
Raven: damage 15-25 , length 30(20) , clip 10(5) , cartridge 12caliber, min SL 6 , weight 5
Jackhammer: damage 18-29 , length 35(25) , clip 10(5) , cartridge 12caliber, min SL 5 , weight 12


Hunting rifle and sniper rifle

The gun is found in Flick's Den. In general, a good ranged weapon to start the game. There is a modification with an optical sight. So, with this sight it is very difficult to shoot at close range (somewhere up to 8 meters), but there is not a single weapon in the game that would be so easy to shoot from afar. The chance to hit is significantly higher than that of the sniper rifle and gauss rifle.

The sniper rifle is a very decent weapon. Looking at the cartridges, we see that they cope very well with armor (mod. SU-20). A good distance of 50 meters allows you to shoot enemies from afar. In particular, the turrets can't even shoot at us. It helps a lot in the Sierra. Also with the raiders, if you enter from the back door, then we can quite calmly shoot everyone. Many enemies will have to spend one turn to get closer to us. The presence of a sight increases the chance of hitting. The disadvantages include the high cost of OD for an aimed shot. Making two aimed shots in a row will only work at level 18. By this point, for sure, there will be a Gaussian. A sniper rifle will also come in handy for Cassidy or Skynet. She lies at the entrance to the Sierra on the ground near a pile of corpses. Also in the vicinity of New Reno, you can stumble upon a group of peaceful mafiosi, one of them will have a Thompson, and the rest will have sniper rifles. There is also a hideout at 15 in the second location in the house where Chrissy is being locked up. So here is the guard Carla.

Hunting rifle: damage 8-20 , length 40 , magazine 10 , cartridge 223CM, min SL 5 , weight 9
Sniper rifle: damage 14-34 , length 50 , clip 6 , cartridge 223CM, min SL 5 , weight 7

Gauss rifle

Every sniper's dream. Excellent range of 50 meters. Good damage 32-43 is increased by 1.5 times (damage mod 3/2) and becomes 48-64. In addition, the target's armor is reduced by 20% (DR -20). It is convenient to shoot from afar (KB -30). Available for purchase in San Francisco. But you can also steal on a tanker from Mark (standing in a bar) or from a brunette in a jacket without one sleeve. You can get it in the NCR, you will have to stab Sheriff Dumont or his deputy Carl with superstimpaks, but this is if there is no conscience at all. The Gaussian can also (and should) be given to Cassidy, Skynet or Vik (and what? He is good with rifles, he also fires two shots per move).

Gauss rifle: damage 32-43 , length 50 , magazine 20 , cartridge 2mmEC, min SL 6 , weight 9

Line rifle

Homemade single shot gun.

Linear rifle: damage 5-12 , length 20 , magazine 1 , cartridge 12mm, min SL 5 , weight 10

air guns

Damage 1-3. Maybe there is some aesthete who wants to shoot.

But the Red Raider Lee gun that appears with Private Dobs in the Sierra is quite interesting. Fixed damage at 25. Good range at 32 meters. Increased critical hit chance. Reduced OD per shot. All this makes this gun quite good. According to its characteristics, it approaches the Jackhammer shotgun. Also suitable for very weak characters, the minimum strength is only 3.

Cartridges for these guns are rare. There is in the house of Balthus in a box in Modoc. Sometimes they come across from merchants from the NCR and San Francisco.

Air gun: damage 1-3 , length 22 , clip 100 , ammo BBs , min ST 3 , weight 5
Red Raider Lee: damage 25-25 , length 32 , clip 100 , ammo BBs , min ST 3 , weight 5

Sawed-off and shotgun

Meet at the beginning of the game. You can already steal from Metzger in Den. But still, not a serious weapon. You can not shoot bursts, reload every two shots, short range. Good damage though.

Shotgun: damage 12-24 , length 7 , clip 2 , cartridge 12 caliber, min SL 4 , weight 4
Shotgun: damage 12-22 , length 14 , clip 2 , cartridge 12 caliber, min ST 4 , weight 5

Assault rifle and XL70E3

The main advantage of the assault rifle is a very good range of 45 meters. In this regard, it surpasses even a hunting rifle. The 5mm cartridge does not penetrate armor (DR +35), but doubles the damage (damage mod 2/1). An upgrade is available that increases the store.

