Fallout: New Vegas - Weapons
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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 |