Fallout: New Vegas - Weapons

The arsenal of the Mojave, grouped the way the game groups it: conventional firearms by class, energy weapons, explosives, melee and unarmed. New Vegas distinguishes ordinary weapons from named uniques that carry a fixed identity, and every gun tracks condition, can be repaired with a duplicate or a...
of 43 entries · updated 2026-09-15

Pistols

Sidearms that share the one-handed draw and the quick reload, from the starting 9mm to the named revolvers.

Name Type Description Stats Source
9mm Pistol Pistol The pistol most Couriers leave Goodsprings with, cheap to feed and easy to keep repaired because copies are everywhere. Damage: 16 Ammo: 9mm Capacity: 13 Strength: 3 Weight: 1.5 Starting equipment, vendors, and loot from Powder Gangers and Fiends
.357 Magnum Revolver Revolver A six-shot wheelgun with a heavy per-shot punch and a slow cylinder reload. Damage: 40 Ammo: .357 Magnum Capacity: 6 Strength: 3 Weight: 4 Vendors, Viper and Jackal gang drops, and the Goodsprings area
10mm Pistol Pistol The workhorse semi-automatic of the wasteland, with a larger magazine and better armour penetration than the 9mm. Damage: 23 Ammo: 10mm Capacity: 12 Strength: 3 Weight: 3 Vendors across the Mojave, NCR troopers, and most raider camps
Lucky Unique Unique Revolver A gold-plated .357 with a faster fire rate, a larger cylinder and a critical chance that makes it the best early-game handgun in the game. Damage: 40 Ammo: .357 Magnum Capacity: 6 Strength: 3 Weight: 4 Special: Higher critical chance and faster rate of fire Safe in the Bison Steve Hotel, Primm
Maria Unique Unique Pistol Benny's engraved 9mm, taken from him in the Tops presidential suite. Damage: 20 Ammo: 9mm Capacity: 15 Strength: 3 Weight: 1.5 Benny, in the Tops casino on the Strip
12.7mm Pistol Heavy Pistol A gunsmith's answer to power armour, firing a round that ignores a large share of damage threshold. Damage: 42 Ammo: 12.7mm Capacity: 7 Strength: 5 Weight: 4 Gun Runners, the Silver Rush, and Legion assassin drops
That Gun Unique Unique Pistol A Blade Runner nod built on the .223 pistol frame, with high damage, a five-round cylinder and a scope-free but very accurate shot. Damage: 30 Ammo: 5.56mm Capacity: 5 Strength: 3 Weight: 5 Special: Very high accuracy and critical multiplier Cliff Briscoe's shop, Novac (locked case)

SMGs and Carbines

Automatic close-range weapons and the light carbines that share their ammunition, built for rate of fire over accuracy.

Name Type Description Stats Source
10mm SMG SMG The default automatic in the Mojave, sharing ammunition with the 10mm pistol. Damage: 20 Ammo: 10mm Capacity: 30 Strength: 4 Weight: 5 Vendors, Fiend drops, and Vault 3
Vance's 9mm Submachine Gun Unique Unique SMG A tuned 9mm SMG with a reflex sight, a cleaner spread pattern and a larger magazine. Damage: 17 Ammo: 9mm Capacity: 40 Strength: 4 Weight: 5 Special: Reduced spread, reflex sight Vance, in the Atomic Wrangler's back rooms, Freeside
12.7mm SMG SMG The heaviest submachine gun in the game, chambered for the armour-shredding 12.7mm round. Damage: 38 Ammo: 12.7mm Capacity: 21 Strength: 6 Weight: 6 Gun Runners, the Silver Rush, and high-level Legion drops
Varmint Rifle Rifle A scoped .22 rifle that is weak on paper and superb in practice, because the low damage is offset by a high critical multiplier and almost no recoil. Damage: 18 Ammo: 5.56mm Capacity: 5 Strength: 3 Weight: 2.5 Goodsprings general store, Primm, and early vendors
Service Rifle Rifle The NCR's standard-issue semi-automatic, sturdy and unremarkable, with good iron sights and cheap ammunition. Damage: 18 Ammo: 5.56mm Capacity: 20 Strength: 3 Weight: 8.5 NCR vendors, Camp McCarran, and trooper drops
All-American Unique Unique Marksman Carbine A marksman carbine with a scope, a twenty-round magazine and a rate of fire that lets it double as a battle rifle. Damage: 26 Ammo: 5.56mm Capacity: 24 Strength: 4 Weight: 6 Special: Scope, low spread, high critical chance Vault 34 armoury

Rifles and Sniper Weapons

The long guns, from lever-action repeaters to the anti-materiel rifle, and the named rifles that reward aimed shots.