XL70E3 - by and large the same, only found at the end of the game and is useless at this point. One of the girls in a sleeveless leather jacket has one on a tanker in San Francisco. You can take it only by killing it, because it is not in the inventory. You can, of course, buy the Evil Eye perk, piss her off and wait for this weapon to fall to the ground.

Assault rifle: damage 8-16 , length 45(38) , clip 24(8) , cartridge 5mm, min SL 5 , weight 7
Enhanced assault rifle: damage 8-16 , length 45(38) , clip 100(8) , ammo 5mm, min SL 5 , weight 7
XL70E3: damage 12-19 , length 35(30) , clip 20(10) , ammo 5mm, min SL 5 , weight 9

Thompson submachine gun

Weapons bouncers from the casino. Large spread between minimum and maximum (from 3 to 20), rare cartridges, low range of bursts (only 16 meters). There are 10 rounds in the queue, so the final damage is 30-200. It seems to be good. But the weapon has an impressive description. But definitely not suitable for heavy armor. Because, for example, Enclave Power Armor has a hard damage reduction of 15. This means that all bullets that deal damage of 15 or less will not roll. And since Thompson's minimum damage is only 3, there will be a majority of such bullets.

Thompson submachine gun: damage 3-20 , length 32(16) , clip 50(10) , cartridge 45 caliber, min SL 6 , weight 7

FN FAL

We look at the cartridges 7.62mm. They pierce armor well (DR -10), do not increase base damage (damage mod 1/1). Weapon damage 9-18, in general, is average. The usual FN FAL can be improved by attaching a night vision device, respectively, the penalty for the dark time of the day is removed. But FN FAL HPFA can only be bought ready-made. Sold in NCR, San Francisco. Slightly more damage 11-22, as well as the queue releases not 10, but 20 rounds. That is, in a burst, this weapon deals significant damage of 220-440.

FN FAL: damage 9-18 , length 35(30) , clip 20(10) , cartridge 7.62mm, min SL 5 , weight 9
FN FAL HPFA: damage 11-22 , length 35(30) , clip 20(20) , cartridge 7.62mm, min SL 5 , weight 10



Energy weapons

laser rifle

Good base damage 25-50. But, looking at all types of armor, you can see that the laser resistance is very high. And this means that a priori the laser does less damage than plasma or conventional bullets. In addition, looking at the atomic battery, you can see that there is nothing to increase the damage (DR 0, damage mod 1/1). Therefore, not the most effective weapon. An upgrade is available that increases the magazine from 12 to 24 charges.

Laser rifle: damage 25-50 , length 45 , clip 12 , cartridge atom.b. , min SL 6 , weight 12
Enhanced laser rifle: damage 25-50 , length 45 , clip 24 , cartridge atomic b. , min SL 6 , weight 12

Gatling laser

Base damage 20-40. Given that 10 lasers will fly out, the total damage is 200-400. Not bad. But, most armor has good laser resistance. Therefore, for example, a typical enclave from Navarro (laser resistance 90%) will only be dealt 20-40 damage, provided that all shots reach him.

Gatling laser: damage 20-40 , length 40 , clip 30(10) , ammo b. , min SL 6 , weight 24

Plasma and Turbo Plasma Rifles

The Plasma Rifle can be upgraded to Turbo Plasma. Let's consider the second. Excellent base damage 35-70. But, there are no more modifiers (atomic battery DR 0, damage mod 1/1). In general, a very good thing. Acceptable range, availability, prevalence of atomic batteries. The Plasma Rifle is first seen in the Sierra on the second floor, as well as in the NCR and San Francisco stores. It should, of course, be improved. If we don't run with her, then Marcus.

Plasma Rifle: Damage 30-65 , Length 25 , Clip 10 , Atomic B Cartridge , min SL 6 , weight 12
Turbo plasma rifle: damage 35-70 , length 35 , clip 10 , ammo b. , min SL 6 , weight 14

Laser, Plasma and Pulse Pistols

Improvements are available for the first two. These pistols are good for sale. They weigh little and are expensive. Unless, the plasma pistol appears already in toxic caves. You can run with it for a while. Vic also handles these pistols well. Therefore, if necessary, you can give it to him. It is worth noting the impulse pistol. In general, good damage and reduced OD per shot. The disadvantages include a low firing range, only 15 meters. Appears towards the end of the game in the shops of San Francisco, also in the bunker of the Brotherhood of Steel. At patrol enclaves near Navarro.

