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Fallout 1 Items

This section is dedicated to providing information in regards to almost all items found in Fallout 1. This includes weapons, armor, ammo, chemicals, and other items.


Weapons

Red Ryder BB Gun
Class:  Small Guns
Damage:  01-03
Range:  22
Ammo Type:  BB's
Maximum Ammo Capacity:  100
No Burst Option.
Aim Option Available.
Rock
Class:  Throwing
Damage:  01-04
Range:  15
No Ammo Required.
No Burst Option.
No Aim Option.
Knife
Class:  Melee
Damage:  01-16
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Brass Knuckles
Class:  Melee
Damage:  02-15
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Throwing Knife
Class:  Throwing
Damage:  03-06
Range:  16
No Ammo Required.
No Burst Option.
Aim Option Available.
Combat Knife
Class:  Melee
Damage:  03-17
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Crowbar
Class:  Melee
Damage:  03-20
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Spear
Class:  Melee/Throwing
Damage:  03-20
Range:  2
No Ammo Required.
No Burst Option.
Aim Option Available.
Spiked Knuckles
Class:  Melee
Damage:  04-17
Range:  -
No Ammo Required.
No Burst Option.
Aim Option Available.
Sledgehammer
Class:  Melee
Damage:  04-19
Range:  2
No Ammo Required.
No Burst Option.
Aim Option Available.
9mm Mauser
Class:  Small Guns
Damage:  05-10
Range:  22
Ammo Type:  9mm ball
Maximum Ammo Capacity:  7
No Burst Option.
Aim Option Available.
10mm SMG
Class:  Small Guns
Damage:  05-12
Range:  25
Ammo Type:  10mm JHP/10mm AP
Maximum Ammo Capacity:  30
Burst Option Available.
Aim Option Available.
10mm Pistol
Class:  Small Guns
Damage:  05-12
Range:  25
Ammo Type:  10mm JHP/10mm AP
Maximum Ammo Capacity:  12
No Burst Option.
Aim Option Available.
Minigun
Class:  Big Guns
Damage:  07-11
Range:  35
Ammo Type:  5mm AP/5mm JHP
Maximum Ammo Capacity:  120
No Burst Option.
No Aim Option.
Assault Rifle
Class:  Small Guns
Damage:  08-16
Range:  45
Ammo Type:  5mm AP/5mm JHP
Maximum Ammo Capacity:  24
Burst Option Available.
Aim Option Available.
Hunting Rifle
Class:  Small Guns
Damage:  08-20
Range:  40
Ammo Type:  .223 FMJ
Maximum Ammo Capacity:  10
No Burst Option.
Aim Option Available.
Desert Eagle .44
Class:  Small Guns
Damage:  10-16
Range:  25
Ammo Type:  .44 Magnum JHP
Maximum Ammo Capacity:  8
No Burst Option.
Aim Option Available.
Laser Pistol
Class:  Energy Weapons
Damage:  10-22
Range:  35
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  12
No Burst Option.
Aim Option Available.
Grenade (Pulse)
Class:  Throwing
Damage:  100-150
Range:  15
No Ammo Required.
No Burst Option.
No Aim Option.
Shotgun
Class:  Small Guns
Damage:  12-22
Range:  14
Ammo Type:  12 ga. Shotgun Shells
Maximum Ammo Capacity:  2
No Burst Option.
Aim Option Available.
14mm Pistol
Class:  Small Guns
Damage:  12-22
Range:  24
Ammo Type:  14mm AP
Maximum Ammo Capacity:  6
No Burst Option.
Aim Option Available.
Cattle Prod
Class:  Melee
Damage:  12-27
Range:  -
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  20
No Burst Option.
Aim Option Available.
Power Fist
Class:  Melee
Damage:  12-31
Range:  -
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  25
No Burst Option.
Aim Option Available.
Sniper Rifle
Class:  Small Guns
Damage:  14-34
Range:  50
Ammo Type:  .223 FMJ
Maximum Ammo Capacity:  6
No Burst Option.
Aim Option Available.
Combat Shotgun
Class:  Big Guns
Damage:  15-25
Range:  22
Ammo Type:  12 ga. Shotgun Shells
Maximum Ammo Capacity:  12
Burst Option Available.
Aim Option Available.
Plasma Pistol
Class:  Energy Weapons
Damage:  15-35
Range:  20
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  16
No Burst Option.
Aim Option Available.
Ripper
Class:  Melee
Damage:  15-39
Range:  -
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  30
No Burst Option.
Aim Option Available.
Super Sledge
Class:  Melee
Damage:  18-43
Range:  2
No Ammo Required.
No Burst Option.
Aim Option Available.
.223 Pistol
Class:  Small Guns
Damage:  20-30
Range:  30
Ammo Type:  .223 FMJ
Maximum Ammo Capacity:  5
No Burst Option.
Aim Option Available.
Grenade (Frag)
Class:  Throwing
Damage:  20-35
Range:  15
No Ammo Required.
No Burst Option.
No Aim Option.
Gatling Laser
Class:  Energy Weapons
Damage:  20-40
Range:  40
Ammo Type:  30
Maximum Ammo Capacity:  Micro Fusi
No Burst Option.
No Aim Option.
Red Ryder LE BB Gun
Class:  Small Guns
Damage:  25-25
Range:  32
Ammo Type:  BB's
Maximum Ammo Capacity:  100
No Burst Option.
Aim Option Available.
Laser Rifle
Class:  Energy Weapons
Damage:  25-50
Range:  45
Ammo Type:  Micro Fusion Cell
Maximum Ammo Capacity:  12
No Burst Option.
Aim Option Available.
Plasma Rifle
Class:  Energy Weapons
Damage:  30-65
Range:  25
Ammo Type:  Micro Fusion Cell
Maximum Ammo Capacity:  10
No Burst Option.
Aim Option Available.
Alien Blaster
Class:  Energy Weapons
Damage:  30-90
Range:  10
Ammo Type:  Small Energy Cell
Maximum Ammo Capacity:  30
No Burst Option.
Aim Option Available.
Rocket Launcher
Class:  Big Guns
Damage:  35-100
Range:  40
Ammo Type:  Rocket AP/Explosive Rocket
Maximum Ammo Capacity:  1
No Burst Option.
No Aim Option.
Turbo Plasma Rifle
Class:  Energy Weapons
Damage:  35-70
Range:  35
Ammo Type:  Micro Fusion Cell
Maximum Ammo Capacity:  10
No Burst Option.
Aim Option Available.
Grenade (Plasma)
Class:  Throwing
Damage:  40-90
Range:  15
No Ammo Required.
No Burst Option.
No Aim Option.
Flamer
Class:  Big Guns
Damage:  45-90
Range:  5
Ammo Type:  Flamethrower Fuel
Maximum Ammo Capacity:  5
No Burst Option.
No Aim Option.