Name Type Description Stats Source
Hunting Rifle Rifle A bolt-action .308 with a five-round magazine, a scope and enough damage to drop most humanoid enemies in two shots. Damage: 52 Ammo: .308 Capacity: 5 Strength: 4 Weight: 9 Vendors, Novac, and hunting-themed loot across the Mojave
Sniper Rifle Sniper Rifle The classic scoped bolt-action, with an eleven-round magazine and enough range that most engagements are decided before the enemy closes. Damage: 62 Ammo: .308 Capacity: 11 Strength: 5 Weight: 11 Gun Runners, NCR supply, and the Silver Rush
Anti-Materiel Rifle Sniper Rifle A .50 calibre bolt-action that exists to delete deathclaws and power armour at range. Damage: 110 Ammo: .50 MG Capacity: 5 Strength: 8 Weight: 20 Gun Runners, and the NCR's heavy weapon stocks
This Machine Unique Unique Battle Rifle A .308 Garand-pattern battle rifle with a ping on the last round, high damage and a fast semi-automatic cycle. Damage: 55 Ammo: .308 Capacity: 8 Strength: 5 Weight: 9.5 Special: High damage with a fast semi-automatic rate Grave near Boulder City
Paciencia Unique Unique Hunting Rifle A hunting rifle rebuilt for critical hits, with a three-round magazine and the highest critical damage multiplier of any rifle. Damage: 55 Ammo: .308 Capacity: 3 Strength: 4 Weight: 9 Special: Very high critical damage Gun Runners' Arsenal vendor stock
Brush Gun Lever-action Rifle A .45-70 lever gun with enormous per-shot damage, a five-round tube and a cycling speed that keeps it usable in close quarters. Damage: 75 Ammo: .45-70 Gov't Capacity: 5 Strength: 5 Weight: 8 Vendors in the higher-level Mojave, and Legion officer drops

Shotguns

Close-range weapons whose pellet spread, choke and ammunition type decide whether they are useless or devastating.

Name Type Description Stats Source
Caravan Shotgun Shotgun A double-barrel break-action with two rounds and a fast reload, the cheapest way to make a Fiend reconsider a corridor. Damage: 45 (pellet total) Ammo: 20 gauge Capacity: 2 Strength: 3 Weight: 5 Goodsprings store, Primm, and early merchants
Hunting Shotgun Shotgun A pump-action with a five-round tube and a tight pellet spread, the general-purpose shotgun of the Mojave. Damage: 70 (pellet total) Ammo: 12 gauge Capacity: 5 Strength: 4 Weight: 7.5 Vendors, ranger stations, and hunting lodges
Riot Shotgun Shotgun A semi-automatic drum-fed shotgun that fires as fast as the trigger is pulled, with a twelve-shell magazine. Damage: 70 (pellet total) Ammo: 12 gauge Capacity: 12 Strength: 5 Weight: 8 Gun Runners, and the Silver Rush
Dinner Bell Unique Unique Shotgun A hunting shotgun with a tighter spread, higher damage and a distinctive bell tone. Damage: 75 (pellet total) Ammo: 12 gauge Capacity: 5 Strength: 4 Weight: 7.5 Special: Tighter pellet spread and higher damage Broc Flower Cave

Energy Weapons

Laser, plasma and gauss weapons that trade ammunition scarcity for armour penetration and precision.

Name Type Description Stats Source
Laser Rifle Energy Rifle The standard energy rifle, accurate, scoped and fed by common microfusion cells. Damage: 45 Ammo: Microfusion cell Capacity: 24 Strength: 4 Weight: 8 Vault 22, REPCONN, and Brotherhood of Steel supply
Plasma Rifle Energy Rifle Fires a slower-moving green bolt for much higher damage than a laser, with a chance to turn the target to goo. Damage: 55 Ammo: Microfusion cell Capacity: 12 Strength: 5 Weight: 9 Silver Rush, Brotherhood patrols, and REPCONN headquarters
Tri-beam Laser Rifle Energy Rifle Splits each shot into three beams for triple the hit count and triple the critical chance, at the cost of accuracy and per-beam damage. Damage: 22 per beam Ammo: Microfusion cell Capacity: 24 Strength: 5 Weight: 9 Silver Rush, and Gun Runners' Arsenal stock
YCS/186 Unique Unique Gauss Rifle A prototype gauss rifle with the highest single-shot damage of any energy weapon, charged before firing. Damage: 120 Ammo: Microfusion cell (charged) Capacity: 1 Strength: 6 Weight: 12 Special: Charge-up shot, extreme damage and armour penetration Mercury Grand Hotel, near the Nevada Highway Patrol station
Recharger Rifle Energy Rifle A self-charging laser that never consumes ammunition, firing a weak beam on a regenerating internal cell. Damage: 13 Ammo: Self-recharging Capacity: Regenerating Strength: 3 Weight: 5 REPCONN Test Site, and early energy weapon vendors

Explosives

Grenades, launchers and the heavy ordnance that turns a squad into a crater, gated by the Explosives skill.

