Banshee Network
 
Fallout
Game Information
Recent News
Walkthrough
Special Encounters
NPCs
Talking Heads
Equipment
Fallout 1 Categorized
Advanced Search
Character Information
Primary Statistics
Derived Statistics
Optional Traits
Skills
Perks
Experience Guide
Damage Effects
Media
Screenshots
World Map
Concept Art
Cinematic Images
Wallpaper
Other Artwork
Game Resources
Downloads
The History of Fallout
Fallout Forum
Fallout Products
Buy Fallout!
Buy Fallout 2!
Buy Fallout Tactics!
Site Features
Submit News
News Archives
Join Our Staff
Forums
Community Blogs
Reviews
Previews
Interviews
Editorials
About GB
Advertise With Us!
Advertisement
 

Energy Weapons
Energy Weapons
The use of energy weapons is not a very common skill in the Vault. Energy weapons had just started to come into actual use in warfare, when the world blew up. Lasers and Plasma weapons are covered by the Energy Weapons skill. Basically, if it uses an energy cell or power pack, and not cartridge ammunition, it falls under this skill.

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

Skills
Barter
Big Guns
Doctor
Energy Weapons
First Aid
Gambling
Lockpick
Melee Weapons
Outdoorsman
Repair
Science
Small Guns
Sneak
Speech
Steal
Throwing
Traps
Unarmed
 
 
      Copyright ©2000-2009, GameBanshee.com