The MP38 is a small gun in Fallout Tactics. The MP38 has damage comparable to the Sten Gun, except with slightly better range. It's a useful SMG at low levels until better weapons such as the Ruger AC556F are obtained. 1 carried by a Beastlord in the tunnel that goes under Quincy. 1 carried by Beastlord in Mardin 1 carried by Enforcer in Junction City In 1938, on the eve of World War Two, the.
Too bad the Dart Gun from Fallout 3 isn't in the game, instantly crippled their legs from any distance. Turned them into sitting ducks. Or waddling ducks anyway. The Syringer Rifle has a paralyzer ammo type but its really brief and by the time you get a different weapon out and take aim they're moving again.
Custom Wasteland Blaster / Dart Firing Cosplay Nerf Gun / LARP Star Wars like. There are 68 fallout nerf gun for sale on Etsy, and they cost $84.83 on average.
Alpha deathclaw
Location(s)
Random spawns
Statistics
Level
31
Health
800
Perception
10
Experience
48
Resistances
Normal
Energy
Rad.
Poison
150
300
0
250
Combat
Attacks
Claw swipe
75 Normal damage
Special Attacks
Rubble throw
40 Normal/Ball damage
Behavior
Attacks on detection Aggression: Very aggressive: Will attack enemies and neutrals on sight. Assistance: Helps nobody: Will not help anyone. Confidence: Foolhardy: Will never flee or avoid anyone.
Variants
Base variant Alpha deathclaw Glowing deathclaw Deathclaw matriarch Savage deathclaw Albino deathclaw Chameleon deathclaw Mythic deathclaw
Technical
Editor ID
EncDeathclaw02
Re: Dart gun and other workbench weapons I think the only workbench weapons from FO3 that is in this game is The Rock-it-Launcher weapon. The rest is new stuff. Schematics - dart gun allows for the crafting of dart guns by the player character. Acquiring multiple copies of the same schematic allows for the production of weapons with higher initial condition, from a single set of components at the time of construction.
Alpha deathclaw is a creature in Fallout 4.
Background
Fallout 4 Dart Gun Mod
Main article: Deathclaw
Deathclaws were engineered before the Great War, for use as cheap replacements for humans during close-combat search-and-destroy missions.[1] The project was successful in creating a ferocious predator capable of surviving on its own in the wild, though no references exist to them ever being used in combat against the Chinese. After the Great War, deathclaws escaped into the wild through unknown means and gradually spread throughout the continent. Initial spread was limited to isolated nests on the East and West Coasts, leading some to believe that it was just a rumor, a tale to scare children with,[2] though the population of Boneyard was keenly aware of their existence, as a single pack mother and her offspring claimed the area between Downey and Norwalk around 2161, keeping the Gun Runners in a checkmate and terrorizing other communities in the region.[3] A lone deathclaw was also living near the Hub,[4] with an unknown number of deathclaws experimented on and refined by the Master.[1]
Their gradual spread throughout the wasteland raised awareness of their existence, until they entered common consciousness as a lethal predator – but a myth no longer. As stated above, the Enclave eventually continued the research project started before the war, developing intelligent deathclaws for use in hostile environments around 2235.[5] On May 17, 2242, the first successful pack was dropped into Vault 13 to cloak the presence of the Enclave and their abduction of the dwellers within. Following their first combat test, the deathclaws broke free of their Enclave masters, far more intelligent than anyone could foresee.[6] They began developing an unique culture, as the first non-human sentient beings in history.[7] Unfortunately, their intelligence was discovered by Doctor Schreber of Navarro, whose report led to the extermination of intelligent deathclaws with extreme prejudice.[8] Subsequent experimentation involved the aforementioned domestication units, although by the end of the 23rd century.[9]
Characteristics
Deathclaws are immensely powerful enemies that should not be taken lightly at any level. Fortunately, they tend to be solitary creatures and are rarely encountered in pairs. While in Fallout 3 they became a manageable nuisance due to the use of poison darts (dart gun), they become much harder to defeat in Fallout 4. This is for a variety of reasons:
Commonwealth deathclaws are quite intelligent in their hunting of prey, or in the protecting of their territory, as seen with their tactics in weaving in and out during their approach, in order to avoid gunfire and to help keep its unarmored stomach a moving target. They will also retreat behind cover or otherwise hide if they cannot reach the attacker, forcing its prey to periodically pop out of cover in order to keep up the offensive.
They deal tremendous damage and can rapidly damage and destroy components on power armor; therefore, fighting them in close quarters is inadvisable.
