For an overview of unique weapons in Fallout: New Vegas, see Fallout: New Vegas unique weapons.
This page lists all weapons in Fallout: New Vegas.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For weapons in other Fallout games, please see "Weapon".
  • For an overview of Fallout: New Vegas content, please refer to "Portal:Fallout: New Vegas."
 
Gametitle-FNV.png
Gametitle-FNV.png

Guns

Guns are the most common ranged weapons of the Mojave Wasteland. They are numerous and varied and ammunition is relatively easy to acquire.Fallout: New Vegas loading screens

Pistols

Pistol name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon Spread Ammunition used Magazine capacity (shots per reload) Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
.357 magnum revolver.png
.357 Magnum revolver²
26 45.5 1.75 x1 26 26 1.0 0.5 .357 Magnum 6 995 2 110 55 0 3 0008F216
Lucky357Magnum.png
Lucky²
30 82.5 2.75 x2.5 30 17 1.76 0.3 .357 Magnum 6 1120 2.5 1500 600 0 3 000E2C86
.44 Magnum revolver
.44 Magnum revolver²
36 67.5 1.875 x1 36 25 1.44 0.7 .44 Magnum 6 1245 3.5 2500 714.3 50 5 0008F215
MysteriousMagnum.png
Mysterious Magnum²
42 102.4 2.44 x1 42 22 1.91 0.5 .44 Magnum 6 745 4 3200 800 50 6 00127C6C
.45 Auto pistol with the improved sights modification.png
.45 Auto pistol² Honest Hearts
29 79.8 2.75 x1 29 17 1.7 0.8 .45 Auto 7 745 1.5 1750 1166.7 25 3 xx008E1A
A Light Shining in Darkness.png
A Light Shining in Darkness² Honest Hearts
33 144.4 4.38 x2 33 15 2.2 0.55 .45 Auto 6 1245 1.2 4500 3750 75 3 xx009DBE
5.56mm pistol
5.56mm pistol² Gun Runners' Arsenal
28 77 2.75 x2 28 21 1.33 0.6 5.56mm 5 870 5 1200 240 50 6 xx000813
FNVThatGun.png
That Gun
30 90 3.0 x2.5 30 19 1.58 0.5 5.56mm 5 1120 5 1750 350 50 6 00133058
9mm pistol
9mm pistol²
16 50 3.13 x1 16 17 0.94 0.7 9mm 13 745 1.5 100 66.7 0 2 000E3778
Maria.png
Maria²
20 75 3.75 x2 20 15 1.3 0.2 9mm 13 995 1.5 1000 666.7 0 2 000E7655
10mm pistol
10mm pistol²
22 60.5 2.75 x1 22 17 1.29 0.8 10mm 12 395 3 750 250 25 4 0000434F
Weathered10mmFNV2.png
Weathered 10mm pistol Courier's Stash
24 66 2.75 x1 24 17 1.41 0.8 10mm 12 545 3 1200 400 0 4 001735D4
FNV 12,7mm Pistol.png
12.7mm pistol
40 110 2.75 x1 40 17 2.35 1.1 12.7mm 7 395 3.5 4000 1142.9 75 7 0008F213
Li'l Devil
Li'l Devil¹ Gun Runners' Arsenal
45 146.3 3.25 x2 45 15 3.0 0.9 12.7mm 7 595 3.2 16000 5000 75 8 xx000805
HuntingRevolver.png
Hunting revolver
(GRA) Gun Runners' Arsenal
58 87 1.5 x1 58 31 1.87 0.35 .45-70 Gov't 5 545 4 3500 875 75 6 0008F214
xx000852
RangerSequoia.png
Ranger Sequoia
62 104.6 1.69 x1.5 62 30 2.07 0.1 .45-70 Gov't 5 745 4 1200 300 75 6 00129A44
PolicePistol.png
Police pistol¹ Dead Money
30 60 2.0 x1 45 19 1.58 0.5 .357 Magnum 6 1120 3 1000 333.3 0 4 xx00BBC2
Silenced22Pistol.png
Silenced .22 pistol¹
9 31.5 3.5 x3 18 17 0.53 0.5 .22LR 16 495 3 80 26.6 0 1 000E377A

Unique weapons are highlighted with a darker background
¹ Normal holdout weapon: May be concealed regardless of Sneak skill.
² Improved holdout weapon: May be concealed if Sneak ≥ 50

Rifles

Rifle name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon Spread Ammunition used Magazine capacity (shots per reload) Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
Anti-materiel rifle.png
Anti-materiel rifle¹
(GRA) Gun Runners' Arsenal
110 49.3 .45 x1 110 55/
65
2/
1.69
.015 .50 MG 8 470 20 5600 280 100 8 0008F21C
xx00084F
FNV assault carbine.png
Assault carbine
(GRA) Gun Runners' Arsenal
13 156 12 x0.06 13 20 3.25 1.2 5mm 24 3745 6 3950 658 75 3 0008F21E
xx000850
Automatic rifle.png
Automatic rifle Dead Money
40 240 6 x0.18 40 35 2.28 2.5 .308 20 995 16 4500 281 100 8 xx00A7A9
Battle rifle.png
Battle rifle (GRA) Gun Runners' Arsenal
48 92.6 1.93 x1 48 25 1.92 .55 .308 8 1495 9.5 1500 158 75 6 xx000812
ThisMachineFNV.png
This Machine
55 117.9 2.14 x1 55 22 2.5 .5 .308 8 2995 9.5 2800 295 75 6 000F062B
BB gun
BB gun
4 6.2 1.54 x1 4 28 .14 .5 BB 100 245 2 36 18 0 1 00004323
FNVLEBBGun.png
Abilene Kid LE BB gun
4 6.2 1.54 x1.5 70 28 .14 .5 BB 100 495 2 500 250 0 1 0015FF5D
BrushGun.png
Brush gun
75 92.3 1.23 x1 75 33 2.27 .06 .45-70 Gov't 6 745 5 4900 980 100 6 00121148
Medicine Stick.png
Medicine Stick Gun Runners' Arsenal
78 108 1.38 x1 78 31 2.52 .06 .45-70 Gov't 8 995 5.5 20000 3636 100 6 xx00080E
Cowboy repeater.png
Cowboy repeater
32 54.2 1.69 x1.25 32 27 1.19 .06 .357 Magnum 7 595 5 800 160 25 4 0008F21A
La Longue Carabine.png
La Longue Carabine¹
35 75.4 2.15 x1.5 35 24 1.46 .05 .357 Magnum 11 745 5 1500 300 25 5 000F56F5
Hunting rifle
Hunting rifle
52 49.3 .95 x2 52 40 1.3 .01 .308 5 1495 6 2200 366 50 6 00004333
Paciencia
Paciencia Gun Runners' Arsenal
55 65.1 1.18 x2 110 35 1.57 .01 .308 3 1745 6.2 12000 1936 50 6 xx00080C
Light machine gun
Light machine gun
21 252 12 x0.06 21 18 5.83 1.5 5.56mm 90 3995 15 5200 347 100 8 000906DF
Bozar
Bozar¹ Gun Runners' Arsenal
19 285 15.01 x0.05 19 18 4.22 .75 5.56mm 30 3995 15 20000 1333 100 8 xx000806
Marksman carbine.png
Marksman carbine¹
24 136.8 5.7 x1 24 14 1.71 .04 5.56mm 20 1995 6 5200 867 100 4 00106FEA
All-American.png
All-American¹
26 156 6 x1 26 13 2.0 .035 5.56mm 24 1995 6 5900 983 100 4 00106FEB
ServiceRifle.png
Service rifle
18 75.6 4.2 x1 18 15 1.2 .55 5.56mm 20 1995 8.5 540 64 25 2 000E9C3B
Survivalist's rifle.png
Survivalist's rifle Honest Hearts
48 187.2 3.9 x1 48 20 2.4 .08 12.7mm 10 2495 8.5 5400 635 75 4 xx00DD79
Sniper rifle
Sniper rifle¹
45 86.8 1.93 x2 45 27 1.66 .02 .308 5 395 8 4100 513 75 6 00004353
FNV sniper rifle Suppressor.png
Christine's CoS silencer rifle¹ Old World Blues (add-on)
62 99.6 1.61 x2.5 62 38 1.63 .02 .308 5 420 5.5 6100 1109 75 6 xx0112BA
FNV Gobi Campaign Scout Rifle.png
Gobi Campaign scout rifle¹
48 102.9 2.14 x2 80 24 2.0 .018 .308 6 795 4.5 6200 1378 75 6 001429E1
TrailCarbine.png
Trail carbine
48 73.8 1.5 x1 48 29 1.65 .06 .44 Magnum 8 2495 5.5 3900 709 75 5 000CD539
Varmintrifle.png
Varmint rifle
18 21.9 1.22 x1 18 35 .51 .024 5.56mm 5 595 5.5 75 14 0 3 0007EA24
Ratslayercropped.png
Ratslayer¹
23 30 1.3 x5 23 33 .7 .0225 5.56mm 8 995 4.5 2000 444 0 3 000E5B17

