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Damage ratings are given per bullet. If you're using a burst mode shot, then multiply the damage per bullet to find the total damage dealt.

Small Guns[edit]

Pistols[edit]

Name Damage Shoot modes Action points Ammo Weight Range Min. Strength Selling price Upgrades
Colt 6520 10mm Pistol 5-12 hp Single shot (aimed) 5 (6) 10mm JHP/AP ammo, 12 round magazine 3 lbs 25 hexes 3 $250
Desert Eagle .44 10-16 hp Single shot (aimed) 5 (6) .44 caliber JHP/FMJ ammo, 8 round magazine 7 lbs 25 hexes 4 $800 Extended magazine, upgrades ammo capacity to 20 rounds
.44 Magnum Revolver 12-18 hp Single shot (aimed) 4 (5) .44 caliber JHP/FMJ ammo, 6 round magazine 5 lbs 15 hexes 5 $600 Speed loader, reduces reload cost to 1 AP
14mm Pistol 12-22 hp Single shot (aimed) 5 (6) 14mm AP ammo, 6 round magazine 4 lbs 24 hexes 4 $1100
Needler Pistol 12-24 hp Single shot (aimed) 5 (6) HN/AP Needler ammo, 10 (?) round magazine 4 lbs 24 hexes 3 $2200
Mauser M/96 Pistol 5-10 hp Single shot (aimed) 5 (6) 9mm ball, 7 round magazine 5 lbs 22 hexes 3 $1500
.223 Pistol 20-30 hp Single shot (aimed) 5 (6) .223 FMJ ammo, 5 round magazine 7 lbs 30 hexes 5 $3500
PPK12 Gauss Pistol 22-32 hp Single shot (aimed) 5 (6) 2mm EC ammo, 12 round magazine 5 lbs 50 hexes 4 $5250

Sub-Machine Guns[edit]

Name Damage Shoot modes Action points Ammo Weight Range Min. Strength Selling price Notes
MP9 10mm SMG 5-12 hp Single shot (aimed), 10-round burst 5 (6), 6 10mm JHP/AP ammo, 30 round magazine 5 lbs 25 4 $1000
Thompson SMG (Tommy Gun) 3-20 hp Single shot (aimed), 10-round burst 5 (6), 6 .45 caliber ammo, 50 round magazine 7 lbs 32 hexes 6 $1100
M3A1 SMG (Grease Gun) 10-20 hp Single shot (aimed), 8-round burst 4 (5), 5 .45 caliber ammo, 30 round magazine 7 lbs 20 hexes 4 $1750
H&K P90c SMG 12-16 hp Single shot (aimed), 12-round burst 4 (5), 5 10mm JHP/AP ammo, 24 round magazine 8 lbs 30 hexes 4 $2500 The gun in Vault 15 is loaded with 9mm ammo, but will reload with 10mm ammo. It's a bug.
H&K G11 SMG 10-20 hp Single shot (aimed), 5-round burst 5 (6), 6 4.7mm caseless ammo, 50 round magazine 8 lbs 35 hexes 5 $6500
H&K G11E SMG 13-23 hp Single shot (aimed), 7-round burst 5 (6), 6 4.7mm caseless ammo, 50 round magazine 8 lbs 40 hexes 6 $8000

Shotguns[edit]

Name Damage Shoot modes Action points Ammo Weight Range Min. Strength Selling price
Winchester "Widowmaker" Shotgun 12-22 hp Single shot (aimed) 5 (6) 12 gauge shells, two chambers for two shells 5 lbs 14 hexes 4 $800
Sawed-off Shotgun 12-24 hp Single shot (aimed) 5 (6) 12 gauge shells, two chambers for two shells 4 lbs 7 hexes 4 $800
Winchester "City-Killer" Combat Shotgun 15-25 hp Single shot (aimed), 3-round burst 5 (6), 6 12 gauge shells, 12 round magazine 10 lbs 22 hexes 5 $2750
H&K CAWS (Close Assault Weapons System) 15-25 hp Single shot (aimed), 5-round burst 5 (6), 6 12 gauge shells, 10 round magazine 5 lbs 30 hexes 6 $4750
Pancor Jackhammer 19-28 hp Single shot (aimed), 5-round burst 5 (6), 6 12 gauge shells, 10 round magazine 12 lbs 35 hexes 5 $5500

Rifles[edit]

