The Full Wiki

More info on Energy weapon

Energy weapon: Misc


Dr Who

Up to date as of January 31, 2010

From TARDIS Index File, the free Doctor Who reference.

Energy weapon can refer to any device that is intended to use directed energy in a destructive manner. Energy weapons can range in size and type from handheld anti-personnel weapons to massive cannons for combat in the vacuum of space, mounted on space ships or even planetary bases.

Anti-Personnel Energy Weapons

An energy weapon can be a handheld weapon that fire energy rather than a projectile of some sort. This energy can be a laser, plasma, or some more esoteric variety. Advantages of energy weapons over firearms include their ability to do significantly more damage than a projectile, and, ironically, their ability to be designed to incapacitate rather than kill. They are often informally referred to as blasters.

Large-Scale Energy Weapons

See also

This article uses material from the "Energy weapon" article on the Dr Who wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 02, 2010
(Redirected to Directed energy weapon article)

Memory Beta, the wiki for licensed Star Trek content.

A directed-energy weapon is a type of weapon that causes damage by channeling large amounts of specific types of energy at a target, causing various types of heat damage or simply to overload force fields and shields. These types of weapons have been deployed both in hand-held weapon forms and as ship mounted weapons.

Types of directed-energy weapons

This article uses material from the "Directed energy weapon" article on the Memory-beta wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 01, 2010
(Redirected to Energy Weapons article)

From The Vault

Energy Weapons
[[unknown abbrevation: Fallout, Fallout 2, Fallout Tactics skills|unknown abbrevation: Fallout, Fallout 2, Fallout Tactics]]
modifies: Accuracy with Energy Weapons
modified by: Agility
initial level: 10% + (1% x Agility)
related perks: Bonus Rate of Fire
related traits: Small Frame
[[unknown abbrevation: Fallout 3 skills|unknown abbrevation: Fallout 3]]
modifies: Damage done by Energy Weapons
modified by: Perception
initial level: 2 + (2 x Perception) + Luck/2 (rounded up).
related perks: Cyborg, Concentrated Fire

Energy Weapons is a Fallout, Fallout 2, Fallout Tactics, and Fallout 3 skill.

The care and feeding of energy-based weapons. How to arm and operate weapons that use laser, plasma, or tesla technology.


Fallout, Fallout 2 and Fallout Tactics

Initial Level: Starting Energy Weapons skill is equal to 10% + (1% x Agility). Average characters will have a 15% skill.

Energy weapons, depending on the character, are the most versatile and powerful weapons in the Fallout universe. Unfortunately, they're also rare, hard to get and/or expensive. Ammo is rare and pricey so usually an Enclave or supermutant patrol needs to be sacrificed (if you can do it) to feed your hungry gun. However, a character wielding a laser gatling gun, alien blaster or other energy weapons whilst encased in power armour is a walking tank, all but undefeatable. If you can survive the early game until you can get an energy weapon, a PC can be a very happy person as they crisp/melt/vaporize all who stand in their way.


Energy weapons almost always must be tagged to be effective. There are no books or other easy ways to raise Energy Weapons in Fallout (In Fallout 3, there is a book called "Nikola Tesla and you" which raises your Energy Weapons skill however.). So a good combination is Energy Weapons, Small Guns and a non-combat skill. With this configuration, the PC can defend themselves until an energy weapon is found (try the Glow or Sierra Army Depot). Remember, like all weapons, energy guns come useful and useless so find one that suits you and stick to it. Remember, a character doesn't have to aim energy weapons as they are devastating even prior to a critical hit. To really make a fight one-sided, take perks such as sharpshooter and more criticals to really start the plasma flying.

The bottom line

Energy weapons are rare, expensive and require (usually) that energy weapons be a tag skill. A PC must set aside perks and skill points early in anticipation for these super weapons or else be unable to use them. This runs the risk of premature termination if the player has no other combat skills. However, an upgraded plasma rifle, gatling laser, alien blaster, or similar is usually capable of vaporizing most enemies (including Brotherhood of Steel & Enclave) in one hit. So, in a fight, properly prepared and armoured, it will be the PC in a field of ash and fried enemies. Power to the plasma!