Laser Pistol: damage 10-22 , length 35 , clip 12 , ammo energy block, min ST 3 , weight 4
Magnetolaser Pistol: Damage 10-22 , Length 35 , Clip 12 , Power Block Cartridge, Min SL 3 , Weight 4
Plasma Pistol: damage 15-35 , length 20 , clip 16 , ammo energy block, min ST 6 , weight 4
Enhanced Plasma Pistol: damage 15-35 , length 20 , clip 32 , energy pack cartridge, min ST 6 , weight 4
Pulse Pistol: Damage 32-46 , Length 15 , Clip 5 , Power Unit Cartridge, Min ST 3 , Weight 5

solar scorcher

Can only be found at a random location "Eternal". Lies on the floor in 13 asylum. Good base damage 20-60, average range 20 meters. It works only from light, that is, it does not work at night. Reloads without OD. It's hard to say anything modifiers. Another advantage is the reduced OD per shot. Judging by the appearance of the shot, it can be assumed that this is a laser weapon.

Solar Scorcher: damage 20-60 , length 20 , clip 6 , ammo light, min ST 3 , weight 6


Pulse Rifle YK42B

The base damage is very impressive 54-78. Good range of 30 meters. The most powerful weapon in the second fallout, firing single shots. Competitor to the gauss rifle. However, it does very little damage to airmen. And the low probability of hitting, the skill of energy weapons should be pumped much better. You can get it in the Brotherhood of Steel Bunker in San Francisco after completing the quests about the blueprints of the rotorcraft. Also on the tower of the Enclave. You can give it to Marcus.

One of the annoying things is that this rifle does not leave corpses behind (the same thing happens with the rocket launcher). It's awkward to search. You have to look at every object on the ground. But, this is also a plus, because, usually, corpses interfere with aiming.

Pulse Rifle: Damage 54-78 , Length 30 , Clip 10 , Atomic B Cartridge , min SL 6 , weight 9

alien blaster

Can be found at the merchant Willy, who lives just north of Modoc. The fact is that it is not enough just to meet this merchant, other conditions are also needed. First, the character must be level 13 or higher. Secondly, even in this case, there will not necessarily be a blaster. Various things may come up. Before talking to Willy, you should examine his pockets. If there are blasters, then we are lucky. You can steal, but not buy.

Alien blaster: dmg 30-90 , length 10 , clip 30 , ammo energy pack, min ST 2 , weight 2



heavy weapons

Machine gun (aka minigun) and Avenger minigun (avenger)

Ordinary six-barreled machine gun. Fires 40 bullets per burst. Looking at the 5mm PSST cartridges, we see that they are not designed to penetrate armor (mod. SU +35). And also a large dispersion at a distance (mod. KB 0) compared to others. Small damage against unarmored targets is doubled (damage mod 2/1). Found in Broken Hills by Marcus. Also at the joint patrol, which periodically walks in the vicinity of Broken Hills. Eldridge's in New Reno. No doubt there is a use for it. Again, common ammo.

Minigun Avenger. In fact, the same machine gun, only a little more distance and a little more damage. Found by merchants in NCR, San Francisco.

Machine gun: damage 7-11 , length 35 , magazine 120(40) , cartridge 5mm, min SL 7 , weight 28
Avenger: damage 10-14 , length 40 , clip 120(40) , cartridge 5mm, min SL 7 , weight 28

M60

Another machine gun. Found in San Francisco at merchants. Eldridge's in New Reno. Sounds when fired emits incomprehensible.