Ammo

.223 FMJ
A case of ammunition, .223 caliber, Full Metal Jacket
.44 Magnum JHP
A brick of ammunition, .44 magnum caliber, hollow-points.
10mm AP
Ammunition. Caliber: 10mm, armor piercing.
10mm JHP
Caliber: 10mm, jacketed hollow points.
12 ga. Shotgun Shells
Shotgun ammunition. This particular ammo is marked: "12-gauge shells, not for use by children under the age of 3."
14mm AP
Large caliber ammunition. 14mm armor piercing.
5mm AP
A brick of small caliber ammunition. 5mm armor piercing.
5mm JHP
A brick of small, lightweight ammunition. Caliber: 5mm, jacketed hollow-point.
9mm ball
A collection of ancient 9x19mm rounds. Heave grease to preserve them from the environment. Standard bullets.
BB's
A package of BB's from before the war. In excellent condition. Stainless steel.
Explosive Rocket
A rocket with a large explosive warhead.
Micro Fusion Cell
A medium sized energy production unit. Self-contained fusion plant.
Rocket AP
A rocket shell, with a smaller explosive, but designed to pierce armor plating.
Small Energy Cell
A small, self-contained energy storage unit.

Armor

Robes
Armor Class:  05
Normal:  0/20%
Laser:  0/25%
Fire:  0/10%
Plasma:  0/10%
Explosion:  0/20%
Leather Jacket
Armor Class:  08
Normal:  0/20%
Laser:  0/20%
Fire:  0/10%
Plasma:  0/10%
Explosion:  0/20%
Metal Armor
Armor Class:  10
Normal:  4/30%
Laser:  6/75%
Fire:  4/10%
Plasma:  4/20%
Explosion:  4/25%
Leather Armor
Armor Class:  15
Normal:  2/25%
Laser:  0/20%
Fire:  0/20%
Plasma:  0/10%
Explosion:  0/20%
Tesla Armor
Armor Class:  15
Normal:  4/20%
Laser:  19/90%
Fire:  4/10%
Plasma:  10/80%
Explosion:  4/20%
Brotherhood Armor
Armor Class:  20
Normal:  8/40%
Laser:  8/70%
Fire:  7/50%
Plasma:  7/60%
Explosion:  8/40%
Hardened Power Armor
Armor Class:  25
Normal:  13/50%
Laser:  19/90%
Fire:  14/70%
Plasma:  13/50%
Explosion:  20/60%
Adds 3 Strength
Powered Armor
Armor Class:  25
Normal:  12/40%
Laser:  18/80%
Fire:  12/60%
Plasma:  10/40%
Explosion:  20/50%
Adds 3 Strength