In addition, energy weapons have very spectacular "overkill" animation; that is, if you manage to score an instant-kill damage multiplication critical hit or have the Bloody Mess trait. Laser weapons cut the enemy in half at the waist or burn them to ash, plasma weapons disintegrate the enemy into a pile of goo, while pulse weapons cause an effect comically similar to massive electrocution, after which the victim turns into a skeleton then falls to the ground into a pile of dust.

Fallout 3

"Arrive at peaceful resolutions by using superior firepower."

Initial Level: Starting Energy Weapons skill is equal to 2 + (2 x Perception) + Luck/2 (rounded up). Average starting characters (Per 5, Lck 5) will have a Energy Weapons skill of 15%.

Energy Weapons have become more commonplace by Fallout 3, with the smaller Laser Pistol available early on at the Super Duper Mart. Making friends with the Brotherhood of Steel (and then robbing them blind) and making scrap out of Protectrons should net you some ammo. Although energy weapons are more commonly seen in Fallout 3, they are also much less powerful in comparison to conventional weaponry. A conventional assault rifle is more than capable of going toe-to-toe with a laser rifle in terms of damage, and can hold its own even against the more powerful Plasma Rifle. However, Energy Weapons are for the most part, more accurate, more durable, and have higher crits, and the Alien Blaster is still the paragon of Energy Weapons everywhere, outclassing almost every other weapon in the game.

The plethora of exceptional and unusual Energy Weapons such as the Alien Blaster, Firelance, and Mesmetron seem to make up for the fact that there are no homemade weapons or schematics for the Energy Weapons enthusiast while there is one or more for every other weapon skill.

If you do not wish to use Energy Weapons, they can be turned in to the Ofile:///C:/Program%20Files%20(x86)/Bethesda%20Softworks/Fallout%203/FalloutLauncher.exeutcast members (see: The Outcast Collection Agent) at Fort Independence, south of Megaton, and adjacent to Fairfax Ruins. In return, you get your choice of 5.56mm Round, Frag Grenade, Rad Away, or Stimpak.

In addition to assigning Skill Points at level up, Energy Weapons can be permanently raised by taking the Cyborg Perk, finding the Energy Weapons bobblehead at Raven Rock (which is only possible during and sometimes after The American Dream), and reading Nikola Tesla and You. Energy Weapons can be temporarily raised by wearing various clothing which enhances Perception. Notable among these pieces of clothing are the Armored Vault Suit and Tesla Power Armor. The Enclave Officer Uniform also increases the Energy Weapon skill, +5 for armor and +5 for hat.

An interesting quality about energy weapons in Fallout 3 is that if you get a critical hit on an enemy with a laser weapon (the gatling laser works too) and the enemy dies from it (it doesn't matter if the enemy is a robot or not), then your target will disintegrate into a pile of ashes. If you do the same with a plasma weapon (including plasma grenades), then your opponent will turn into a goo pile. Neither one affects what the enemy drops, though they can no longer be cannibalized afterwards.

The list of Energy Weapons in Fallout 3 includes the Laser Pistol, Laser Rifle, Mesmetron, Plasma Pistol, Plasma Rifle, Alien Blaster, and Firelance.

The add-ons for Fallout 3 introduce several new Energy Weapons;

Some weapons, such as the Gatling Laser, Vengeance, Operation: Anchorage's Jingwei's Shock Sword, and Broken Steel's Precision Gatling Laser are not classed as Energy Weapons, even though their design is more associated with Energy Weapons; the Gatling Lasers are in the Big Guns group, while the Shock Sword is classed as a melee weapon.

Energy Weapons-based Perks

Perk Requirement Level Additional Requirements
Concentrated Fire 60 18 Small Guns 60
Perks that improves V.A.T.S.:
  • Gunslinger improves V.A.T.S. accuracy for pistols/one-handed energy weapons.
  • Commando improves V.A.T.S. accuracy for rifles/two-handed energy weapons
  • Sniper improves V.A.T.S. accuracy on headshots for all energy weapons guns.
  • Wired Reflexes improves V.A.T.S. accuracy for all weapons (by 10%).

