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Fallout

Up to date as of February 01, 2010
(Redirected to Big Guns article)

From The Vault

Big Guns
Fallout, Fallout 2, Fallout Tactics
modifies: Accuracy with Big Guns
modified by: Agility
initial level: Fallout: 10% + (1% x Agility).

Fallout 2 and Fallout Tactics: 2% x Agility

related perks: Bonus Ranged Damage
related traits: Small Frame
Fallout 3
modifies: Damage with Big Guns
modified by: Endurance
initial level: 2 + (2 x Endurance) + integer((Luck + 1) / 2)
related perks: Size Matters
"The best way to win an argument is to be the loudest."

Big Guns is a Fallout, Fallout 2, Fallout Tactics, and Fallout 3 skill. It determines your combat effectiveness with over-sized weapons such as Fat Man, Missile Launcher, Flamer, etc.

Contents

Fallout, Fallout 2 and Fallout Tactics

The strength requirements of most big guns, combined with the weight of the guns themselves and the large amounts of ammo they require make investing into strength points at character creation a prudent choice for players planning to use these weapons as their mainstays. Most, if not all, big guns in Fallout are burst weapons exclusively, meaning that players cannot make targeted attacks with them. This makes taking the Fast Shot trait a much more viable option for big gun enthusiasts, as they enjoy the benefits of the trait without the drawback.

Initial Level:

  • Fallout: 10% + (1% x Agility). Average characters have a 15% skill.
  • Fallout 2 and Fallout Tactics: 2% x Agility. Average characters have a 10% skill.
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Fallout's big guns

NAME DMG DMG TYPE AP RANGE AMMO MAG WG VALUE V:W TYPE
CZ-53 Personal Minigun 7 - 11 Normal 6 35 5mm JHP
5mm AP
240 28 $3800 $136:1 Gatling Gun
Flamer 40 - 90 Fire 6 5 Flamer Fuel 5 18 $2000 $111:1 Flamer
BigBazooka 35 - 100 Explode 6 40 Explosive Rocket
Rocket AP
1 15 $2300 $153:1 Rocket Launcher

Fallout 2's big guns

NAME DMG DMG TYPE AP RANGE AMMO MAG WG VALUE V:W TYPE
CZ-53 Personal Minigun 7 - 11 Normal 6 35 5mm JHP
5mm AP
240 28 $3800 $136:1 Gatling Gun
Avenger Minigun 10 - 14 Normal 6 40 5mm JHP
5mm AP
120 28 $5500 $196:1 Gatling Gun
Flamer 40 - 90 Fire 6 5 Flamethrower Fuel 5 18 $2000 $111:1 Flamer
Improved Flamer 45 - 90 Fire 6 5 Flamethrower Fuel MKII 5 19 $2000 $105:1 Flamer
BigBazooka 35 - 100 Explode 6 40 Explosive Rocket
Rocket AP
1 15 $2300 $153:1 Rocket Launcher
M60 18 - 26 Normal 6 35 7.62mm 50 23 $3500 $152:1 Machine Gun
Light Support Weapon 20 - 30 Normal 6 40 .223 FMJ 30 20 $4750 $238:1 Machine Gun
Bozar 25 - 35 Normal 6 35 .223 FMJ 30 20 $5250 $263:1 Rifle Machine Gun
Vindicator Minigun 14 - 19 Normal 6 30 4.7mm Caseless 100 28 $15250 $545:1 Gatling Gun

Fallout Tactics' big guns

NAME DMG DMG TYPE AP RANGE AMMO MAG WG VALUE V:W TYPE
Avenger Minigun 7 - 11 Normal 5 35 5.56mm 120 28 $? $?:1 Gatling Gun
Bren Gun 20 - 30 Normal 5 40 .303 30 26 $510 $20:1 Machine Gun
Browning M2 40 - 50 Normal 5 45 .50 Cal
.50 Cal DU
90 45 $? $?:1 Machine Gun
Chauchat None None None None None None None $? $?:1 Joke
Flamer 45 - 90 Fire 6 35 Flamethrower Fuel 5 28 $? $?:1 Flamer
Lewis MKII 22 - 32 Normal 5 40 .303 47 30 $540 $18:1 Machine Gun
M249 SAW 20 - 30 Normal 5 40 7.62mm 30 21 $? $?:1 Machine Gun
M60 18 - 36 Normal 6 35 7.62mm 50 25 $? $?:1 Machine Gun
MEC Gauss Minigun 60 - 80 Normal 5 35 2mm EC 80 30 $? $?:1 Gatling Gun
Rocket Launcher 50 - 100 Explode
EMP
6 40 Explosive Rocket
Rocket AP
Rocket Electrical
Rocket Sabot
1 15 $? $?:1 Rocket Launcher
Tank Gun 50 - 120 Explode 5 50 Tank Shell 1 - $0 $0:1 Cannon
Vindicator Minigun 16 - 25 Normal 6 40 7.62mm 100 28 $? $?:1 Gatling Gun

Fallout 3

S.P.E.C.I.A.L. Statistic: Endurance

Initial Level: Starting Big Guns skill is equal to 2 + (2 x Endurance) + Luck/2 (rounded up). Average starting characters (End 5, Lck 5) will have a Big Guns skill of 15%.