Unique weapons are highlighted with a darker background
¹ Scoped by default.

SMGs

Submachine gun name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon Spread Ammunition used Magazine capacity (shots per reload) Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
.45 Auto SMG
.45 Auto SMG Honest Hearts
26 286 11 x0.06 26 19 5.47 2.3 .45 Auto 30 2995 11 3750 341 75 6 xx00996C
9mm SMG
9mm SMG
14 154 11 x0.06 14 20 2.8 1.5 9mm 30 2745 4 850 213 25 3 0008F217
Vance's 9mm SMG
Vance's 9mm SMG
17 221 13 x0.05 17 20 4.25 1.5 9mm 60 3745 4 1500 375 25 3 000E32F4
10mm SMG
10mm SMG
19 171 9 x0.08 19 22 2.59 2.2 10mm 30 2495 5 2370 474 50 5 00004321
Sleepytyme
Sleepytyme¹ Gun Runners' Arsenal
22 220 10 x0.1 22 22 4.0 1.7 10mm 40 2495 5 8250 1650 50 5 xx00080D
12.7mm SMG
12.7mm SMG
(GRA) Gun Runners' Arsenal
36 324 9 x0.08 36 24 4.5 2.0 12.7mm 21 2495 5 5100 1020 100 6 001429D1
xx00084E
H&H Tools nail gun.png
H&H Tools nail gun Lonesome Road (add-on)
9 126 14 x0.12 9 20 2.7 1.4 Nails 90 2745 4 5000 1250 75 2 xx00925E
Silenced22SMG.png
Silenced .22 SMG
10 110 11 x0.23 20 19 2.1 2.0 .22LR 180 4995 8 1850 231 50 2 0008F218

Unique weapons are highlighted with a darker background
¹ Improved holdout weapon: May be concealed if Sneak ≥ 50

Shotguns

Shotgun name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon Spread Ammunition used Magazine capacity (shots per reload) Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
Caravan shotgun.png
Caravan shotgun
045
(6.4 x7)
144.6 3.21 x1 6 20 2.25 2.2 20 gauge 2 695 3 675 225 25 3 000CD53A
SturdyCaravanShotgun.png
Sturdy caravan shotgun Courier's Stash
050
(7.1 x7)
160.7 3.21 x1 7 27 1.85 4 20 gauge 2 1495 3 875 292 0 3 001735E3
HuntingShotgun.png
Hunting shotgun
070
(10 x7)
116.7 1.67 x1 10 28 2.5 1.5 12 gauge 5 995 7.5 3800 507 75 5 0008ED0B
DinnerBell.png
Dinner Bell
075
(10.7 x7)
125 1.67 x1 11 28 2.67 1.2 12 gauge 5 745 7.5 4800 640 75 5 000F0B12
Lever-action shotgun.png
Lever-action shotgun
048
(6.9 x7)
84.9 1.8 x1 7 25 1.92 1.9 20 gauge 5 495 3 2000 667 50 4 0008ED0C
RiotShotgun.png
Riot shotgun
067
(9.5 x7)
268 4.0 x1 10 17 3.94 2.5 12 gauge 12 870 5 5500 1100 100 7 0008ED0A
Sawed-off shotgun
Sawed-off shotgun¹
100
(7.1 x14)
28.2 2.34 x1 7 37 2.7 4.0 12 gauge 2(1) 395 4 1950 488 50 4 0000434C
BigBoomer.png
Big Boomer
120
(8.6 x14)
34.2 2.58 x1 9 35 3.43 3.5 12 gauge 2(1) 395 4 2500 625 50 4 001673CD
Single shotgun.png
Single shotgun
050
(7.1 x7)
20.9 2.6 x1 7 50 1.0 1.4 20 gauge 1 995 7 175 25 0 5 000E393B

Unique weapons are highlighted with a darker background
¹ Improved holdout weapon: May be concealed if Sneak ≥ 50

Heavy weapons

Heavy weapon name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon Spread Ammunition used Magazine capacity (shots per reload) Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
K9000CyberdogGun.png
K9000 cyberdog gun¹ Old World Blues (add-on)
26 182 7 x0.5 13 27 2.9 1.35 .357 Magnum 50 2495 27 7500 278 75 8 xx00E39E
FIDO.png
FIDO¹ Old World Blues (add-on)
36 252 7 x0.5 18 28 3.9 1.5 .44 Magnum 50 2495 27 9500 352 85 9 xx00FD3C
Minigun
Minigun
12 240 20 x0.5 12 30 3.2 1.0 5mm 240 5995 25 5500 220 100 10 0000433F
CZ57Avenger.png
CZ57 Avenger
13 390 30 x0.5 13 25 6.24 0.55 5mm 120 7995 18 8500 340 100 10 001629B6
Shoulder mounted machine gun.png
Shoulder mounted machine gun Lonesome Road (add-on)
30 210 7 x0 20 30 3.0 0.9 10mm 60 3995 17 7500 442 75 7 xx008858

Unique weapons are highlighted with a darker background
¹ Scoped by default

Energy weapons

Energy weapons are less common and varied than guns, but have a small number of ammunition types and can be quite potent.Fallout: New Vegas loading screen