Perks that improve damage:


  • When wielding an energy weapon with 0 rounds, taking an amount of ammo greater than the weapon's clip size out of a container, then placing enough ammo back into the container to reduce the amount you have to less than the weapon's clip size (without leaving the items screen) will result in the weapon having a full clip, next to (the amount of ammo you have - the weapon's clip size), eg. if you leave 2 rounds in your inventory while wielding a Plasma Rifle (which has a clip size of 12), the ammo display will show 12/-10. You will be able to fire off all of the clip as if you had a full clip of ammo in your inventory. Each shot will deplete one unit of ammo in your inventory, but when you have no ammo left, you will still be able to fire. You can only empty one clip. This glitch works on ALL projectile weapons, except those firing the .32 and 10mm rounds, as well as the Rock-It Launcher, which does not have a set clip size. This glitch can be performed with followers, so it is possible to carry one's whole ammo supply and use this glitch.

Fallout 3 weapons

Laser Pistol 12 11 0 x1.5 +12 12 Energy Cell 30 3 107 17 0.71 350 Pistol
Smuggler's End 18 17 0 x1.5 +18 18 Energy Cell 30 2 225 17 1.06 500 Pistol Unique Laser Pistol
Protectron's Gaze 24 71 2.5 x1 +24 75 Energy Cell 20 3 107 17 1.41 500 Pistol-Shotgun Fires 5 beams at once but only uses 1 ammo unit; Unique Laser Pistol
Colonel Autumn's Laser Pistol 10 60 0 x0.17 +22 61 Energy Cell 30 2 210 17 1.18 500 Pistol-Automatic Automatic; Unique Laser Pistol
Plasma Pistol 25 23 0.5 x2 +25 25 Energy Cell 16 3 120 17 1.47 400 Pistol
Alien Blaster 100 125 0 x100 +100 250 Alien Power Cell 10 2 250 20 5.00 500 Pistol
Firelance 80 / (120) 100 / (150) 0 x100 +80 / (+120) 200 / (300) Alien Power Cell 10 2 375 20 4.00 / (6.00) 200 Pistol +2 Fire Dmg/5s; Unique Alien Blaster
Laser Rifle 23 21 0 x1.5 +22 23 MF Cell 24 8 125 17 1.35 1000 Rifle
Wazer Wifle 28 26 0 x1.5 +28 28 MF Cell 30 8 113 17 1.65 1800 Rifle Unique Laser Rifle
Plasma Rifle 45 42 0.2 x2 +44 46 MF Cell 12 8 225 25 1.80 900 Rifle
A3-21's Plasma Rifle 50 47 0.2 x2.5 +50 53 MF Cell 12 8 275 25 2.00 1200 Rifle Unique Plasma Rifle
Gauss Rifle 100 29 0 x5 +50 MF Cell 1 12 42 38 2.63 1500 Rifle Operation: Anchorage add-on; Only repairable by NPC
Mesmetron 1 1 0 x1 0 1 Mesmetron Power Cell 5 2 250 65 0.015 100 Other
Metal Blaster 55 52 2.5 x1.5 +27 69.23 MF Cell 24 8 125 17 3.24 1000 Rifle-Shotgun The Pitt add-on; Unique Laser Rifle; Fires 9 beams per shot
Tri-Beam Laser Rifle 75 71 2.0 x1.5 +15 74.20 MF Cell 24 9 111 23 3.26 1000 Rifle-Shotgun Broken Steel add-on; Unique Laser Rifle; Fires 3 beams per shot, uses 3 MF cells
Tesla Cannon 120 30 0 x2 +30 30.75 Electron Charge Pack 1 8 225 37 3.24 900 Energy Cannon Broken Steel add-on
Microwave Emitter 60 ? 0.2 x2 +100 ? MF Cell 5 8 63 30 2.00 900 Other Point Lookout add-on; Unique Mesmetron

This article uses material from the "Energy Weapons" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Got something to say? Make a comment.
Your name
Your email address