Name Damage Shoot modes Action points Ammo Weight Range Min. Strength Selling price Upgrades
Red Ryder BB Gun 1-3 hp Single shot (aimed) 5 (6) BB ammo, 100 round magazine 5 lbs 32 hexes 3 $200
Pipe Rifle 5-12 hp Single shot (aimed) 5 (6) 10mm JHP/AP ammo, 1 round magazine 10 lbs 25 hexes 5 $200
Colt Hunting Rifle 8-20 hp Single shot (aimed) 5 (6) .223 FMJ ammo, 10 round magazine 11 lbs 40 hexes 5 $1000 Sight scope, increases accuracy
AK-112 Assault Rifle 8-16 hp Single shot (aimed), 8-round burst 5 (6), 6 5mm JHP/AP ammo, 24 round magazine 10 lbs 45 hexes 5 $1300 Extended magazine, upgrades ammo capacity to 100 rounds
DKS-501 Sniper Rifle 14-34 hp Single shot (aimed) 6 (7) .223 FMJ ammo, 6 round magazine 8 lbs 50 hexes 5 $2200
FN-FAL 9-18 hp Single shot (aimed), 10-round burst 5 (6), 6 7.62mm ammo, 20 round magazine 9 lbs 35 hexes 5 $2200 Night scope, improves accuracy in dimly lit areas
XL70E3 12-19 hp Single shot (aimed), 8-round burst 5 (6), 6 5mm JHP/AP ammo, 20 round magazine 9 lbs 35 hexes 5 $3000
Red Ryder LE BB Gun 25 hp Single shot (aimed) 5 (6) BB ammo, 100 round magazine 5 lbs 32 hexes 3 $3500
M72 Gauss Rifle 32-43 hp Single shot (aimed) 5 (6) 2mm EC ammo, 20 round magazine 10 lbs 50 hexes 6 $8250

Big Guns[edit]

Name Damage Shoot modes Action points Ammo Weight Range Min. Strength Selling price Upgrades
Flamethrower 45-90 hp (flame) Flame Burst (uses 1 fuel pack) 6 Flamethrower fuel, capacity for 5 fuel packs 18 lbs 5 hexes 6 $2000 The upgrade will improve penetration, resulting in more damage. It'll also require new fuel, Flamethrower fuel MK-II (blue package).
Rockwell Rocket Launcher 35-100 hp Single shot only 6 HE or AP rocket, capacity for one rocket 15 lbs 40 hexes 6 $2300
M60 18-26 hp 10-round burst 6 7.62mm ammo, 50 round magazine 23 lbs 35 hexes 7 $2300
Light Support Weapon 20-30 hp 10-round burst 6 .223 FMJ ammo, 30 round magazine 20 lbs 40 hexes 6 $3750
Bozar 25-35 hp 15-round burst 6 .223 FMJ ammo, 30 round magazine 20 lbs 35 hexes 6 $5250
Rockwell CZ53 Minigun 7-11 hp 40-round burst 6 5mm JHP/AP ammo, 120 round magazine 28 lbs 35 hexes 7 $3800
Rockwell CZ53 "Avenger" Minigun 10-14 hp 40-round burst 6 5mm JHP/AP ammo, 120 round magazine 28 lbs 40 hexes 7 $5500
Vindicator Minigun 14-19 hp 25-round burst 6 4.7 mm caseless ammo, 100 round magazine 28 lbs 30 hexes 7 $15250

Energy Weapons[edit]

Small Weapons[edit]

Name Damage Shoot modes Action points Ammo Weight Range Min. Strength Selling price Upgrades
Wattz 1000 Laser Pistol 10-22 hp (laser) Single (aimed) 5 (6) Small Energy Cell, capacity for 12 cells 4 lbs 35 hexes 3 $1400 Magneto Laser Pistol, improves penetration
Glock 86 Plasma Pistol 15-35 hp (plasma) Single (aimed) 5 (6) Small Energy Cell, capacity for 16 cells 4 lbs 20 hexes 4 $2750 Extended capacity, increases battery capacity to 32 cells
YK32 Pulse Pistol 32-46 hp (pulse) Single (aimed) 4 (5) Small Energy Cell, capacity for 5 cells 4 lbs 15 hexes 3 $12500
Solar Scorcher 20-60 hp (laser) Single (aimed) 4 (5) Solar energy, needs well-lit area to operate; 6 shot storage capacity - no ammo needed 5 lbs 20 hexes 3 $2000
Alien Blaster 30-80 hp (pulse) Single (aimed) 4 (5) Small Energy Cell, capacity for 30 cells 2 lbs 10 hexes 2 $10000

Large Weapons[edit]

Name Damage Shoot modes Action points Ammo Weight Range Min. Strength Selling price Upgrades
Wattz 2000 Laser Rifle 25-50 hp (laser) Single (aimed) 5 (6) Micro Fusion Cell, capacity for 12 cells 12 lbs 45 hexes 6 $5000 Extended Charge upgrade, upgrades battery capacity to 24
H&K L30 Gatling Laser 20-40 hp (laser) 10 laser ray burst 6 Micro Fusion Cell, capacity for 30 cells (three shots on full charge) 24 lbs 40 hexes 6 $7500
Winchester P94 Plasma Rifle 35-60 hp (plasma) Single (aimed) 5 (6) Micro Fusion Cell, capacity for 10 cells 12 lbs 25 hexes 6 $4000 Turbo Plasma Rifle - increases damage by about 5 hp and increases range by 10 hexes
YK42B Pulse Rifle 54-78 hp (pulse) Single (aimed) 5 (6) Micro Fusion Cell, capacity for 10 cells 9 lbs 30 hexes 3 $17500

Other Weapons[edit]

Unarmed Weapons[edit]

All unarmed weapons require 3 action points (4 aimed) and have a range of one hex. In addition, the strength requirement is only 1.