Name Type Description Stats Source
Frag Grenade Thrown Explosive The default thrown charge, with a wide blast radius and enough damage to cripple limbs. Damage: 100 (blast) Ammo: Thrown Capacity: Stackable Strength: 2 Weight: 0.5 Vendors, military crates, and Powder Ganger camps
Missile Launcher Heavy Weapon A shoulder-fired guided missile launcher that kills most enemies in one hit and staggers deathclaws. Damage: 150 (blast) Ammo: Missile Capacity: 1 Strength: 6 Weight: 15 NCR heavy weapon stocks, Gun Runners, and Nellis AFB
Grenade Machinegun Heavy Weapon A belt-fed automatic 25mm grenade launcher that arcs rounds over cover. Damage: 50 per shell Ammo: 25mm grenade Capacity: 30 Strength: 7 Weight: 20 Gun Runners, and Brotherhood of Steel caches
Esther Unique Unique Fat Man A mini-nuke launcher with a protective shield and a faster reload, the heaviest single hit available to the player. Damage: Extreme (mini-nuke blast) Ammo: Mini nuke Capacity: 1 Strength: 7 Weight: 30 Special: Shielded frame and faster reload Gun Runners' Arsenal vendor stock
Mercy Unique Unique Grenade Machinegun A grenade machinegun rebuilt with a larger drum and better accuracy, recovered from a crashed vertibird in the Divide. Damage: 50 per shell Ammo: 40mm grenade Capacity: 40 Strength: 8 Weight: 22 Special: Larger drum, improved accuracy The Divide, Lonesome Road

Melee Weapons

Blades, blunt weapons and the chainsaw family, all improved by the Melee skill and the weapon-condition system.

Name Type Description Stats Source
Combat Knife Knife A fast, light blade with a bleed effect and almost no strength requirement, making it the standard backup for a gun build. Damage: 15 Ammo: Melee Capacity: Not applicable Strength: 2 Weight: 1 Vendors, NCR troopers, and most military loot
Machete Blade The Legion's standard blade, cheap, common and surprisingly effective with the Cowboy and Melee perks. Damage: 18 Ammo: Melee Capacity: Not applicable Strength: 2 Weight: 2 Legion drops across the east Mojave
Shishkebab Flaming Sword A motorcycle-handle sword with a pilot light, dealing fire damage on top of the blade and setting targets alight. Damage: 35 plus fire Ammo: Melee Capacity: Not applicable Strength: 3 Weight: 6 Vendors, Fiend leaders, and the Gun Runners' Arsenal
Super Sledge Blunt Weapon A powered sledgehammer that hits slow and hits like a truck, with a high strength requirement and a knockback that clears space. Damage: 85 Ammo: Melee Capacity: Not applicable Strength: 6 Weight: 12 Brotherhood of Steel caches, and high-level vendors
Chainsaw Powered Melee A continuous-damage melee weapon that chews through health while the trigger is held, with a chance to dismember. Damage: Continuous Ammo: Melee Capacity: Not applicable Strength: 5 Weight: 20 Fiend camps, and the Gun Runners
Blade of the West Unique Unique Machete A Legion officer's machete with a longer reach, higher damage and a bonus against NCR troops. Damage: 32 Ammo: Melee Capacity: Not applicable Strength: 3 Weight: 3 Special: Bonus damage against NCR Legion officers at the Fort and Cottonwood Cove

Unarmed

Fists, gauntlets and power fists, the fastest melee options and the ones most improved by the Unarmed skill tree.

Name Type Description Stats Source
Spiked Knuckles Unarmed The first real unarmed upgrade, adding damage and a critical chance to ordinary punches. Damage: 20 Ammo: Unarmed Capacity: Not applicable Strength: 2 Weight: 1 Vendors, and Fiend drops
Power Fist Powered Unarmed A hydraulic gauntlet that punches through armour and sends bodies flying, with a slow swing and heavy damage. Damage: 45 Ammo: Unarmed Capacity: Not applicable Strength: 5 Weight: 6 Brotherhood of Steel, and the Silver Rush
Ballistic Fist Powered Unarmed A power fist with a shotgun shell in the knuckles, adding a burst of pellet damage on each connected punch. Damage: 55 plus shell Ammo: 12 gauge shell Capacity: Not applicable Strength: 6 Weight: 8 Gun Runners, and Legion praetorian drops
Pushy Unique Unique Displacer Glove A displacer glove that knocks targets back with a force pulse, held by a Fiend leader in Vault 3. Damage: 40 plus knockback Ammo: Unarmed Capacity: Not applicable Strength: 4 Weight: 4 Special: Force-pulse knockback Vault 3, Fiend territory
No matching entries
Try a different search term.