I'm going to run through ground combat tech in the same manner as the ground combat tech page in the main SD.net site. I'm going to use New Vegas weapon statistics when possible since it's more recent and I prefer the armor system used in that game. This does, however, introduce problems since Fallout 3 Enclave armor is not in the game unless added with console commands in PC. The files are in the GECK and the stats for regular Enclave power armor are considerably tougher than the Remnants power armor, which is supposed to be roughly the same as Fallout 3 Enclave power armor. To resolve this, I'm going to assume the stats for Remnants power armor to be same as Enclave power armor, if nobody minds.
Handguns

N99 10mm pistol. 12 round magazine. The only member of the Enclave I've seen use one is Colonel Autumn, and he only used it for a short time in the game before replacing it with a laser pistol. Hits roughly as hard (22 damage) as a 5.56 rifle round (24 damage from New Vegas' Marksman Carbine).

AEP7 laser pistol. 30 round ammo capacity. Hits roughly half as hard (12 damage) as the 10mm pistol, though on occasion will cause the target to disintegrate into a pile of ash without the steam from vaporizing all that water damaging people nearby. Seen mostly in use by Enclave scientists. Colonel Autumn has modified one at the battle at the Jefferson Memorial. It bugs me that there's no trigger guard and there are no sights to aim the damn thing with, even in New Vegas.

Plasma pistol. 8 round capacity (16, but it eats up 2 energy cell things for every shot) for around 33 damage, roughly between 5.56 and .308 in damage done. It occasionally will turn the target into a puddle of goo. As with the laser pistol, I have no idea how that would happen without the steam damaging nearby people. Used mostly by Enclave scientists and officers.
Sub-machine Guns and Carbines
There is a 10mm sub-machine gun in the game but I have never observed it in use by Enclave personnel, so I will disregard it. There are no energy weapons used by the Enclave with full-auto capacity outside of the Gatling laser, hence my decision to classify the following as carbines and not assault rifles. I'm not including the Tri-beam laser rifle since I've never seen one used by the Enclave, only super mutant overlords. Why they get those from, I have no idea.

AER9 laser rifle. 24 round ammo capacity and 22 damage, roughly 5.56 in damage output. Like the laser pistol, it can disintegrate targets on occasion. This thing actually has a trigger guard but no real way of aiming it.

Plasma rifle. 12 round ammo capacity and 47 damage, slightly more than that of a .308 sniper rifle. The weapon does have sights, as of New Vegas, but has no trigger guard. The projectile is also subsonic and can be dodged relatively easily. Like with the plasma pistol, it melts targets into goo on occasion.
Assault Rifles
Never observed in use by Enclave personnel.
Sniper Rifles
Never observed in use by Enclave personnel, not even the Gauss rifle, which is roughly equivalent in damage to a .50 anti-materiel rifle.
Machine Guns

5mm minigun. 240 round ammo capacity, dishing out 12 damage per shot with a fire rate of 20 rounds per second.

Gatling laser. 240 round ammo capacity, dishing out 7 damage per shot with a fire rate of 30 rounds per second.
Mortars, Towed Guns, Self-Propelled Guns, Rocket Artillery
Never observed in use by Enclave personnel. There was artillery fire, however, during the battle at the Jefferson Memorial but I never saw the guns themselves. I guess the Fat Man, which fires nuclear weapons, can be counted as this, but no Enclave troops have ever been seen with one and the only one I remember from the game is picked up from a dead Brotherhood of Steel Knight.
Tanks, Reconnaissance Vehicles, Mobile Infantry Combat Vehicles
Never observed in use by Enclave personnel. They have tilt-rotor aircraft, similar to a V-22 Osprey, dubbed vertibirds that shuttle troops around and have done some carpet bombing in random encounters, but that's it.
Grenades

Plasma grenades. Around 150 damage in explosive damage. Not certain about blast radius. I supposed I could get screen shots to estimate.

Pulse grenades. New Vegas says 280 explosive damage and is highly effective against robots and power armor. Non-robots and non-power armored troops take less, though the Fallout wiki doesn't say by how much. Fallout 3 stats say only 10 in explosive damage but and additional 200 damage against robots. It says nothing about power armored troops taking more.
Flamethrowers

Flamers. Close range flamethrower and can hit multiple targets. Not certain about how far the flames shoot, but it appears to be of significantly shorter range than real life flamethrowers.

Heavy incinerator. Effectively a napalm launcher. I've personally fired it against targets on the opposite bank of a river, estimated at around 100 meters, and hit them with this.
Anti-tank and Anti-aircraft Weapons
http://images2.wikia.nocookie.net/__cb2 ... UNCHER.png
Missile launchers. According to Mr. House, who has build these into his Securitrons, they're useful against air and ground targets, though I have no idea how somebody on the ground would expect to hit an aircraft with one by just eyeballing it.
There are also Tesla cannons which I've used to shoot down vertibirds but all the ones I've seen are in possession of the Brotherhood of Steel. I guess in my scenario of a victorious Enclave, they may have these but I'm not certain.
Mines
Frag, plasma, and pulse mines have been seen in use, though the Enclave appears to use only the latter two.

Plasma mine. 75 explosive damage.
http://images4.wikia.nocookie.net/__cb2 ... seMine.png
Pulse mine. Only 10 damage against non-robots and non-power armored troops. I assume they wouldn't waste these on the Federation.
Body Armor and NBC Protection
All three suits of power armor in use by the Enclave proof the user against radiation, though not to the degree of a specialized radiation suit. I'm uncertain about chemical weapons, since they aren't used in the game.

Standard Enclave power armor. Using Remnants power armor as the guide, the total damage threshold of this armor would be 36, enough to stop 5.56 rounds and barely allow .308 to go through.

Enclave Tesla armor. Using the cut Remnants Tesla armor as the guide, the total damage threshold of this armor would be 31, enough against 5.56 but not .308.

Enclave Hellfire armor. In addition to the usual radiation resistance, this suit of armor is also fireproofed. I estimate that the damage threshold of this armor to be around 40-42, still barely insufficient against .308.
Miscellaneous

Mind-controlled Deathclaws. I like referring to them as ten-foot-tall murder lizards. Their attacks ignore armor entirely. (If you see one, run. If it sees you, RUN! Not that it helps, since it runs faster than you. My first character, at level 26 or so, was running around Old Olney like a little girl because of the damn Deathclaws there and survived pretty much due to my Super Mutant companion, Fawkes, and his Gatling laser.) There are scramblers that will disable the mind control device, causing them to turn on their masters.


Sentry bots. Armed with miniguns or Gatling lasers and a missile launcher. Heavily armored and fast, giving them Deathclaw levels of health.


Automated turrets. The former hang on ceiling and fire bullets, though I'm not certain of caliber. The latter are placed on the ground and fire lasers.

VB-02 Vertibird. Can haul tons of equipment. Gatling laser and missile racks are the most common armaments on gunship variants.
Bradley-Hercules orbital platform. Fires a crapload of missiles from the sky and obliterates whatever it fires down on. Apparently only two payloads. One used on Liberty Prime and the other possibly against the Enclave's Mobile Base Crawler at Adams Air Force Base or the Citadel/Pentagon.
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With these armaments in mind, the Federation or the Enclave? If the Federation, how much of a fight would the Enclave give?