Name Damage Ammo Weight Selling price Upgrades Notes
Boxing Gloves 1 hp N/A 5 lbs $250 These are used for the New Reno boxing championships.
Plated Boxing Gloves 2-3 hp N/A 10 lbs $300 Ditto for regular Boxing Gloves. Note that you'll need to find them before you begin boxing (they can be found in the basement of Bishop's Shark Club).
Brass Knuckles 2-5 hp N/A 1 lbs $60
Spiked Knuckles 4-10 hp N/A 1 lbs $250
Power Fist 12-24 hp Small Energy Cell, capacity for 25 cells 10 lbs $1800 Mega Power Fist - significantly boosts damage

Melee Weapons[edit]

Melee weapons don't have an ammo requirement with the notable exception of the cattle prod and the viroblade. In addition, some high-damage melee weapons have a high tendency to knock over opponents.

Name Damage Attack modes Action points Weight Range Min. Strength Selling price Upgrades Notes
Switchblade 2-5 hp Swing (aimed), Thrust (aimed) 3 (4), 3 (4) 1 lb 1 hex 1 $50
Wrench 3-6 hp Swing (aimed), Thrust (aimed) 3 (4), 3 (4) (?) 4 lbs 1 hex 3 $65 Quest Item in Vault City
Knife 1-6 hp Swing (aimed), Thrust (aimed) 3 (4), 3 (4) 1 lb 1 hex 2 $40
Police Baton 1-6 hp Swing (aimed) 3 (4) 3 lbs 1 hex 3 $30
Crowbar 3-10 hp Swing (aimed) 4 (5) 5 lbs 1 hex 5 $65 Can be used to open locked doors
Sledgehammer 4-9 hp Swing (aimed), Thrust (aimed) 4 (5), 5 (6) 12 lbs 2 hexes 6 $120
Combat Knife 3-15 hp Swing (aimed), Thrust (aimed) 3 (4), 3 (4) 2 lbs 1 hex 2 $165
Wakizashi Blade 4-13 hp Swing (aimed), Thrust (aimed) 3 (4), 3 (4) 3 lbs 1 hex ? $200
"Little Jesus" 5-19 hp Swing (aimed), Thrust (aimed) 3 (4), 3 (4) 3 lbs 1 hex 2 $200
Louisville Slugger 12-32 hp Swing (aimed) 3 (4), 3 (4) 4 lbs ? 2 ?
Super Sledgehammer 18-36 hp Swing (aimed), Thrust (aimed) 3 (4), 4 (5) 12 lbs ? 5 $3750
Viroblade Ripper 15-35 hp Swing (aimed), Thrust (aimed) 4 (5), 4 (5) 5 lbs ? 4 $900
Wattz Cattle Prod 12-21 hp Swing (aimed), Thrust (aimed) 4 (5), 4 (5) 3 lbs ? 4 $600 Super Cattle Prod, doubles damage dealt.

Thrown Weapons[edit]

Name Damage Action points Weight Range Min. Strength Selling price Special
Plant Spike 1-2 hp 4 (5) 1 lb 8 1 $5
Fragmentation Grenade 20-35 hp 4 (5) 1 lb 15 hexes 3 $150
Pulse Grenade 100-150 hp 4 (5) 1 lb 15 hexes 4 $250 Can only affect mechanical units
Plasma Grenade 40-90 hp 4 (5) 1 lb 15 hexes 4 $300
Molotov Cocktail 8-20 hp 5 (6) 1 lb 12 hexes 3 $50

Melee/Thrown (dual usage) Weapons[edit]

Name Damage Attack modes Action points Weight Range Min. Strength Selling price Upgrades
Rock 1-4 hp Swing (aimed), Throw (aimed) 3 (4), 5 (6) 1 lb 1 hex (melee), depends on strength (thrown) 1 $0
Wooden Pole 2-4 hp Thrust (aimed), Throw (aimed) 4 (5), 5 (6) 3 2 hexes (melee), depends on strength (thrown) 3 $5
Spear 3-13 hp Thrust (aimed), Throw (aimed) 4 (5), 6 (7) 4 lbs 2 hexes (melee), depends on strength (thrown) 4 $80 Sharpened Spear; get flint from Aunt Morlis to sharpen the spear (higher damage dealt)
Throwing Knife 3-6 hp Thrust (aimed), Throw (aimed) 4 (5), 5 (6) 1 lbs 1 hex (melee), depends on strength (thrown) 3 $100