Energy pistols

Energy pistol name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon Spread Ammunition used Magazine capacity (shots per reload) Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
Alien blaster
Wild Wasteland Alien blaster¹
75 131.3 1.8 x100 50 20 3.75 0 Alien PC 10 2495 2 4000 2000 75 1 00004322
Euclid's C-Findercropped1.png
Euclid's C-Finder
0
+150 Explosion
20.6 0.2 x50 0 50 3 0.5 Arch II charge 1 3995 15 1 0.07 0 1 0014EB3C
Flare gun
Flare gun² ³ Lonesome Road (add-on)
10
+1Fire/10s
3.4 1.8 x1.5 10 30 0.67 0.5 Flamer fuel 10 245 2 500 250 0 3 xx004C4E
Laser pistol
Laser pistol²
(GRA)² Gun Runners' Arsenal
12 45 3.75 x1.5 12 15 0.8 0.1 SEC 30 995 3 175 58.3 0 1 00004335
xx00084D
Compliance Regulator.png
Compliance Regulator² Honest Hearts
8 30 3.75 x1.5 12 15 0.53 0.1 SEC 30 995 3 175 58.3 0 1 xx00C626
Laser pistol (Gamebryo).png
Missing laser pistol³
11 41.3 3.8 x1.5 11 15 0.73 0.1 SEC 30 995 3 175 58.3 0 1 0010A6FC
Pew Pew.png
Pew Pew²
75 150 2.0 x2.5 50 35 2.14 0.1 SEC 10(2) 395 3 2498 832.6 0 1 00103B1D
PlasmaDefenderFNV.png
Plasma Defender
(GRA) Gun Runners' Arsenal
38 95 2.5 x 1 38 20 1.9 0.3 SEC 32(16) 495 2 3000 1500 50 2 00090727
xx000853
Plasma pistol
Plasma pistol²
(GRA)² Gun Runners' Arsenal
33 57.8 1.75 x1.5 33 30 1.1 0.5 SEC 32(16) 745 3 200 66.6 0 2 00004343
xx000855
Pulse gun
Pulse gun
5
+250EMP/
+110EMP
5.17 1 x1 5 20 0.25 0.1 SEC 25(5) 495 2 1800 900 25 2 00090A6B
RechargePistol.png
Recharger pistol
18 90 5 x1.2 18 13 1.38 0.1 MF breeder 20 1495 7 2700 385.7 50 2 0009071F
MF Hyperbreeder Alpha
MF Hyperbreeder Alpha² Gun Runners' Arsenal
25 175 7 x2 25 20 1.25 1.0 MF breeder 10 3995 7 8900 1271.4 50 2 xx000802
Sonic emitter.png
Sonic emitter - Gabriel's bark² ⁴ Old World Blues (add-on)
55
+20EMP
56.9 1.03 x1 25 30 1.83 0.1 SEC 24(12) 495 2 3500 1750 50 2 xx00E37E
Sonic emitter.png
Sonic emitter - opera singer² ⁴ Old World Blues (add-on)
55
+20EMP
56.9 1.03 x1 25 30 1.83 0.1 SEC 24 495 2 3500 1750 50 2 xx00E1B8
Sonic emitter.png
Sonic emitter - revelation² ⁴ Old World Blues (add-on)
31
+20EMP
32.1 1.03 x1 18 30 1.03 0.1 SEC 24 495 2 3500 1750 50 2 xx00E381
Sonic emitter.png
Sonic emitter - robo-scorpion² ⁴ Old World Blues (add-on)
65
+20EMP
67.2 1.03 x1 30 30 2.16 0.1 SEC 24(8) 495 2 3500 1750 75 2 xx00E386
Sonic emitter.png
Sonic emitter - tarantula² ⁴ Old World Blues (add-on)
60
+20EMP
62.1 1.03 x1 30 30 2.0 0.1 SEC 24(8) 495 2 3500 1750 75 2 xx00E389
Unique weapons are highlighted with a darker background
¹ May only be acquired if one has chosen the Wild Wasteland trait.
² Improved holdout weapon: May be concealed if Sneak ≥ 50.
³ Frightens abominations.
⁴ Does bonus damage to robots and power armored foes.

Energy rifles

Energy rifle name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon Spread Ammunition used Magazine capacity (shots per reload) Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
Gauss rifle
Gauss rifle²
120 45 3 x2 60 40 3 0.03 MFC 5
(1)
395 7 3000 429 75 5 0015837B
Gauss rifle FNVUnique.png
YCS/186¹ ²
140 52.5 3 x2 70 40 3.5 0.0275 MFC 4
(1)
495 8 3000 375 75 5 0015B38D
Holorifle.png
Holorifle² Dead Money
80 88.9 1.11 x1 80 30 2.67 0.4 MFC 4 495 8 3000 375 50 4 xx0092EF
LAER.png
LAER Old World Blues (add-on)
65 162.5 2.5 x1.5 15 32 2 0.08 MFC 20 370 4 8000 2000 75 4 xx00B9CF
LAER.png
Elijah's advanced LAER Old World Blues (add-on)
65 178.8 2.75 x1.5 15 32 2 0.08 MFC 15 245 4 8500 2125 75 4 xx015DD3
RCW.png
Laser RCW
15 135 9 x0.05 15 20 2.25 0.08 ECP 60 1995 4 2150 537 50 4 0009073B
Laser rifle
Laser rifle
22 67.8 3.08 x1.5 22 18 1.22 0.025 MFC 24 620 8 800 100 25 3 00004336
AER14 prototype.png
AER14 prototype
35 105 3 x2 35 20 1.75 0.0225 MFC 24
(12)
495 8.5 2200 259 25 3 001479B3
AER9 laser rifle.png
Van Graff laser rifle
15 46.2 3.08 x1.5 15 18 0.83 0.025 MFC 24 270 8 800 100 0 3 001251CD
MultiplasRifle.png
Multiplas rifle
105
(35x3)
105 1 x1 34 35 3 1.5 MFC 30
(10)
245 7 2500 357 50 4 00121168
Plasma rifle
Plasma rifle
47 65.8 1.4 x2 47 30 1.57 0.2 MFC 24
(12)
370 8 1300 163 25 3 00004344
PlasmaRifle.png
Van Graff plasma rifle
32 44.8 1.4 x2 32 30 1.06 0.2 MFC 24
(12)
370 8 1300 163 0 3 001251CC
Q35mattermod.png
Q-35 matter modulator
40 96 2.4 x2 62 28 1.43 0.2 MFC 12 1245 7 3000 429 25 2 000E6064
FNVRechargerRifle.png
Recharger rifle
12 51.1 4.3 x1.5 12 19 0.63 0.02 MF breeder 7 370 15 250 17 0 5 00121154
Tri-beam laser rifle
Tri-beam laser rifle
(GRA) Gun Runners' Arsenal
66
(22x3)
180 2.73 x1.5 22 23 2.87 0.5 MFC 24
(8)
245 9 4800 533 75 4 000E2BF4
xx000854
Unique weapons are highlighted with a darker background
¹ May only be acquired if one has not chosen the Wild Wasteland trait.
² Scoped by default.

