Fallout 2 Rat Caves 10mm Pistol
Fallout 2 Rat Caves 10mm Pistol ===== https://urlgoal.com/2sZMOs
10mm pistols are sidearms using the 10mm ammunition that was common before the Great War. They were used extensively by the Bureau of Alcohol, Drugs, Tobacco, Firearms and Lasers, while in the military such pistols were being phased out in favor of energy weapons.[1] Their ruggedness, reliability, and firepower made them a popular choice among wastelanders and thus a staple of wasteland firefights.[2]
The Colt 6520 10mm autoloading pistol is a highly durable and efficient weapon developed by Colt Firearms prior to the Great War.[3][4] It proved to be resistant to the desert-like conditions of the post-nuclear wasteland and is a fine example of workmanship and quality construction (at least for the pre-War models, which became more scarce over time). The simple design of the gun allows it to be easily manufactured with relatively basic equipment, making it possible to be replicated in workshops in the post-nuclear world. The Colt 6520's durability, reliability, and simple design makes it very popular among wasteland denizens, for whom sophisticated high maintenance weapons would be a liability to survival.[5]
After you enter the stairwell, go to the northern room with a desk. Examine the desk, and get the 10mm ammo. Kill all of the rats in this level, get the knife on the first easternmost end (it's near the dead body) and a crowbar in the remains of some bones (it's in the second easternmost end) and take the ladder that leads to the lower level of the rat caves.
This is a unique pistol that does twice as much damage as the standard variety. It does 13 base damage and has a 13 point critical bonus. It can be repaired using standard 10mm pistols. It is obtained from Colonel Autumn's body at 100% condition at the Jefferson Memorial rotunda during the "Waters Of Life" quest.
To get the Xuanlong Assault Rifle very easily, go to Megaton immediately after leaving the Vault. When you first arrive, you will meet the sheriff. Talk to him about the bomb, and tell him that you want to disarm it. He will agree, and you can go off to the saloon. Find Mr. Burke. He will ask you to rig the bomb to explode. Tell him "No", then tell the sheriff about Burke. Say that he might get someone else to rig the bomb, so the sheriff will go after him. Follow him, and when you get to Burke, he will shoot the sheriff with a silenced 10mm pistol. You can then let Burke leave or you can kill him with no penalties. You can even talk to him and still blow up the bomb. You can now search the sheriff legally and take his rifle, duster, and hat, as well as a key to the armory (but watch out for the robot guarding it inside).
The "10mm Pistol" returns from Fallout 3. As in that game, it is loosely based on a Magnum Research Desert Eagle. The 10mm is a very common weapon, sold and carried by many merchants, Vault 19 Powder Gangers, and many members of the Kings. Unlike the Browning and two Colt pistols, it seems to operate entirely in double action. It can be modified with a laser sight, suppressor, and extended magazine. The 10mm is a rather good weapon, beating out the 9mm in damage and DPS but falling short when the magnum revolvers come into play.
Joshua Graham from the Honest Hearts DLC carries a unique .45 Auto pistol, a Colt New Agent with a snakeskin-pattern grip and Greek script engraved into the slide. The script ("καὶ τὸ φῶς ἐν τῇ σκοτίᾳ φαίνει" on the right side and "και η σκοτια αυτο ου κατελαβεν" on the left side) is a quote from the Bible (John 1:5) "And the light shineth in darkness and the darkness comprehended it not", from which the weapon's name, "A Light Shining in Darkness", is derived. In keeping with this name, the slide glows in the dark, making it easier to use in poorly lit caves and ruins. It holds 6 rounds of .45 Auto in its magazine. Despite the decreased ammo capacity, A Light Shining in Darkness is in every other way superior to the base .45 Auto, having higher damage, reduced weight, a faster rate of fire, and increased crit chance and damage.
The "10mm Submachine Gun" returns from Fallout 3, and is again essentially a Browning M2HB receiver reversed and put into a package similar to the defunct Heckler & Koch SMG prorotype, along with a pistol grip and trigger guard reminiscent of the Thompson line of submachine guns. It can be found on many mid-level humanoid mobs such as Jackal gang members and members of the Kings. It can also be found as level-adjusted loot in gun lockers once the player reaches a high enough level.
> AMMO:- AP and FMJ do less base damage then JHP (unarmored critters), but is very effective against armored targets (thanks to YAAM)- Penetrating power of AP ammo in ASCENDING order:10mm AP / .223 FMJSmall energy cell (energy pistols)5mm AP / .44 FMJ7.62x51 / Micro-fusion cell (energy rifles and minigun)4.7mm caseless14mm AP : ignores any armor up to Combat Armor.50 BMG2mm GAUSS / AP Rocket : make Power Armor user defenceless
> Some examples of ballance between some weapons of comparable class:- 10mm Pistol vs 10mm SMG (for single shots): Pistol is faster (4AP) but has reduced range and slightly less damage- .44 Magnum vs Desert Eagle: first has more power, second is more accurate and long-ranged- 14mm Pistol does less damage than legendary .223 Pistol, but has more penetration- Laser pistol and 14mm Pistol are comparable but Laser will better penetrate most armour types except metal armor. 14mm ammo is superb against any armor.- Assault rifle vs FN FAL: high rate of fire (deadly at close range) vs heavy and piercing 7.62x51 ammo (much more damage than vanilla)- HK CAWS vs Pancor Jackhammer: first has more range, fires 3-shot burst (like RL); second is low-range, uneconomical due to larger burst, but extremely deadly- Light Support Weapon (.223) is less deadly than M60 (7.62mm), but has better accuracy and single-shot mode 2b1af7f3a8