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Who Can Repair An Ajack Scope

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Gametitle-FO3.png

The sniper rifle is a weapon in Fallout 3.

Contents

  • i Groundwork
  • 2 Characteristics
    • 2.1 Immovability
    • 2.ii Related perks
  • 3 Variants
    • 3.1 Comparison
  • 4 Locations
  • 5 Bugs
  • vi Sounds
  • 7 Gallery

Groundwork

The sniper rifle is a scoped rifle found in the Upper-case letter and Mojave Wastelands. Chambered for .308 armament, it is semi-automatic with a five-circular magazine.

Characteristics

Sniper rifle expanded

The sniper burglarize is the top-tier long-range weapon. Information technology deals high impairment and is equipped with a scope. It is a frail gun with a scarce ammo type.

The sniper rifle has a very noticeable sway to information technology when manually aimed. The sway can be reduced with either a higher skill level in Small Guns or by entering sneak mode. At 100 points in Small-scale Guns, the scope has no sway at all. A bedridden arm will result in astringent sway while using the scope, regardless of the Pocket-size Guns skill level.

Sniper rifles tin crusade the same result as the Bloody Mess perk even if the thespian character has not chosen that perk. They are utilized best from loftier vantage indicate locations.

The transmission aim is usually more accurate (especially at greater distances), just V.A.T.Due south. should not be overlooked. A headshot in Five.A.T.S. that would normally take about a quarter of a loftier-level enemy'due south wellness may, if unnoticed, instantly kill them. For low-level enemies, they will normally be very easily killed in just one headshot, provided the gun is in good condition and the player character has a maxed-out Small Guns skill.

Durability

The sniper rifle can fire a total of almost 83 rounds, the equivalent of 17 reloads, from total status before breaking. Heavy employ of this weapon volition require merchant repairs due to the relative scarcity of these rifles.

  • Sniper
  • Commando
  • Better Criticals
  • Encarmine Mess
  • Ghoul Environmental

Variants

  • Victory burglarize - While identical in forcefulness to the sniper burglarize, the Victory rifle has an boosted 200 item HP, and knocks down targets with critical hits. All the same, information technology pays for this ability with a reduced critical chance of 3.
  • Reservist'south rifle - Also identical to the sniper burglarize in strength, the Reservist's rifle uses less AP to fire, simply only holds three rounds in a mag. It besides fires slightly faster and has slightly less recoil when using the scope.
  • Operation: Anchorage (add-on) Sim version - Unobtainable through normal gameplay.

Comparison

Legend
Weapon name (current weapon is highlighted) - Weapon name (melee or unarmed) Attacks in V.A.T.S. - Attacks in V.A.T.S.
Weapon name (current weapon is highlighted) - Weapon proper name (gun, energy or explosive) Action point cost - Activity point cost
Damage per attack (damage per projectile) - Damage per assault (harm per projectile) Damage per action point - Harm per activeness indicate
Damage per second - Damage per second Weapon spread - Weapon spread
Area of effect damage - Area of upshot damage Magazine capacity (shots per reload) - Mag capacity (shots per reload)
Effect damage & duration - Effect damage & duration Durability (number of attacks before breaking) - Durability (number of attacks before breaking)
Bonus effects - Bonus furnishings Weight - Weight
Attacks per second - Attacks per 2nd Value in caps - Value in caps
Critical chance % multiplier - Critical chance % multiplier Value to weight ratio - Value to weight ratio
Critical damage - Critical harm Skill required - Skill required
Critical effect damage & duration - Critical issue damage & duration Strength required - Strength required
With all mods attached - With all mods attached
Weapon name (current weapon is highlighted) Damage per attack (damage per projectile) Damage per second Attacks per second Critical Chance % multiplier Critical damage Critical effect damage and duration Action Point cost Damage per action point Weapon spread Magazine capacity (shots per reload) Durability (number of attacks before breaking) Weight Value in caps Value to weight ratio
Sniper rifle 40
42.9 1.07 x5 40 38 1.1 0.0 5 83 10 300 thirty
Reservist'due south rifle twoscore
64.3 one.61 x5 xl 32 i.3 0.0 3 125 ten 500 fifty
Victory rifle twoscore
42.9 ane.07 x3 twoscore Knockdown/2s 38 1.1 0.0 v 250 ten 450 45

Locations

  • Deathclaw sanctuary - 2 can exist establish on the bodies of raiders.
  • In the Bethesda ruins, there is a raider with a sniper rifle west of the Offices West building very close to the spawn indicate. Every 72 in-game hours the raiders respawn. In that location is also a raider on the catwalk betwixt the Offices East and Offices West buildings who carries a sniper rifle and has some ammunition nearby. He doesn't respawn.
  • On the bridge/overpass exactly north of Vault 101, south of Big Town, on the quaternary or 5th raider from the showtime of the bridge. This raider also respawns every 72 hours.
  • The hollowed-out rock due south of Megaton .
  • Backside Arlington Library, in Talon Company recon camp; respawns with merc.
  • If one accepts the quest You Gotta Shoot 'Em in the Caput from Mister Crowley in the Underworld, he volition supply 1.
  • Arkansas defends the town of Minefield with one.
  • Allistair Tenpenny of Tenpenny Tower uses one.
  • Knight Captain Sunset of the Brotherhood of Steel has ane.
  • The second floor of a ruined business firm virtually Hubris Comics along with some ammunition and a skill book. When facing the park in front of Hubris, it is the concluding edifice to the right.
  • In the elevated shack to the south of Warrington trainyard, along with some .308 ammunition.
  • In Mama Dolce's, one tin be establish on a Chinese remnant soldier on the balconies overlooking the shipping 1000. Another i is carried by a Chinese remnant sergeant.
  • Wheaton armory has 2 sniper rifles in the missile silo behind a Very Difficult locked door.
  • The random encounter graphic symbol, Sam Warrick, carries one.
  • A Talon Visitor merc in the Capitol Building, in the upper floors of the Hall of Columns, uses i.
  • In the entrance of Fort Bannister, south of the Jalbert Brothers Waste material Disposal. Information technology is lying on a tabular array at the southeast high bunker. Be aware that at that place are several heavily-armed Talon Company mercs in the expanse.
  • Operation: Anchorage (add-on) During the Anchorage Reclamation simulation, one can be found overlooking a ridge. Information technology can also be used every bit part of a gear package.
  • Broken Steel Within the Quondam Olney Cloak-and-dagger, behind a large pipe in the basement with the deathclaws, with armament.
  • On the elevated platform just due south of the Wastelander campsite.
  • Point Lookout (add-on) Is occasionally sold by Haley.
  • Point Lookout (add-on) Can be found in Calvert Mansion. Up the stairs of the master room.
  • Point Lookout (add-on) After exiting the underground lab, there is a smuggler carrying a sniper rifle and frag grenades on a small island south of where the Lonely Wanderer climbs the ladder out of the lab. This smuggler respawns every 73 in-game hours.

Bugs

Sounds

Gallery

Weapons in Fallout iii

Who Can Repair An Ajack Scope,

Source: https://fallout.fandom.com/wiki/Sniper_rifle_%28Fallout_3%29

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