Energy heavy weapons

Energy heavy weapon name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon Spread Ammunition used Magazine capacity (shots per reload) Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
Arc welder
Arc welder Lonesome Road (add-on)
9
+8/+4EMP¹
72 8 x0.36 1 30 0.9 0.5 ECP 30 1245 15 3700 247 75 7 xx00766B
Flamer
Flamer
16
+2Fire/5s
130 8 x0.42 1 50 1.6 0.5 Flamer fuel 60 995 15 2350 157 50 7 0000432D
Cleansing Flame
Cleansing Flame Gun Runners' Arsenal
15
+10Fire/6s
115 7 x1 1 55 4.1 1.5 Flamer fuel 100 1495 22 9500 432 50 7 xx00080B
Gatling laser
Gatling laser
10 300 30 x0.02 10 30 4 0.6 ECP 240 7495 18 6800 378 100 8 0000432E
Sprtel-Wood 9700
Sprtel-Wood 9700 Gun Runners' Arsenal
16 320 20 x0.04 16 30 4.3 0.5 ECP 90 4995 15 20000 1333 100 6 xx000803
Heavy incinerator
Heavy incinerator
15
+20Explosion
+8Fire/5s
148 4 x0.83 5 50 1.5 0.5 Flamer fuel 24 995 15 7200 480 100 8 000E2BFC
Incinerator.png
Incinerator
1
+20Explosion
+4Fire/8s
46 2 x1.67 1 50 1.1 0.1 Flamer fuel 30 995 12 1300 108 25 6 000906DA
PlasmaCaster.png
Plasma caster
65 195 3 x1 65 25 2.6 0.7 MFC 10 395 20 7000 350 100 8 000906CF
The Smitty Special
The Smitty Special Gun Runners' Arsenal
35 245 7 x0.1 35 30 3.5 1.3 MFC 20 1095 20 20000 1000 100 8 xx00080A
Tesla cannon
Tesla cannon
80
+20Electrical/2s
127.4 1.34 x2 40 37 3.2 0.1 ECP 20
(4)
395 8 8700 1088 100 8 000E2BEC
FNVTeslaBeatonPrototype.png
Elijah's jury-rigged Tesla cannon Old World Blues (add-on)
85
+20Electrical/2s
154.2 1.58 x2 45 37 3.4 0 ECP 30
(6)
245 8 13500 1688 100 8 xx01199E
FNVTeslaBeatonPrototype.png
Tesla-Beaton prototype
90
+25Electrical/2s
145.8 1.34 x2 45 37 3.8 0.08 ECP 24
(4)
195 8 12525 1566 100 8 0015A47F

Unique weapons are highlighted with a darker background
¹ Does bonus damage to robots and power armored foes.

Explosives

Explosive weapons are best used when dealing with crowds or in situations where precision is not a high priority."Fallout: New Vegas loading screen

Projectile

Projectile explosive weapon name Damage per shot AOE
Damage per second Rate of fire Action point cost Damage per Action Point Weapon Spread Ammunition used Magazine capacity (shots per reload) Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
25mm grenade APW
25mm grenade APWGun Runners' Arsenal
2
+50Explosion
550 130 2.5 25 2.1 0.7 25mm 6 745 8 4200 525 75 5 xx00081B
Fat Man
Fat Man
(GRA) Gun Runners' Arsenal
400
+600Explosion
1700 275.2 1.58 65 15.4 0.5 Mini nuke 1 495 30 6000 200 100 8 0000432C
xx000AC3
Esther
Esther Gun Runners' Arsenal
475
+600Explosion
1700 304.7 1.89 55 19.5 0.5 Mini nuke 1 620 40 18000 450 100 8 xx000804
GrenadeMachinegun.png
Grenade machinegun
0
+50Explosion
550 150 3 50 1.0 1 25mm 30 995 15 5200 347 100 8 00090A6A
FNV Mercy.png
Mercy
5
+100Explosion
750 325.5 3.1 50 2.1 1 40mm 18 2495 15 5200 347 100 8 0015FFF4
Grenade launcher
Grenade launcher
30
+100Explosion
750 57.4 0.6 35 3.71 0.7 40mm 4 495 12 4200 350 75 5 0007EA25
GrenadeRifleFNV.png
Grenade rifle
2
+100Explosion
750 41.4 2.14 35 2.9 1 40mm 1 495 6 300 50 25 3 000FF576
Scorpion rifle.png
Great Bear grenade rifle Lonesome Road (add-on)
15
+100Explosion
750 46.6 2.14 32 3.6 0.5 40mm 1 1245 5 950 190 25 3 xx0046C4
Mercenary's grenade rifle.png
Mercenary's grenade rifle Courier's Stash
2
+100Explosion
750 41.4 2.14 35 2.9 1 40mm 1 495 5.5 300 55 0 3 001735E4
Spider rifle.png
Red Victory grenade rifle Lonesome Road (add-on)
2
+100Explosion
750 44.1 3.21 29 3.5 0.5 40mm 1 620 4 950 238 25 3 xx0046C3
GrenadeRifleUniqueFNV.png
Thump-Thump
2
+100Explosion
750 43.2 2.79 35 2.9 0.8 40mm 1 620 5.5 800 145 25 3 001429E2
Missile launcher
Missile launcher
125
+200Explosion
1000 70.1 1.58 55 5.9 0.3 Missile 1 245 20 3900 195 75 6 00004340
Annabelle.png
Annabelle
150
+200Explosion
1000 77.3 1.89 47 7.4 0.02 Missile 1 495 15 5200 347 75 5 00162019
RedGlare.png
Red Glare ¹ Lonesome Road (add-on)
20
+40Explosion
500 240 4 25 2.4 0.5 Rocket 13 2245 20 15000 750 100 6 xx004C3C

Unique weapons are highlighted with a darker background
¹ Scoped by default.

Thrown

Thrown explosive weapon name Damage per shot AOE
Damage per second Rate of fire Action point cost Damage per Action Point Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
Dynamite
Dynamite²
1 +75Explosion 750 30 0.4 24 3.17 0.3 25 83 0 1 000BA0F3
Fire bomb.png
Fire bomb² Honest Hearts
1 +20Explosion+4Fire/8s 212 12.5 0.4 24 2.2 0.5 200 400 50 2 xx00BCB4
Flash bang.png
Flash bang² Lonesome Road (add-on)
1 +0Explosion 768 0.65 0.65 24 0.04 0.5 50 100 50 4 xx004C35
Frag grenade
Frag grenade²
1 +125Explosion 900 82.2 0.65 24 5.3 0.5 150 300 25 2 00004330
HolyGrenadeFNV.png
Wild Wasteland Holy Frag Grenade³
1 +800Explosion 1500 522.4 0.65 24 33.4 0.5 500 1000 0 2 0014EA5A
Incendiary grenade
Incendiary grenade
1 +50Explosion
+6Fire/15s
450 39.3 0.65 24 5.87 0.5 200 400 50 2 0014DDDE
Long-fuse dynamite.png
Long-fuse dynamite²
1 +75Explosion 750 30.8 0.4 24 3.17 0.3 25 83 0 1 00109A0C
MFC grenade
MFC grenade¹
Gun Runners' Arsenal
1 +75Explosion 600 49.6 0.65 35 2.17 0.5 15 30 25 2 xx0008C8
Nuka-grenade
Nuka-grenade¹
Gun Runners' Arsenal
1 +350Explosion
+2Fire/5s
450 230.9 0.65 24 15.04 0.5 50 100 100 2 xx000818
Plasma grenade
Plasma grenade²
1 +225Explosion 450 147.4 0.65 24 9.4 0.5 300 600 75 2 00004332
Pulse grenade
Pulse grenade² ⁴
1 +10Explosion
+200/+80EMP
750 7.2 0.65 24 .45 0.5 40 80 50 2 00004331
Tin grenade
Tin grenade¹
Gun Runners' Arsenal
1 +100Explosion 768 65.8 0.65 35 2.89 0.5 25 50 0 2 xx000814
Unique weapons are highlighted with a darker background
¹ Normal holdout weapon: May be concealed regardless of Sneak skill.
² Improved holdout weapon: May be concealed if Sneak ≥ 50
³ May only be acquired if one has chosen the Wild Wasteland trait.
⁴ Does bonus damage to robots and power armored foes.