They are highly resistant to both physical and energy damage, with the darker scales covering their skin serving as armor. While they do possess a weak point in the form of their unarmored belly, the deathclaws move in such a manner as to keep it well protected.
Finally, they receive a special power attack, where they grab their prey and smack them around for severe damage (if not wearing power armor), or they will pin their prey to the ground and claw at them repeatedly, causing severe wounds and severely damaging power armor.
Darker skinned and more vicious than their lesser brethren. This creature drops the following: deathclaw hand, deathclaw meat.
Locations
Alphas randomly spawn according to the level scaling.
The following map contains all the spawn locations on the world map (excluding interiors or harvested items)
Commonwealth deathclaws appear in Fallout 4 and its add-onsFar Harbor and Nuka-World.
Fallout 4 Gatling Gun Mod
References
↑ 1.01.1Fallout 2 Official Strategies & Secrets p.27: 'Deathclaws were originally created to replace humans during close-combat search-and-destroy missions. They were derived from mixed animal stock and then refined by the Master, using genetic manipulation. The resulting creature is almost unbelievably fast and powerful. Deathclaws are well named—they are the toughest animals that you will encounter in the Wastes.' 'Unless you have Combat Armor, extremely heavy weaponry, and a lot of StimpacksQuoted verbatim, error appeared in the original source, running for the exit hexes at the first sign of a Deathclaw is your best chance of survival. If you're well equipped and want to stick it out, though, get in at least one shot at long range, because Deathclaws move so fast that you're unlikely to get another long-range attack as they charge you. They'll always close rapidly so they can use their powerful claws to tear and rend you. For maximum damage, use a Called Shot to the eyes when you shoot them. However, even with Called Shots, you'll need several good hits to put a Deathclaw down—use extreme caution (and save often) when fighting them.' Note: Deathclaws being genetically engineered before the Great War and later refined by the Master is mentioned in the Fallout 2 Official Strategies & Secrets strategy guide, written by Fallout 2 lead designer, Matt Norton, as well as in Fallout Tactics.
↑The Vault Dweller: '{347}{}{Do you know anything about the Deathclaw?}' John Maxson: '{262}{Gen_78}{Oh. Just another stupid rumor. Some people say it's a huge fanged monster and others say it's a vampire.}' (MAXSON.MSG)
↑Gabriel
↑Find the missing caravans.
↑Fallout Bible 0: '2235 The Enclave experiments on deathclaws, attempting to create special fighting units for waging war in hostile environments.'
↑Fallout Bible 0: '2242 May 17 Enclave animal handlers drop a Deathclaw unit into Vault 13 from a safe distance to kill anyone investigating the Vault and cloak the Enclave's presence. Other Deathclaws are sent into the desert surrounding Vault 13 to check for any escapees or witnesses.'
↑The Chosen One: '{123}{}{What are you doing here?}' Goris: {135}{}{I'm a student of sorts. I'm trying to learn as much as I can about the world and the different cultures that have developed. Right now I'm studying the culture the deathclaws are forming and comparing it to human development along similar lines. I've acquired just about all the information I need here. It would help my research a great deal if I could do some traveling. However, I don't want to go it alone, if you know what I mean.}' (Ocgoris.msg)
↑The deathclaw massacre within Fallout 2.
↑Raven Rock terminals; Delivery Terminal, Note Regarding Recent Delivery
Humanoids
Ghost people ·Ghoul (Feral ghoul ·Glowing one) ·Human (Dwarf ·Lobotomite) ·Mole miner ·Super mutant (Mariposa super mutant ·Nightkin ·Vault 87 super mutant ·Institute super mutant) ·Spore carrier ·Swampfolk ·Trog ·Tunneler
The following is based on Fallout Tactics and some details might contradict canon.
The MP38 is a small gun in Fallout Tactics.
“
The Schmeisser MP-38 9mm machine pistol was introduced as the standard sub machine gun of the German Army in 1938. Cheap and reliable.
”
Characteristics
The MP38 has damage comparable to the Sten Gun, except with slightly better range. It's a useful SMG at low levels until better weapons such as the Ruger AC556F are obtained.
Location
1 carried by a Beastlord in the tunnel that goes under Quincy.
1 carried by Beastlord in Mardin
1 carried by Enforcer in Junction City
Behind the scenes
In 1938, on the eve of World War Two, the German army needed a compact weapon that provided more firepower than a simple pistol to arm its paratroopers, tank crews and officers: the Maschinenpistole 38, commonly known as the MP38, was born.
The description is factually incorrect, as Hugo Schmeisser had nothing to do with the MP-38's development.