Weapons using this skill are specifically the Flamer, Gatling Laser, Minigun, Fat Man, Missile Launcher, Rock-it Launcher, Heavy Incinerator (Broken Steel only) and any unique variants of these weapons. As this skill increases, so does your accuracy and damage with all of these weapons, both in and out of V.A.T.S. mode.

If you're following the Main Quest you can pick up your very own Fat Man early on, and there are several Minigun- and Missile-Launcher-wielding super mutants who can be killed for their weapons

In addition to assigning Skill Points at Level up, Big Guns can be permanently raised by taking the Size Matters Perk, finding the Big Guns bobblehead, and reading U.S. Army: 30 Handy Flamethrower Recipes. Big Guns can be temporarily raised by wearing clothing that enhances Endurance, or by wearing the Raider Blastmaster Helmet or Linden's Outcast Power Armor, each of which grant +5 to Big Guns. The Bombshell Armor, from The Pitt, grants an even greater bonus of +10.

It is also possible to get an infinite amount of U.S. Army: 30 Handy Flamethrower Recipes in the Bethesda Ruins.

The perks Size Matters and Tag! both give the opportunity to raise Big Guns by 15, so with an endurance of 5 by level 16, you could have 45 Big Guns without having to level it, though you could simply use the glitch stated above to save you a few perks.

Although difficult to obtain and use in the initial stage of the game, big guns and their ammo become a deceptively self-sustaining resource after the early-middle stages (particularly the minigun, and to a lesser extent the flamer). At higher levels (>50) of the Big Guns Skill, the minigun becomes very efficient in the mid-range against armored and unarmored foes. Alternating with the flamer for short range/melee enemies and the missile for long range/sniper enemies gives you one weapon set for all occasions. Ammo is always a concern for these weapons (particularly when you experience a scavenging drought, such as fighting dedicated melee enemies) and should be supplemented whenever possible from shops and traveling merchants. Luckily, the 5mm is one of the most common forms of sold ammo. And selling all those unused small arms weapons will leave you with a lot of caps to burn. For the first segment of the game, while most big guns and their ammo are still scarce, consider acquiring and building a Rock-It Launcher. It's one of the most easily acquired blueprint (Moira Brown sells it) and it is the gun with the most plentiful ammo in the game (since it uses the game's clutter items as weapons). On top of that, spent ammo can be picked up and used again and again. Combined with Bloody Mess, it's also one of the most hilarious weapons in the game (Explosive Death by Teddy Bear!). Unfortunately all Big Guns in the game, regardless of condition, will rapidly degrade with constant usage. Nearly twice as much as any Small Gun. The full automatic features of all (save the Missile Launcher) makes all Big Guns in need of constant repair. An exception to this is to a degree is the Flamer, only having a flame instead of hard bullets scraping the barrel or a burning projectile coming out.

Skills

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

SWG Wiki

Up to date as of February 04, 2010
(Redirected to Heavy weapon article)

From SWG Wiki

Heavy weapon is a type of ranged weapon primarily used by commandos.

Table of contents

Crafted heavy weapons

Energy heavy weapons

Energy heavy weapons
Weapon DPS Bonus Damage Elemental Range Requirement Source
CC-V Legion Cryo Projector 1352 - 332 54 cold 20m Commando Loot schematic
Corellian Destroyer 1356 0.5% 1334 216 electricty 64m Commando Deconstruction, RotW loot
Flamethrower 1352 - 332 54 heat 20m - Munition schematic
Heavy Republic Flame Thrower 1356 1.0% 335 54 heat 20m Commando Chu-Gon Dar Cube schematic
Lava Cannon 1360 1.0% 1340 216 heat 64m Commando Chu-Gon Dar Cube schematic
Lightning Beam Cannon 1352 - 1328 216 electricty 64m Commando Munition schematic
Plasma Flame Thrower 1352 - 332 54 heat 20m Commando Munition schematic