Placed

Placed explosive weapon name Damage per shot AOE
Action point cost Damage per Action Point Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
Bottlecap mine
Bottlecap mine²
1 +200Explosion 256 35 5.74 0.5 150 300 0 1 0000433A
C-4plasticexplosive.png
C-4 plastic explosive¹
1 +250Explosion 512 24 10.45 0.5 1000 2000 50 1 001221C1
Demolition charge.png
Demolition charge Dead Money
2 +100Explosion 192 38 2.68 1.5 75 50 0 1 xx01140B
Detonator
Detonator¹
N/A - - - 0.5 25 50 0 0 00130041
Fat mine
Fat mine Gun Runners' Arsenal
5 +450Explosion 1400 35 13 3.25 275 84.62 50 3 xx000815
Frag mine
Frag mine
1 +100Explosion 192 35 2.88 0.5 75 150 25 1 0000433C
Gas bomb.png
Gas bomb Dead Money
1 +80Explosion 600 24 5.2 5 100 20 50 1 xx00C45D
MFC cluster
MFC cluster¹ ²
Gun Runners' Arsenal
1 +(75x6)Explosion 600 35 12.9 0.5 110 220 50 2 xx0008C9
Plasma mine
Plasma mine
1 +150Explosion 192 35 4.31 0.5 300 600 75 2 0000433D
PowderChargeFNV.png
Powder charge²
1 +75Explosion 192 35 2.17 0.5 25 50 0 1 00109A0B
Pulse mine
Pulse mine³
1 +10Explosion
+200/+80EMP³
450 35 0.31 0.5 40 80 50 2 0000433E
Satchel charge.png
Satchel charge Lonesome Road (add-on)
1 +250Explosion 384 35 7.17 0.75 125 166.66 50 4 xx0076E3
TimeBombFNV.png
Time bomb²
1 +150Explosion 1024 24 6.29 0.5 750 1500 50 1 0013D534
Time bomb, high yield
Time bomb, high yield² Gun Runners' Arsenal
1 +400Explosion 1536 24 16.71 0.5 750 1500 50 1 xx000811

¹ Improved holdout weapon: May be concealed if Sneak ≥ 50
² Custom-built weapon
³ Does bonus damage to robots and power armored foes.

Melee

Most Melee Weapons are completely silent, making them excellent stealth weapons.Fallout: New Vegas loading screen

Bladed

Bladed melee weapon name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
Bowie knife.png
Bowie knife² Lonesome Road (add-on)
23 79.6 3.46 x1.5 35 20 2.3 495 1 1000 1000 75 3 xx0046C7
Bowie knife.png
Blood-Nap² Lonesome Road (add-on)
30 110.8 3.69 x1.5 45 17 3.5 495 1 2000 2000 50 4 xx00A606
BumperSword.png
Bumper sword
32 45.5 1.42 x1 32 38 1.68 1495 12 2500 208 50 8 000CD50D
Blade of the East.png
Blade of the East
65
+2Fire/10s
104.6 1.58 x1 30 35 4.3 3995 12 45 3.8 100 9 00143FBA
Blade of the West.png
Blade of the West Lonesome Road (add-on)
60 127.9 2.13 x1.5 30 29 4.1 745 12 5700 475 100 9 xx008B05
FNV Chainsaw.png
Chainsaw³
(GRA) Gun Runners' Arsenal
80 80 1 x1 8 65 2.5 7995 20 2800 140 75 7 0015FE44
xx000851
Cleaver
Cleaver²
7 17.8 2.54 x1 7 22 0.6 1245 2 20 10 0 2 00109A0A
CleaverUniqueFNV.png
Chopper²
14 54.9 3.92 x2 14 22 1.3 1245 2 800 400 0 2 0014D2AA
Combat knife
Combat knife²
15 48.5 3.23 x2 15 17 1.8 445 1 500 500 50 3 00004326
CombatKnifeUniqueFNV.png
Chance's knife²
22 91.4 4.15 x2 22 17 2.6 445 1 900 900 50 3 00162C92
CosmicKnife.png
Cosmic knife¹ Dead Money
12 36 3 x1 12 20 1.2 745 1 35 35 0 1 xx00BD09
Cosmic knife clean.png
Cosmic knife clean¹ Dead Money
15 45 3 x1.2 15 20 1.5 995 1 50 50 0 1 xx012209
Cosmic knife super-heated.png
Cosmic knife super-heated¹ Dead Money
14 42 3 x5 14 20 1.4 745 1 50 50 0 1 xx010589
Fire axe
Fire axe
55 86.8 1.58 x1 27 22 5.0 995 8 2500 313 75 5 0011A8B9
Knock-Knock.png
Knock-Knock
66 118.8 1.8 x1 33 21 6.3 545 8 3200 400 75 5 00156F7C
Hatchet
Hatchet²
16 40.6 2.54 x1 16 22 1.5 1495 2 75 37.5 25 2 0011A8E4
Katana
Katana Gun Runners' Arsenal
22 71.1 3.23 x2 22 21 2.1 995 3 2500 833 75 4 xx000817
Knife
Knife¹
8 24 3 x1 8 20 0.8 745 1 20 20 0 1 00004334
KnifeSpear.png
Knife spear Dead Money
20 37.9 1.89 x1 20 35 1.1 1995 3 55 18.3 25 2 xx000FBE
KnifeSpear.png
Knife spear clean Dead Money
25 47.4 1.89 x1.2 25 35 1.4 1995 3 55 18.3 25 2 xx012208
Machete
Machete
11 33 3 x1.5 11 20 1.1 245 2 50 25 25 3 000CE569
BroadMachete.png
Broad machete Courier's Stash
15 48.5 3.23 x2 15 17 1.8 370 1 75 75 0 3 001735E5
MacheteGeck.png
Liberator
18 62.3 3.46 x3 18 18 2.0 370 2 1000 500 25 3 00127E45
Machete Gladius.png
Machete gladius
28 84 3 x1.5 28 20 2.8 370 2 1000 500 25 4 0015430B
ProtonAxe.png
Proton axeOld World Blues (add-on)
50
+50/+20EMP
90.8 1.82 x1 25 22 4.5 995 8 3500 437.5 50 5 xx016A4B
ProtonicInversalAxe.png
Protonic inversal axeOld World Blues (add-on)
58
+50/+20EMP
105.3 1.82 x1 45 25 4.6 1245 8 4000 500 55 5 xx009701
Ripper
Ripper² ³
(GRA) Gun Runners' Arsenal
50 50 1 x1 5 65 1.5 5995 6 1200 200 50 3 00004349
xx000857
Shishkebab
Shishkebab
40
+2Fire/5s
94.3 2.31 x2 20 28 3.2 2495 3 2500 833.3 75 6 0000434E
Gehenna
Gehenna Gun Runners' Arsenal
42
+5Fire/5s
121.3 2.77 x2 21 25 4.4 1995 3 12000 4000 75 6 xx00080F
StraightRazorFNV.png
Straight razor¹
5 18.5 3.69 x2 10 18 0.6 370 1 35 35 0 1 000F0F04
StraightRazorUniqueFNV.png
Figaro¹
8 33.2 4.15 x4 16 17 0.9 445 1 400 400 0 1 0014D2A7
Switchblade
Switchblade¹
7 14 2 x2 11 18 0.8 495 1 35 35 25 1 000289C3
ThermicLance.png
Thermic lance³
100 100 1 x1 10 65 3.1 9995 20 5500 275 100 7 0015C881

Unique weapons are highlighted with a darker background
¹ Normal holdout weapon: May be concealed regardless of Sneak skill.
² Improved holdout weapon: May be concealed if Sneak ≥ 50.
³ Ignores DR/DT.
⁴ Includes double normal weapon damage in V.A.T.S.
⁵ Does bonus damage to robots and power armored foes.

