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Rifle Part

Rifle+Part

Fallout 3 Small Guns Guide Part 1   by Carl Ratcliff

This article will teach you about the best small guns weapon category in Fallout 3. It will serve as a guide to the weapons' power, and where you can get your hands on them.

Hunting Rifle: This weapon can be accurate and powerful at range. I often overlooked it my first play through, but used it much more on my second game. Use this to get off shots on enemies that are far away as it's very useful in VATS. It's not as accurate when you're using it as a sniper weapon for very long ranges though as the bullets tend to go off target to a degree. Early game, this will stand as the best weapon to pair with a 10mm pistol until you can find better. The small clip makes it dangerous to use for close encounters, so pull out the 10mm when enemies are bearing down on you.

Lincoln's Repeater: This is easily found in the Museum of History, work your way to the left of the wooly mammoth once inside and take the door to the next section there. There are many ghouls there, if you have the ghoul mask from the tenpenny tower quest they'll ignore you. If you need xp, this isn't a bad place though. Anyway, work your way to the offices, then to the top floor there. You will find the Repeater in a display case. Scattered around this area are artifacts that can be sold to various NPCS. Look for the top hat, lincoln action figure and a wanted poster of john wilkes booth. There's also an old gramophone you can take. The repeater uses .44 magnum ammunition and has a 12-shot clip. It's one of the best small guns, by far, because it's ultra-accurate. To top off an already sweet deal, this weapon is repaired with regular old hunting rifles! The easiest time to get this is during the main quest when you get to the mall. Sell any artifacts (other than the repeater) to Abraham Washington of the Capital Preservation Society in Rivet City.

Ol' Painless: The key to this rifle is found in the republic of Dave, in a safe in Dave's office. You'll need Dave's key to get in. You can either steal it from him, be given the gun after helping to rig the election there, or get the key off of Dave's dead body (or through speech) during the You Gotta Shoot 'em in the Head Side Quest. The weapon uses .32 caliber ammo just like the hunting rifle, and can be repaired using standard hunting rifles. It does slightly more damage than the normal hunting rifle, but is much more accurate when firing outside of VATS.

Railway Rifle: This is a crafted weapon, and it possesses some unique properties. It is excellent for limb-shots, to cripple legs and make enemies slower or of course make them drop their weapons. What's more, if a killing blow is dealt to a limb the railway spike can pin it to a wall! The gun also has a very unique sound effect, which I'll let you hear for yourself. The weapon fires railway spikes of course, so save them up as you progress through the game. One of the easiest ways to find this schematic is to look to the MDPL-13 power station one square north of Minefield. Look for the substation building. Inside, the schematic is found on a workbench. Look also to underworld, whose shopkeeper Tulip will sell you a schematic. Finally, it's a reward for the quest Stealing Independence from Abraham Washington of Capital Preservation SOciety in Rivet City.

Reservist's Rifle: This unique sniper rifle can be found in the Dickerson Tabernacle Chapel, which is 3 squares east and 3 squares south of the northwestern corner of the map. The man wielding it is known only as the drifter, and snipes you from the top of the chapel (inside). There are multiple ways to get this gun. You could use explosives to knock him (or his body parts) down to the floor where you can reach them to loot, or you can shoot it out of his hand. I recommend saving the game before you attempt to get this weapon, as it's very powerful but you'll need Sniper rifles to keep it in good repair. It does quite a good deal more damage than your average sniper rifle (and that's saying a lot). The critical multiplier is so high you could end up with a character that crits 100% of the time in VATS with the right perks and high luck. It uses .308 ammo like all sniper rifles.

Sawed-off Shotgun: I'm not very fond of this gun. For one thing, it only has an ammo capacity of two rounds. Use this early game to snuff out enemies that get in your face, but you should probably save as much of your ammo as you can until you get the Combat Shotgun, because it has superior damage, range and ammo capacity. Overall a pretty bad weapon, except when used tactically to pop a head or two. For optimum use, fire it in VATS at the target's head when they're really close.

Scoped .44 Magnum: This is a purely awesome weapon when you can find one. There are a couple dozen scattered around the wasteland, but they are found somewhat sporadically through a normal journey. With that in mind, don't waste this weapon on simple creatures like dogs, use something more suited. Save this for your first encounters with super mutants and talon company. Keeping a few of these in decent condition is also wise because later you can use them to repair the blackhawk. Don't ever sell one of these unless you're confident you won't use small guns. Stash them in your house for a darker day. Thankfully, most shops will stock .44 rounds but they're appropriately expensive. Still, it's wise to buy them out when you can afford it because if you're a small guns user you're going to want a lot of this ammo later for the powerful Lincoln's Repeater.

Silenced 10mm Pistol: Small guns users can do some naughty things with this weapon, namely, if you kill a target with it in one VATS session, no one else will know! This can help to drop an enemy before the real fighting begins to make things a touch easier on you. It's often going to need to be employed while sneaking though, as usually unless topography helps you killing one means he's seen you and the others have, as well. They can be found rarely in the wastes, but Flak at Rivet City's Marketplace sometimes sells them.

Sniper Rifle: The sniper rifle isdevastating. You're going to actually use this weapon outside VATS more often because of its accuracy. It gets easier to fire with higher small guns skill, as it will wobble less as you aim. Zoom in on a faraway opponent and let it rip. If you're hidden, and even players with low sneak can hide at the range this gun can hit, this weapon can deal massive criticals. Easy places to get this weapon include outside the Bethesda Ruins (raider respawn point 3 squares n, 3 squares east of megaton) and of course, during the You Gotta Shoot 'em in the Head Side Quest, Mr. Crowley will give you one to accomplish your goal.

Sydney's 10mm "Ultra" SMG: This gun can of course be gained by killing Sydney, but if you're looking for a more ethical way, you can get the note from little moonbeam's father during the Reilly's Rangers Side Quest. Sydney is located in the National Archives, which can be accessed from the Mall or, if you don't have that, Rivet City through Anastocia crossing (N of rivet city) to the mall subway. She'll give you the SMG if she survives the quest and you give her the notes by asking about her father. If she dies during the quest, you can of course pick up the item from her corpse. She can also be killed with no karma penalty, but she can get you through the national archives faster with a shortcut. The gun itself holds more ammo, deals more damage per shot, and has an overall higher damage rating than a regular SMG and can be repaired with one to boot. This is a great gun to have, as 10mm ammo is so common. The earlier you can get something like this, the better!

The Kneecapper: The Kneecapper, a unique Sawed-off Shotgun is found on Ronald Laren in Girdershade. You can find Girdershade by going one square south and eight squares west from Megaton. Your options for getting this weapon from him are limited, but mainly only if you are trying to get him to pay you double caps for the Nuka Cola Challenge, but I don't recommend it -- Caps are plentiful in the end-game. So honestly, killing him is not a bad idea! There is a small Karma penalty but if you're using my walkthrough you probably gain so much positive karma it won't even be noticed -- you can even be nice and donate some clean water to a wastelander outside megaton to make up some of it. Anyway, this weapon does do the most damage of the shotguns but is again hampered by the two-round capacity. Still, having it around is useful because you can easily kill Mirelurks with it (because of the usually low chance to hit their face, this gun shines at close range with them). I still hate this weapon, and avoid using it and haven't bothered killing Ronald this playthrough to pick it up. I prefer the Combat or Terrible shotguns when I need them, and in the late game I don't even lay a hand on Shotguns. For close range, I always have my Burnmaster Burnmaster.

About the Author

Carl Ratcliff is a writer of video game strategy guides for PC. He has written nearly two dozen walkthroughs including Fallout 3, Starcraft 2, and Civilization V.
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