Chemicals

Buffout
Immediate Affects:  +2 Strength, +2 Agility, +1 Endurance
Long-term Affects:  Temporarily lose 4 Strength, 4 Agility, and 2 Endurance.
Highly advanced steroids. While in effect, they increase strength and reflexes. Highly addictive.
Doctor's Bag
Immediate Affects:  Restores health and potentially heals broken limbs.
This black bag contains instruments and chems used by doctors in the application of their trade.
First Aid Kit
Immediate Affects:  Restores health
A small kit containing basic medical equipment. Bandages, wraps, antiseptic spray, and more.
Mentats
Immediate Affects:  +2 Intelligence, +2 Perception, +1 Charisma
Long-term Affects:  -4 Intelligence, -4 Perception, -2 Charisma
A pillbox of mind-altering chems. Increases memory related functions, and speeds other mental processes. Highly addictive.
Psycho
Immediate Affects:  +2 Agility, -3 Intelligence, +50 Damage Resistance
An unique delivery system filled with strange and unknown chemicals of probably military origin. It is supposed to increase the combat potential of a soldier.
Rad-X
Immediate Affects:  +50 Radiation Resistance
Anti-radiation chems to be taken before exposure. No known side effects.
RadAway
Immediate Affects:  Lose one current radiation level.
A chemical solution that bonds with radiation particles and passes them through your system. Takes time to work.
Stimpak
Immediate Affects:  Restores health.
A healing chem. When injected, the chem provides immediate healing of minor wounds.
Super Stimpak
Immediate Affects:  Restores a large amount of health.
Long-term Affects:  Will cause a small amount of damage after a period of time.
An advanced healing chem. Very powerful. Superstims will cause a small amount of damage after a period of time due to powerful nature of the chemicals used.

Other

Back Pack
A basic backpack, with optional carrying straps.
Bag
An average sized bag. Made from weaved Brahmin hairs.
Bag
An average sized bag. Made from weaved Brahmin hairs.
Big Book of Science
A set of books, containing information about different scientific fields.
Blue Pass Key
A electronic security key, color coded blue.
Booze
An ancient liquor, from the pre-War era.
Temporarily lowers perception by one.
Bottle Caps
This bag holds your bottle-caps.
Bug
A miniature microphone and transmitting device.
COC Badge
A badge in the shape of the Children of the Cathedral symbol. On one side you notice bumps and indentations, almost reminding you of a key.
Can be used as a key for certain doors at the Children of the Cathedral.
Deans Electronics
A study book on the field of electronics. A note on the cover says that it is for the "budding young electrician in everyone!"
Dog Tags
A set of military dog tags. The name Darkwater is readable, but not much else is.
Dynamite
A high explosive, consisting of nitroglycerin mixed with the absorbent substance kiselguhr. Includes a timer.
Electronic Lock Pick
A Wattz Electronics Micromanipulator FingerStuff electronic lockpick. For defeating electronic locks and security devices.
First Aid Book
A study book on the concepts and practical use of first aid skills.
Fruit
A strance piece of fruit. No preservatives and no additional food coloring added.
Restores a small amount of health
Geiger Counter
A Wattz Electronics C-Radz model Geiger Counter. Detects the presence and strength of radiation fields.
Guns and Bullets
A magazine dedicated to the practical use of firearms, and the occasional biased review.
Iguana on a Stick
Some charred meat and vegetables on a cooking stick.
Made with Iguana Bob's secret recipe.
Junk
A pile of junk parts. A little bit of everything.
Can be found in Necropolis and Boneyard.
Key
A special key of some sort.
Key Ring
Multiple keys.
Lock Picks
A set of locksmith tools. Includes all the necessary picks and tension wrenches to open conventional pin and tumbler locks.
Motion Sensor
A Wattz Electronics C-U model motion sensor. Detects the movement of biological material over a distance of meters using a tuned radio device.
Nuka-Cola
A bottle of Nuka-Cola, the flavored softdrink of the post-nuclear world. Warm and flat.
Plastic Explosives
A chunk of Cordex, a military brand of plastic explosives. Highly stable, very destructive. Includes a timer.
Psychic Nullifier
A strange device, constructed from an odd technology.
Protects player from damagein Master's hallway.
Radio
A model 2043B Radio Communicator, from the fine people at Wattz Electronics. Dependable, rugged, and camouflaged. With the optional RS-121 interface.
Red Pass Key
A electronic security key, color coded red.
Rope
A strong, thick line. About 45 feet in length.
Needed at Vault 15 and the Glow.
Scout Handbook
A book on the methods and ideals of Scouting. Very practical information regarding outdoor life.
Stealth Boy
A RobCo Stealth Boy 3001 personal stealth device. Generates a modulating field that transmits the reflected light from one side of an object to the other.
Tape Recorder
A Wattz Electronics Play-It-For-Me tape recorder. Plays and records the standard 30 minute high density Record-It-Once tapes.
None.
Tool
A super tool set, containing various useful tools.
Yellow Pass Key
An electronic security key, color coded yellow.
You Have No Idea
Upon further inspection, you still have no idea what this is.
This is an issue of Cats Paw. You will find out more about this in Fallout 2.