Blunt

Blunt melee weapon name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
9 iron.png
9 iron
17 40.3 2.37 x1 17 22 1.5 295 3 55 18 25 2 000FC335
Nephi's golf driver.png
Nephi's golf driver
30 71.1 2.37 x1.2 30 21 2.9 245 1 500 500 25 2 000F56F6
Baseball bat
Baseball bat
(GRA) Gun Runners' Arsenal
22 36.3 1.65 x1 22 25 1.8 1995 3 250 83.3 25 4 0000421C
xx00084C
Cattle prod
Cattle prod
5 11.5 2.3 x2 5 28 0.36 2495 3 450 150 75 4 0013316D
Dress Cane.png
Dress cane
22 50.8 2.3 x1 35 27 1.63 245 3 40 13.3 50 2 0011A8A0
Lead pipe
Lead pipe¹
22 55.8 2.54 x1 22 24 1.8 245 3 75 25 50 5 00004337
The Humble Cudgel.png
The Humble Cudgel¹
26 72 2.77 x1 26 21 2.5 370 3 350 116.7 50 5 00157BCA
Nail board
Nail board
25 35.5 1.4 x0 25 27 1.85 295 4 250 62.5 25 7 000A01DD
Pool cue
Pool cue
15 22.5 1.5 x0 15 27 1.1 245 1 15 15 0 2 00004346
FONVEagleFlagPole.PNG
Old Glory Lonesome Road (add-on)
45 85.3 1.89 x1.5 80 22 4.1 1245 8 2500 312.5 50 7 xx0076E0
Police baton
Police baton¹
10 27.7 2.8 x1 10 23 0.87 1245 2 70 35 0 1 00004345
RebarClub.png
Rebar club
42 50.4 1.2 x0.5 24 40 2.1 1245 9 500 56 50 9 000CD50E
Nuka Breaker
Nuka Breaker Gun Runners' Arsenal
50 75.8 1.52 x2 50 35 2.86 995 8 7800 975 50 9 xx000807
Rolling pin
Rolling pin
3 5.2 1.7 x0 8 24 0.25 495 1 10 10 0 2 000B2943
Shovel
Shovel
12 20.8 1.7 x3 20 28 0.86 1495 3 55 18 0 3 0011E46F
Sledgehammer
Sledgehammer
24 45.5 1.9 x1 24 38 1.26 745 12 130 11 50 7 00004351
Super sledge
Super sledge
70 105 1.5 x1 35 38 3.68 495 20 5800 290 100 8 00004352
SuperSledgeFNVUnique.png
Oh, Baby!
80 138.9 1.74 x1 40 35 4.57 495 20 6200 310 100 8 00156968
Tire iron
Tire iron¹
15 34.6 2.3 x1 15 27 1.11 995 3 40 13 0 3 00004328
War club.png
War club¹ Honest Hearts
19 57 3 x1 19 21 1.81 995 3 75 25 25 2 xx00BCB5
X-2 Antenna.png
X-2 antenna³ Old World Blues (add-on)
65
+50/+20EMP³
70.4 1.1 x1 23 22 5.91 620 15 6000 400 75 7 xx00C297

Unique weapons are highlighted with a darker background
¹ Improved holdout weapon: May be concealed if Sneak ≥ 50
² Includes double normal weapon damage in V.A.T.S.
³ Does bonus damage to robots and power armored foes.

Thrown

Thrown melee weapon name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon Spread Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
Proton throwing axe.png
Proton throwing axe² Old World Blues (add-on)
40
+50/+20EMP²
32.2 0.8 x1 29 20 5.5 0 1 100 100 25 1 xx00BB5E
Protonic inversal throwing axe.png
Protonic inversal throwing axe² Old World Blues (add-on)
60
+50/+20EMP²
52.7 .88 x1 29 22 5.5 0 1 200 200 25 1 xx00BB5F
FNVThrowingHatchet.png
Throwing hatchet
20 17.6 0.88 x1 20 22 1.8 0 2 20 10 25 1 0014DE1D
Throwing knife
Throwing knife¹
15 48.2 3.2 x2 15 20 1.5 0 0.5 20 40 0 1 00161246
Throwing knife spear.png
Throwing knife spear Dead Money
42 20.2 0.48 x1 42 28 3.0 0 0.65 25 38.5 25 1 xx00119E
SpearFNV.png
Throwing spear
50 30 0.6 x1 50 24 4.2 0 0.5 25 50 25 1 0014D2AC
Tomahawk.png
Tomahawk Honest Hearts
30 19.8 0.66 x1 30 23 2.6 0 0.5 75 37.5 50 3 xx00BCB6

¹ Normal holdout weapon: May be concealed regardless of Sneak skill.
² Does bonus damage to robots and power armored foes.

Unarmed

Unarmed weapon name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
BallisticFist.png
Ballistic fist
80 87.3 1.09 x1 80 28 5.7 395 6 7800 1300 100 9 0015BA03
Two-Step Goodbye
Two-Step Goodbye²
Gun Runners' Arsenal
70 76.4 1.09 x4 10
+175Explosion
28 5.0 395 6 20000 3333 100 9 xx000809
BearTrapFist.png
Bear trap fist Dead Money
27 29.5 1.09 x1 27 28 1.9 395 6 800 150 50 5 xx00119D
Bladed gauntlet.png
Bladed gauntlet
25 39.1 1.57 x2 40 26 1.9 295 10 200 20 25 5 001519E0
Cramopener.png
Cram Opener
28 47.5 1.7 x2 44 26 2.2 370 10 800 80 25 5 00151D0C
Boxing gloves
Boxing gloves
1 1.3 1.26 x1 1 28 0.1 995 6 100 16.7 0 1 000E5391
Golden Gloves.png
Golden Gloves
1 1.3 1.26 x2 1 28 0.1 1245 6 100 16.7 0 1 000E58BB
Boxing tape.png
Boxing tape
4 5.1 1.26 x1 4 28 0.3 2495 0.25 100 400 0 1 0012D852
Brass knuckles
Brass knuckles¹
18 36.9 2.05 x1 18 18 2.0 995 1 120 120 25 2 00004324
Displacer glove.png
Displacer glove
50 68.2 1.36 x1 50 28 3.6 495 6 3500 583.3 100 4 00155E66
Pushy.png
Pushy
60 88.4 1.47 x1 60 28 4.3 595 6 4200 700 100 2 00155E6D
Dog tag fist.png
Dog tag fist³
20 31.6 1.58 x1 20 35 1.1 495 3 50 16.7 0 1 00146C79
Dog tag fist.png
Recompense of the Fallen
25 47.4 1.89 x1 25 35 1.4 745 3 250 83.3 0 1 0012ADB8
Deathclaw gauntlet.png
Fist of Rawr Lonesome Road (add-on)
Wild Wasteland Fist of the North Rawr
50 97.8 1.96 x2 75 24 4.17 445 10 6200 620 100 6 xx00CA89
xx00CA88
Industrial hand.png
Industrial hand² ⁵ Lonesome Road (add-on)
50 160 3.2 x1 40 65 1.5 7995 10 2500 250 75 7 xx008CB9
Mantis gauntlet.png
Mantis gauntlet
30 60.7 2.02 x3 30 22 2.7 245 10 750 75 75 4 001524B3
Embrace of the Mantis King!
Embrace of the Mantis King! Gun Runners' Arsenal
42 65.7 1.57 x3 64 25 3.4 395 12 8500 708.3 75 4 xx000808
Power fist
Power fist²
(GRA) Gun Runners' Arsenal
40 43.6 1.09 x1 40 28 2.9 395 6 800 133.3 50 5 00004347
xx000856
Saturnite fist.png
Saturnite fist² Old World Blues (add-on)
35 63 1.8 x1 35 25 2.8 795 4 1600 400 45 4 xx00F806
Saturnite fist super-heated.png
Saturnite fist super-heated² Old World Blues (add-on)
55 90.8 1.65 x1 55
+2Fire/5s
25 4.4 595 4 2400 600 55 5 xx00F83C
GreasedLightning.png
Greased Lightning² Gun Runners' Arsenal
32 96 3 x1 32 28 2.3 995 6 15000 2500 50 5 xx000810
Salt-Upon-Wounds' power fist.png
Salt-Upon-Wounds' power fist² Honest Hearts
45
+3Poison/10s
64.4 1.36 x1 45 25 4.8 495 6 2500 416.6 50 6 xx00A38D
Scientistglove.png
Scientist glove² Old World Blues (add-on)
21 28.6 1.36 x1.5 5 28 1.5 245 2 500 250 25 2 xx009FFD
Corrosive glove.png
Corrosive glove² Old World Blues (add-on)
21 22.9 1.09 x1 5
+2Acid/10s
28 1.5 745 4 1500 375 55 2 xx00A130
RedSterilizerGlove.png
Sterilizer glove² Old World Blues (add-on)
21 28.6 1.36 x1 5
+2Fire/5s
28 1.5 995 3 1500 500 55 2 xx00A135
SterilizerGlove.png
Dr. Klein's glove² Old World Blues (add-on)
34
-5 EW/30s
-2 ST/30s
46.4 1.36 x1 5
-1 ST/30s
-1 DT/60s
18 3.8 495 4 2500 625 45 3 xx00A13E
Dr. Mobius' glove.png
Dr. Mobius' glove² Old World Blues (add-on)
28
-5 EW/30s
-2 ST/30s
38.2 1.36 x2 5
Knockback
Frenzy
15 3.7 495 3 3500 1166 35 2 xx00A138
Spiked knuckles
Spiked knuckles¹
25 59.2 2.37 x1 25 19 2.6 1495 1 500 500 50 3 00004354
Love and Hate.png
Love and Hate¹
30 75.8 2.53 x1 30 19 3.2 1495 1 750 750 50 3 001568E6
Yao guai gauntlet.png
Yao guai gauntlet² ⁵ Honest Hearts
20 32.6 1.63 x2.5 30 22 1.8 2995 10 150 15 50 4 xx00BCB7
Yao guai gauntlet.png
She's Embrace² ⁵ Honest Hearts
25 44 1.76 x3 37 20 2.5 4495 10 420 42 50 4 xx00BCB8
Zap glove.png
Zap glove
35
+50/+20EMP
57.3 1.64 x1 35 28 2.5 495 6 5200 866.7 75 4 0015BA78
Paladin Toaster.png
Paladin Toaster
41
+50/+20EMP
67.1 1.64 x1 41 28 2.9 395 6 6800 1133.3 75 4 0015BA72