M60: damage 18-26, length 35, clip 50(10), cartridge 7.62mm, min SL 7, weight 23


Bozar and support light machine gun

Bozar is a very powerful thing. Some advantages, almost no disadvantages. We look at the cartridges 223 CM. They are simply designed to penetrate armor at long distances (MU-20 and KB-20). The weapon has good damage, good range, ammo availability, it appears already in toxic caves, and this is approximately the first third of the game. You can also steal from four guards in combat armor in the NCR in the location "NKR Bazaar". So does Eldridge in New Reno. Fires 15 bullets, each dealing 25-35. And the total damage reaches 375-525. The target's armor reduction by 20% should also be taken into account, as well as other modifiers (critical hits, skill, and so on). The disadvantages include frequent reloading.

Support light machine gun. If I may say so, the younger brother of the bozar. Less damage, slightly longer range. Fires not 15, but 10 bullets. If the bozar is suitable for serious opponents, then this one is for medium ones.

Bozar: damage 25-35 , length 35 , clip 30(15) , cartridge 223CM, min SL 6 , weight 20
Support light machine gun: damage 20-30 , length 40 , clip 30(10) , cartridge 223CM, min SL 6 , weight 20

Vindicator Minigun

Also a very impressive weapon. Cartridges 4.7mm penetrate armor, but not as well as Bozar (SU-10). The range is also present, but again, you can wish for the best (KB -5). However, the damage of the vindicator itself 14-19 is increased by 1.5 times (damage mod 3/2). Given that 25 bullets are fired, the total damage is 525-712 (you should also take into account the decrease in the opponent's armor by 10%). Practice shows that the vindicator is better near and at medium distances. Bozar is better at long distances. But this is a very expensive pleasure. Can be bought from merchants in San Francisco. And this is almost the end of the game. Free lying around only in the warehouses of the Enclave. And ammo for it is rare.

10mm pistol: damage 14-19 , length 30 , magazine 100(25) , cartridge 4.7mm, min SL 7 , weight 28

Rocket launcher (aka bazooka)

Let's look at rockets. There are two types: regular and armor-piercing. Judging by the characteristics, armor-piercing ones are always better than ordinary ones, because there are only pluses, but no minuses. The rocket launcher has a large spread between minimum and maximum damage. That is, it can do little damage, and maybe a lot. Effective against large crowds of enemies. In this case, neighboring targets receive less damage than the original. Still, the rocket launcher is unlikely to be the main weapon. Ammo is rare. For the first time, it can be found at the Unity Patrol in the vicinity of Broken Hills, also in Sierra on the second floor in boxes, in New Reno at Eldridge.

Rocket launcher: damage 35-100 , length 40 , magazine 1 , cartridge rocket, min SL 6 , weight 15


Flamethrower

Weapons are fun, but not very effective. Will never kill a standard enclave in the vicinity of Navarro in one turn. Plus, you still have to run. It is possible to improve the flamethrower and fuel for it.

Flamethrower: damage 40-90 , length 5 , clip 5 , ammo fuel, min ST 6 , weight 18
Improved flamethrower: damage 45-90 , length 5 , magazine 5 , ammo fuel, min ST 6 , weight 19



Steel arms

Sledgehammer and super hammer

Sulik already has a regular sledgehammer in Klamath. As a tool it is not used anywhere.

The Super Hammer can be bought from Eldridge in New Reno, but you need to be a special customer to get it. That is, a member of a family. But you can kill Eldridge and then remove this hammer from the corpse. You can't steal. The weapon is good, powerful, requires little AP per hit. But the disadvantage is that enemies often fly far away, and you need to run to them after hitting. In this regard, the mega powerful fist wins.

Sledgehammer: damage 4-9 , duration 2 , min ST 6 , weight 12
Super Hammer: damage 18-36 , duration 2 , min ST 6 , weight 12

All kinds of knives

Of particular note is the knife of Little Jesus. It is a rare weapon, it can only be taken from the corpse of Little Jesus Mordino, it cannot be stolen. Wakizashi also pierces armor, that is, the damage limit (first digit) is not taken into account.

Knife: damage 1-6 , length 1 , min ST 2 , weight 1
Combat knife: damage 3-10 , length 1 , min ST 2 , weight 2
Little Jesus Knife: Damage 5-14 , dl 1 , min ST 2 , weight 2
Throwing knife: damage 1-6 , length 1 , min ST 2 , weight 1
Switchblade: damage 2-5 , length 1 , min ST 1 , weight 1
Wakizashi: damage 4-12 , length 1 , min ST 2 , weight 3

Clubs and the like

The Crowbar can be used to pick jammed locks in drawers and doors, but requires Strength 8. The Wrench is needed by Valerie in Vault City. A baseball bat can be obtained from Mrs. Wright after her husband's moonshine is broken. It is a good melee weapon, its characteristics are close to a super hammer, but Sulik does not use such a weapon.