Kinetic heavy weapons

Kinetic heavy weapons
Weapon DPS Bonus Damage Elemental Range Requirement Source
Acid Stream Launcher 1352 - 1328 216 acid 64m Commando Munition schematic
Blackscale Acid Launcher 1360 1.0% 1340 216 acid 64m Commando Deconstruction, RotW loot
C-M Frag Storm Heavy Shotgun 1360 1.0% 1340 216 kinetic 64m - Deconstruction, Restuss reward
Crusader M-XX Heavy Rifle 1360 1.0% 1340 216 electricty 64m - Deconstruction, Restuss reward
Heavy Particle Beam Cannon 1352 - 1328 216 energy 64m Commando Munition schematic
Launcher Pistol 1352 - 1328 216 heat 64m - Munition schematic
Rocket Launcher 1344 - 1315 216 heat 64m Commando Munition schematic
The Void 1356 0.5% 1334 216 heat 64m Commando Deconstruction, RotW loot
Cold 64m Commnado Deconstruction, Battlefields reward

Quest Rewards / Looted Heavy Weapons

AK-Prime Rocket Launcher

An AK-Prime Rocket Launcher

Bio-Link Required?: Yes
CL Required: 88
Required Profession: Commando
Damage:

  • Base Type: Kinetic
  • Attack Speed: 1
  • Damage: Max 659 - 1317
  • Base DPS: 1258
  • Elemental Type: Heat
  • Elemental Damage: 135

Other Stats:

  • Range: 64

How to obtain: Lootable from the AK-Prime droid in the HK-47 instance.
Notes:

Blackscale Acid Launcher

Bio-Link Required?: No
CL Required: 80
Required Profession: Commando
Damage:

  • Base Type: Kinetic
  • Attack Speed: 0.8
  • Damage: Max 313-625
  • Base DPS: Varies (~469)
  • Elemental Type: Acid
  • Elemental Damage: 212

Other Stats:

  • Range: 64

How to obtain: Looted from the Avatar Platform and can be deconstructed
Notes:

Corellian Destroyer

Bio-Link Required?: No
CL Required: ?
Required Profession: Commando
Damage:

  • Base Type: Energy
  • Attack Speed: ?
  • Damage: ?
  • Base DPS: ?
  • Elemental Type: Electricity
  • Elemental Damage: ?

Other Stats:

  • Range: ?

How to obtain: Looted and can be deconstructed.
Notes:

Crusader M-XX Heavy Rifle

Cost: 500 Commendations
Skill Mods:

Bio-Link Required?: Yes
CL Required: 75
Required Profession: None
Damage:

  • Base Type: Kinetic
  • Attack Speed: 1
  • Damage: Max 800 - 1300
  • Base DPS: 1050
  • Elemental Type: Electricity
  • Elemental Damage: 50

Other Stats:

  • Range: 64

How to obtain: Bought from a commendation officer and can be deconstructed.
Notes:

Devastator Acid Launcher

Devastator Acid Launcher

Bio-Link Required?: Yes
CL Required: 88
Required Profession: Commando
Damage:

  • Base Type: Energy
  • Attack Speed: 1
  • Damage: Max 683-1366
  • Base DPS: Varies (~1024)
  • Elemental Type: Acid
  • Elemental Damage: 128

Other Stats:

  • Range: 64

How to obtain: Looted from the Devastator Droid in the Operational Droid Factory.
Notes:

Devastator Lava Cannon

Devastator Lava Cannon

Bio-Link Required?: Yes
CL Required: 88
Required Profession: Commando
Damage:

  • Base Type: Energy
  • Attack Speed: 1
  • Damage: Varies (~683-1366)
  • Base DPS: Varies (~1228)
  • Elemental Type: Heat
  • Elemental Damage: 128

Other Stats:

  • Range: 64

How to obtain: Looted from the Devastator Droid in the Operational Droid Factory.
Notes:

Generic Lava Cannon

Lava Cannon

Skill Mods:

  • Precision: 12

Bio-Link Required?: Yes
CL Required: 88
Required Profession: Commando
Damage:

  • Base Type: Energy
  • Attack Speed: 1
  • Damage: Varies (~700-1400)
  • Base DPS: Varies (~1050)
  • Elemental Type: Heat
  • Elemental Damage: 132

Other Stats:

  • Range: 64

How to obtain:
Notes: Innate ability: Will hit all targets within a certain radius from where the weapon hits. All affected targets will catch on fire. It also hits once on impact, and once after a short delay.