Unique weapons are highlighted with a darker background
¹ Normal holdout weapon: May be concealed regardless of Sneak skill.
² Improved holdout weapon: May be concealed if Sneak ≥ 50.
³ Includes double normal weapon damage in V.A.T.S.
⁴ Does bonus damage to robots and power armored foes.
⁵ Ignores DR/DT.

Other

Despite being in the weapons category on the Pip-Boy 3000, these items are not used offensively.

Weapon name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon Spread Ammunition used Magazine capacity (shots per reload) Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
BigMountainTransportalponder!.png
Big Mountain Transportalponder! Old World Blues (add-on)
- - - x1 - 24 - - - - 995 - - - 0 0 xx00E1B0
Binoculars.png
Binoculars
- - - - - - - - - - - 1.5 50 33.3 0 0 000E6346
FNV Codac R9000.png
Codac R9000
- - 2.5 x0 65 1000 - 0.3 Camera film 24 - 0 150 0 0 0011A208
Laser detonator.png
Laser detonator Lonesome Road (add-on)
- - 0.1 - - - - - MF breeder 1 49995 - - - 0 0 xx007670

Quest items are highlighted with a darker background

Unused weapons

Cut content

Weapon name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon Spread Ammunition used Magazine capacity (shots per reload) Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
Deathclaw gauntlet
Deathclaw gauntlet
20 32.6 1.6 x 5 30 26 1.5 - - - 2995 10 150 15 100 6 0000432B
Debug Mega Pistol
Debug Mega Pistol
9999 31247 3.1 x1 9 17 588.2 0.7 9mm round 13 1120 1.5 100 66.7 0 2 001465A6
Double-barrel shotgun
Double-barrel shotgun
? ? ? x? ? ? ? ? ? ? ? ? ? ? ? ? 00??????
FRAGGRENADE.png
Gas grenade
1 - 0.7 x1 0 24 0.04 - - - - 0.5 25 50 0 2 0012701F
Anti-materiel rifle.png
Oliver anti-materiel rifle
150 67.2 0.4 x1 80 25 6 0 .50 MG 8 870 20 5600 280 100 6 001724F2
PlasmaRifle.png
Plasma rifle always crit
45
(9x5)
180 1 x100 44 25 1.8 0.2 MFC 12 4495 8 1800 225 0 0 000F7EAE
PlasmaRifle.png
Plasma rifle weak
3 12 4 x2 44 25 0.12 0.2 MFC 12 4495 8 1800 225 0 0 000CDA5C
FNVMeleeHatchet.png
Poisoned hatchet Honest Hearts
30 19.8 0.7 x1 30 23 2.6 - - - 4995 0.5 75 150 50 3 xx00F91A
Mantis gauntlet.png
Poisoned mantis gauntlet Honest Hearts
30 60.6 2 x3 30 22 2.7 - - - 245 10 150 15 75 4 xx010E5D
Slaves Burden.png
Slave's Burden
16 25.3 1.6 x4 1 0 - - - - - 400 2350 5.875 1 7 00171B48
Boxing tape.png
Starlet's hand wraps Dead Money
15 18.9 1.3 X1 30 28 1.1 - - - 24995 6 100 16.66 0 1 xx00E8A4
No icon.png
Stun baton
12 27 2.3 x1 8 5 4.8 - - - 495 1 110 110 0 0 00166B95
FNV Stun grenade.png
Stun grenade
1
+15Explosion
11.2 0.7 x1 0 24 0.67 - - - - 0.5 50 100 25 2 0014DDDF
AER9 laser rifle.png
The Disintegrator
1000 3818 3.8 x100 22 17 58.8 0 MFC 255 4995 8 1000 125 0 0 000F82AA
Gauss rifle.png
The Faderator¹
120 20160 168 x0.01 60 4 360 0.3 MFC/Microfusion breeder 255 3995 7 3000 429 25 3 xx000800
¹ Available in all add-ons except Courier's Stash.