Crowbar: damage 3-10 , length 1 , min ST 5 , weight 5
Wrench: damage 3-6 , length 1 , min ST 3 , weight 4
Police baton: damage 1-6 , length 1 , min ST 3 , weight 3
Baseball Bat: damage 12-38 , length 1 , min ST 4 , weight 4


Spears

Sharpened Pole: damage 2-4 , length 2 , min ST 4 , weight 3
Spear: damage 3-10 , length 2 , min ST 4 , weight 4
Sharpened spear: damage 4-12 , length 2 , min ST 4 , weight 3


Ripper

Good melee weapon. The disadvantage is the same as the super hammer - it knocks back enemies.

Ripper: damage 15-32 , length 1 , clip 30 , ammo energy unit, min ST 4 , weight 2

Livestock pokers

The usual one is found in Klamath in one of the bathers in leather armor, holding in her hands. Therefore, it can only be acquired by killing the bather. This will be followed by trouble in the form of indignation of the inhabitants. And finding 7 superstimpaks at the beginning of the game is a problem. Also at the military base in one of the tents.

But improved in damage can be compared with a super hammer. But, it requires 4 AP per hit, which is more than that of a hammer.

Cattle prod: damage 12-20 , length 1 , clip 20 , ammo energy unit, min ST 4 , weight 3
Improved Cattle Drive: damage 20-32 , length 1 , clip 20 , ammo energy unit, min ST 4 , weight 3



Thrown weapons

stones

Stone: damage 1-4 , duration 15 , min ST 1 , weight 1
Uranium ore: damage 3-6 , length 10 , min ST 2 , weight 10
Refined uranium ore: damage 3-6 , dl 10 , min ST 2 , weight 15
Gold Nugget: damage 3-6 , dl 10 , min ST 2 , weight 10

If we talk about what is the best Power armor in Fallout 4, then there is no doubt - this is the X-01. Developed with the help of US Army specialists, it bypasses pre-war counterparts in all respects and provides the best protection.

Its advantage is ultra-light, but at the same time very durable materials and reinforced seams with ceramic inserts. Let's take a closer look at the parameters of the best armor in Fallout 4.

Standard performance, no upgrade

  • Damage Protection - 220;
  • Protection against energy damage - 140;
  • Radiation protection - 150.
  • Damage Protection - 220;
  • Protection against energy damage - 210;
  • Radiation protection - 300.

limbs

  • Damage Protection - 170;
  • Protection against energy damage - 110;
  • Radiation protection - 150.

Total weight:

  • 92 kg.

Total price:

  • 1220 coins.

Best Power Armor in Fallout 4

About paint and material modifications

The armor does not have any special improvements - everything that is available in these sections for it is also available for other types of Power armor.

How to get a?

After reaching level 28, it is possible to find one of the armor elements on one of the frames in locations that the player has not visited before. There is also a small possibility that Rowdy from .

The helmet can be fished out of a merchant on the Prydwen using a fat man or other methods.

There are also several almost fully equipped options that can be found by watching the video attached to the article.

If you do not want to bother, then use the console - open it through the "~" key and enter player.additem [number indicating the amount].

Armor IDs:

  • Helmet - 00154AC5;
  • Torso - 00154AC8;
  • Left hand - 00154AC3;
  • Right hand - 00154AC4;
  • Left leg - 00154AC6;
  • Right leg - 00154AC7.

Notes

The best Fallout 4 Power Armor bears a strong resemblance to the New Vegas Leftovers armor and the upgraded armor from the second part of the game. Apparently, it is the same Enclave armor, or one of its early prototypes. Only she has a mention of the organization in the form of the prefix "X" in the name.

The helmet has lights placed in the eyes, while the rest of the game has them on the forehead.

Sometimes when using the jetpack, the fire remains, but nothing is consumed - this bug can be fixed by reusing the backpack.