Heavy Republic Flame Thrower

Heavy Republic Flame Thrower

Bio-Link Required?: Yes
CL Required: 88
Required Profession: Commando
Damage:

  • Base Type: Energy
  • Attack Speed: 0.25
  • Damage: Max 161-321
  • Base DPS: Varies (~964)
  • Elemental Type: Heat
  • Elemental Damage: 24

Other Stats:

  • Range: 20

How to obtain: Created using the Chu-Gon Dar Cube.
Notes: Innate ability: Will hit all targets within a certain radius from where the weapon hits. All affected targets will catch on fire.

Lava Cannon

Lava Cannon

Skill Mods:

  • Precision: 12

Bio-Link Required?: No
CL Required: 88
Required Profession: Commando
Damage:

  • Base Type: Energy
  • Attack Speed: 1
  • Damage: Varies (~700-1400)
  • Base DPS: Varies (~1050)
  • Elemental Type: Heat
  • Elemental Damage: 132

Other Stats:

  • Range: 64

How to obtain: Created using the Chu-Gon Dar Cube.
Notes: Innate ability: Will hit all targets within a certain radius from where the weapon hits. All affected targets will catch on fire. It also hits once on impact, and once after a short delay.

Malevolent Flamethrower

Malevolent Flamethrower

Bio-Link Required?: Yes
CL Required: 88
Required Profession: Commando
Damage:

  • Base Type: Energy
  • Attack Speed: 0.25
  • Damage: Max 175-350
  • Base DPS: Varies (~1048)
  • Elemental Type: Heat
  • Elemental Damage: 30

Other Stats:

  • Range: 20

How to obtain: A Republic Flame Thrower variant that is lootable from Sher Kar.
Notes: Innate ability: Will hit all targets within a certain radius from where the weapon hits. All affected targets will catch on fire. It also hits once on impact, and once after a short delay.

Nickel-Plated Targeting Pistol

Nickel-Plated Targeting Pistol

Bio-Link Required?: No
CL Required: 1
Required Profession: none
Damage:

  • Base Type: Energy
  • Attack Speed: 1
  • Damage: Max 30-60
  • Base DPS: 45
  • Elemental Type: Heat
  • Elemental Damage: 30

Other Stats:

  • Range: 64

How to obtain: A Player reward weapon given to everyone when Publish 27 went live to show off the new heavy weapon targeting system. Also can be bought from players already posessing the gun.
Notes:

Oppressor Flamer Thrower

Oppressor Flamer Thrower

Bio-Link Required?: Yes
CL Required: 88
Required Profession: Commando
Damage:

  • Base Type: Energy
  • Attack Speed: 0.25
  • Damage: 175-350
  • Base DPS: 1368
  • Elemental Type: Heat
  • Elemental Damage: 40

Other Stats:

  • Range: 20

How to obtain: A Republic Flame Thrower variant that is lootable from the GK Oppressor droid in the HK-47 instance.
Notes: Innate ability: Will hit all targets within a certain radius from where the weapon hits. All affected targets will catch on fire.

The Legendary Reaper Cannon

Skill Mods:

  • Constitution: 20
  • Precision: 10

Bio-Link Required?: No
CL Required: 75
Required Profession: None
Damage:

  • Base Type: Energy
  • Attack Speed: 1
  • Damage: 850 - 1350
  • Base DPS: 1100
  • Elemental Type: Heat
  • Elemental Damage: 50

Other Stats:

  • Range: 64

How to obtain: Requires Imperial General Faction Rank
Notes: This item is No-Trade.

The Void

The Void

Bio-Link Required?: Yes
CL Required: 72
Required Profession: Commando
Damage:

  • Base Type: Kinetic
  • Attack Speed: 1
  • Damage: 284-773
  • Base DPS: 528
  • Elemental Type: Heat
  • Elemental Damage: 40

Other Stats:

  • Range: 64

How to obtain: A fairly rare chance to be looted from Mother Ves'ad in the ShadowWeave Caverns of Kkowir Forest and can be deconstructed.
Notes: A rocket launcher variant.

Gallery

Energy heavy weapons gallery

Kinetic heavy weapons gallery

Equipment
Armor Assault  ·  Battle  ·  Reconnaissance  ·  Faction  ·  Cybernetics
Clothing Jedi (robes, cloaks)  ·  Ithorian  ·  Wookiee ·  Wearable containers
Jewelry Necklaces  ·  Bracelets  ·  Rings  ·  Sets
Weapons
Melee weapons Unarmed  ·  One-handed  ·  Two-handed  ·  Polearms  · Lightsabers
Ranged weapons Pistols  ·  Carbines  ·  Rifles  ·  Heavy

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

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