This page lists all Wasteland 2 weapons[1]. If you're looking for weapon modifications this article will help.

If you're looking for weapons from the original game, this article will help.

Melee Weapons [ edit | edit source ]

The critical damage multiplier on all melee weapons scales with the Ranger's Strength. Use this table for reference:

Strength modifiers Strength 1 2 3 4 5 6 7 8 9 10 Bonus critical melee damage 0 +0.1 +0.2 +0.3 +0.4 +0.6 +0.5 +0.7 +0.8 +0.9

Bladed Weapons [ edit | edit source ]

Blunt Weapons [ edit | edit source ]

Note: Formerly, all blunt weapons had a 10% chance to apply Concussion. This was removed in Director's Cut.

Energy Weapons [ edit | edit source ]

Energy weapons cannot jam or inflict Critical Hits, but deal bonus damage to targets with Conductive Armor.

Note: Formerly, all assault rifles had a 10% chance to apply Bleeding Wound. This was removed in Director's Cut.

Assault Rifles [ edit | edit source ]

Note: Formerly all handguns had a 10% chance to apply Bleeding Wound. This was removed in Director's Cut.

Note: Formerly, all shotguns had a 10% to apply Bleeding Wound. This was removed in Director's Cut.

Sniper Rifles [ edit | edit source ]

Submachine Guns [ edit | edit source ]

Note: Formerly, all Submachine Guns had a 10% chance to apply Bleeding Wound. This was removed in Director's Cut.

Heavy Weapons [ edit | edit source ]

Machine Guns [ edit | edit source ]

Explosives do not utilize any skill. While the Heavy Weapons skill does use the RPG-7 in its icon, the rocket launchers can be used by any character with the same effectiveness.

Name Action Points

per Use Damage Armor

Penetration Radius Range Weight Value Special Effect Dirty Grenade 6 15-20 10 6m 18m 1.0 lbs. $75 100% chance to apply Radiation Sickness Grenade 6 100 10 4m 18m 1.0 lbs. $300 Pipe Bomb 6 50 10 3m 18m 2.0 lbs. $150 TNT 6 25 10 3m 18m 1.0 lbs. $50 TNT Delayed 6 3 10 3m 25m 1.0 lbs. $50 Whiskey Bottle 4 5-10 10 1m 25m 1.0 lbs. $50 100% chance to apply Bleeding wound