Fallout 2 unarmed, melee, and thrown weapons list including damage, cost, and requirements. Find the best gear for combat.
Unarmed Weapons
All unarmed weapons require 3 action points (4 for aimed attacks) and have a range of one hex. They also have a low strength requirement of only 1.
- Boxing Gloves: Deal 1 hp damage, weigh 5 lbs, and sell for $250. These are used for the New Reno boxing championships.
- Plated Boxing Gloves: Deal 2-3 hp damage, weigh 10 lbs, and sell for $300. These can be found in the basement of Bishop's Shark Club before the boxing championships.
- Brass Knuckles: Deal 2-5 hp damage, weigh 1 lb, and sell for $60.
- Spiked Knuckles: Deal 4-10 hp damage, weigh 1 lb, and sell for $250.
- Power Fist: Deal 12-24 hp damage, use Small Energy Cells as ammo with a capacity for 25 cells, weigh 10 lbs, and sell for $1800. It can be upgraded to the Mega Power Fist for significantly boosted damage.
Melee Weapons
Most melee weapons do not require ammunition, with the exception of the cattle prod and viroblade. Some high-damage melee weapons can knock over opponents.
- Switchblade: Deals 2-5 hp damage, uses Swing (aimed) and Thrust (aimed) attack modes, costs 3 (4) action points, weighs 1 lb, has a range of 1 hex, requires a minimum strength of 1, and sells for $50.
- Wrench: Deals 3-6 hp damage, uses Swing (aimed) and Thrust (aimed) attack modes, costs 3 (4) action points (?), weighs 4 lbs, has a range of 1 hex, requires a minimum strength of 3, and sells for $65. It is a quest item in Vault City.
- Knife: Deals 1-6 hp damage, uses Swing (aimed) and Thrust (aimed) attack modes, costs 3 (4) action points, weighs 1 lb, has a range of 1 hex, requires a minimum strength of 2, and sells for $40.
- Police Baton: Deals 1-6 hp damage, uses Swing (aimed) attack mode, costs 3 (4) action points, weighs 3 lbs, has a range of 1 hex, requires a minimum strength of 3, and sells for $30.
- Crowbar: Deals 3-10 hp damage, uses Swing (aimed) attack mode, costs 4 (5) action points, weighs 5 lbs, has a range of 1 hex, requires a minimum strength of 5, and sells for $65. It can be used to open locked doors.
- Sledgehammer: Deals 4-9 hp damage, uses Swing (aimed) and Thrust (aimed) attack modes, costs 4 (5) and 5 (6) action points respectively, weighs 12 lbs, has a range of 2 hexes, requires a minimum strength of 6, and sells for $120.
- Combat Knife: Deals 3-15 hp damage, uses Swing (aimed) and Thrust (aimed) attack modes, costs 3 (4) action points, weighs 2 lbs, has a range of 1 hex, requires a minimum strength of 2, and sells for $165.
- Wakizashi Blade: Deals 4-13 hp damage, uses Swing (aimed) and Thrust (aimed) attack modes, costs 3 (4) action points, weighs 3 lbs, has a range of 1 hex, and sells for $200. The minimum strength requirement is unknown.
- "Little Jesus": Deals 5-19 hp damage, uses Swing (aimed) and Thrust (aimed) attack modes, costs 3 (4) action points, weighs 3 lbs, has a range of 1 hex, requires a minimum strength of 2, and sells for $200.
- Louisville Slugger: Deals 12-32 hp damage, uses Swing (aimed) attack mode, costs 3 (4) action points, weighs 4 lbs, and requires a minimum strength of 2. The selling price is unknown.
- Super Sledgehammer: Deals 18-36 hp damage, uses Swing (aimed) and Thrust (aimed) attack modes, costs 3 (4) and 4 (5) action points respectively, weighs 12 lbs, and requires a minimum strength of 5. It sells for $3750.
- Viroblade Ripper: Deals 15-35 hp damage, uses Swing (aimed) and Thrust (aimed) attack modes, costs 4 (5) action points, weighs 5 lbs, requires a minimum strength of 4, and sells for $900.
- Wattz Cattle Prod: Deals 12-21 hp damage, uses Swing (aimed) and Thrust (aimed) attack modes, costs 4 (5) action points, weighs 3 lbs, requires a minimum strength of 4, and sells for $600. It can be upgraded to the Super Cattle Prod, which doubles damage dealt.
Thrown Weapons
- Plant Spike: Deals 1-2 hp damage, costs 4 (5) action points, weighs 1 lb, has a range of 8 hexes, requires a minimum strength of 1, and sells for $5.
- Fragmentation Grenade: Deals 20-35 hp damage, costs 4 (5) action points, weighs 1 lb, has a range of 15 hexes, requires a minimum strength of 3, and sells for $150.
- Pulse Grenade: Deals 100-150 hp damage, costs 4 (5) action points, weighs 1 lb, has a range of 15 hexes, requires a minimum strength of 4, and sells for $250. It can only affect mechanical units.
- Plasma Grenade: Deals 40-90 hp damage, costs 4 (5) action points, weighs 1 lb, has a range of 15 hexes, requires a minimum strength of 4, and sells for $300.
- Molotov Cocktail: Deals 8-20 hp damage, costs 5 (6) action points, weighs 1 lb, has a range of 12 hexes, requires a minimum strength of 3, and sells for $50.
Melee/Thrown (dual usage) Weapons
- Rock: Deals 1-4 hp damage, uses Swing (aimed) for melee and Throw (aimed) for thrown attacks, costs 3 (4) and 5 (6) action points respectively, weighs 1 lb, has a melee range of 1 hex, thrown range depends on strength, requires a minimum strength of 1, and sells for $0.
- Wooden Pole: Deals 2-4 hp damage, uses Thrust (aimed) for melee and Throw (aimed) for thrown attacks, costs 4 (5) and 5 (6) action points respectively, weighs 3 lbs, has a melee range of 2 hexes, thrown range depends on strength, requires a minimum strength of 3, and sells for $5.
- Spear: Deals 3-13 hp damage, uses Thrust (aimed) for melee and Throw (aimed) for thrown attacks, costs 4 (5) and 6 (7) action points respectively, weighs 4 lbs, has a melee range of 2 hexes, thrown range depends on strength, requires a minimum strength of 4, and sells for $80. It can be upgraded to a Sharpened Spear by getting flint from Aunt Morlis for higher damage.
- Throwing Knife: Deals 3-6 hp damage, uses Thrust (aimed) for melee and Throw (aimed) for thrown attacks. (Information incomplete in source).
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