Non-player character weapons

Weapon name Damage per shot Damage per second Rate of fire Critical chance multiplier Critical hit Damage Action point cost Damage per Action Point Weapon Spread Ammunition used Magazine capacity (shots per reload) Weapon durability in shot until broken Weapon weight Weapon value in caps Value to weight ratio Skill required Strength required Form ID
Ripper FO3.png
Arcade Gannon's Ripper
50 50 1 x1 5 45 2.2 - - - 5995 6 100 16.7 75 3 00176E5D
HuntingRifle Scope.png
Boone's scoped hunting rifle
52 41.1 0.8 x0.25 15 40 1.3 0.015 MCA 5 1495 6 2600 433.3 50 6 000CE549
.45 Auto pistol.png
Follows-Chalk's .45 Auto pistol Honest Hearts
29 79.8 2.8 x1 29 17 1.7 0.8 MCA 7 745 1.5 100 66.6 25 3 xx00E8EF
Follows-Chalk's war club.png
Follows-Chalk's war club Honest Hearts
24 83 3.5 x1 24 21 2.3 - - - 995 3 75 25 25 2 xx00E8EE
Weap joshua pistol whippin 45.png
Joshua's Pistol Whippin' .45 Honest Hearts
20 46.2 2.3 x2 20 24 1.6 - - - 495 1 10 10 0 2 xx010E1F
LilysAC.png
Lily's assault carbine
18 216 12 x0.08 18 20 0.9 4.8 MCA 24 3745 6 3950 658.3 75 3 00174093
Lily's gauntlet.png
Lily's gauntlet
20 21.8 1.1 x1 20 28 1.4 - - - 2495 6 100 16.7 0 8 00105CF6
LilyVertibirdSword.png
Lily's Vertibird blade
24 43.2 1.8 x1 24 38 1.3 - - - 4995 12 130 10.83 0 9 00105CF5
Mysterious Stranger's .44 Magnum
Mysterious Stranger's .44 Magnum
9000 16875 1.9 x100 9000 0 - 0 .44 Magnum round 6 4995 3 0 0 0 0 00050F92
MysteriousMagnum.png
Miss Fortune's Bad Luck Bringer
10 18.8 1.9 x1 10 0 - 0 .44 Magnum round 6 4995 3 0 0 0 0 0013568B
SUPERSLEDGE.png
Mean super sledge
85 127.5 1.5 x1 40 38 4.5 - - - 3745 20 180 9 100 8 0013E540
Bladed gauntlet.png
Poisoned bladed gauntlet Honest Hearts
25 39 1.6 x2 40 26 1.9 - - - 295 10 200 20 25 5 xx010E5E
CleaverFNV.png
Poisoned cleaver Honest Hearts
7 17.8 2.5 x1 7 22 0.6 - - - 1245 2 2 1 0 2 xx00F91C
FireAxe.png
Poisoned fire axe Honest Hearts
55 82.5 1.5 x1 27 22 5 - - - 995 8 2500 312.5 75 5 xx00F919
MacheteGeck.png
Poisoned machete Honest Hearts
11 33 3 x1.5 11 20 1.1 - - - 245 2 50 25 25 3 xx00F91B
SpearFNV.png
Poisoned throwing spear Honest Hearts
35 21 0.6 x1 7 24 2.9 - - - 4995 0.5 25 50 25 1 xx00F91E
Yao guai gauntlet.png
Waking Cloud's yao guai gauntlet Honest Hearts
20 40 2 x2.5 30 22 1.8 - - - 2995 10 150 15 50 4 xx00E8F0

Behind the scenes

Specific rifles

Even the "max" ranges of sight in F:NV are actually very short for firearms in the real world. Take one of the longest shots in the game: hitting Aurelius of Phoenix at Cottonwood Cove from the Sniper's Nest (where the Gobi Campaign Scout Rifle is found). We calculated it out and that's under 200 yards, I think. Apparent distances are skewed in the engine because the field of view is 70 degrees by default.Joshua Sawyer
In general, I prefer to give weapons functional names and avoid getting wrapped up in specific designations used by manufacturers or the military. Because our weapons must, for technical reasons, occasionally differ functionally from the weapons upon which they are based (different caliber, charging handle placement, receiver height, stock shape/length, etc.) giving them a more utilitarian name helps negate some of the potential pedantry over those deviations.

There are no AR-15s, Colt Commandos, Browning Hi-Powers, BFRs, M1 Garands, Winchester 1886s, 1887s, or 1892s in Fallout: New Vegas -- just Service Rifles, Assault Carbines, 9mm Pistols, Hunting Revolvers, This Machine, Brush Guns, Lever-Action Shotguns, and Cowboy Repeaters.

That's also why there are no M1911s or Thompsons in Honest Hearts, but you'll find plenty of .45 Auto Pistols and .45 Auto Submachine Guns.
One of Obsidian's programmers was a tank driver in the U.S. Army, stationed in Germany and later deployed to Iraq in the early 90s. His issued sidearm was a beat-to-hell Ithaca M1911. If you know your M1911 history, that should give you an idea of how old it was.Joshua Sawyer, responding to a question whether weapons in New Vegas would really work due to age
Nah, I’m satisfied with them. Fallout 1 and 2 delved into 90s weapons designs (e.g. the P90c) and the mid-90s is when the M4/Picatinny rails entered the scene. There are a lot of rifles in F:NV and I think the more modern appearance of the marksman carbine and assault carbine help visually distinguish them from the rest of the lineup in a good way.Joshua Sawyer, responding to a question on if he would change the Assault Carbine or Marksman Rifle.

General implementation

The process was iterative and went through a lot of revisions. There were a few questions I asked for deciding what would get included and what would not:
  • What are iconic Fallout weapons that should return?

In my mind, the 10mm pistol and SMG had to return, as did the minigun, sawed-off shotgun, flamer, and a few other choice weapon.

  • What are players’ role-playing expectations within this setting and what weapons will help the expression of those roles?

We can’t account for every type of character a player might imagine, but we knew a lot of people would want to be a) Mad Max b) post-apocalyptic cowboy/cowgirl c) wacky bazinga science person d) agro military operator e) sneakthief stealth murderer.

Supporting those concepts throughout the game necessitated an array of thematically appropriate equipment options that was available from the beginning and allowed for power growth through the end game. That’s why you can use revolvers and lever action rifles from the first two hours (.357 Revolver and Cowboy Repeater) through the Battle of Hoover Dam (Hunting Revolver and Brush Gun).

  • What weapons share common ammunition types to avoid resource/loot problems?

There are only a few weapons that use an ammo type that isn’t used elsewhere. Western-style weapons make some of that easy since a lot of revolvers and lever-action rifles used the same rimmed ammo types. Ammo types like .22 and .308, were also easy to use in multiple weapons.

  • What are weapons with distinctive/iconic looks that can stand out from each other?

Service and battle rifles are based on distinctive historical weapons, the slim 9mm pistol is easy to distinguish from the bulky 10mm, and even the lever-actions are relatively easy to distinguish from the bolt-action and sniper rifles.

  • What are weapons that can be modified in distinctively different ways from each other to allow for orthogonal growth within a subtype of weapons (e.g. lever-action rifles).

If all weapons of a certain type can be modified in the same way, upgrading those weapons becomes less interesting, especially since we expect players to stick with thematically consistent weapons (not always, of course, but…). This is why the cowboy repeater and brush gun feature top eject: it prohibits the use top-mounted scopes, allowing the trail carbine to be modified in a way that the other two lever-actions cannot. The unique cowboy repeater does have a scope, but it’s a side-mounted scope, like the one used by Clint Eastwood in The Good, the Bad, and the Ugly.

  • What are different ammo subtypes that can be used that offer distinctly different properties from each other to allow for another axis of differentiation.
Different ammo types have different variants. This is not only true within a category (e.g. revolver/lever-action rimmed rounds) but of course between categories. In F:NV, you can’t get armor-piercing rounds in a lever-action or a revolver – except for That Gun/the 5.56mm pistol. Weapons that fire .44 magnum can also fire .44 special. Similarly, .357 magnum weapons can fire .38 special, but .44 magnum also has a semi-wadcutter variant, while .357 magnum has a jacketed flat point variant. The differences are minor, but significant enough to make a difference to players who want to fiddle around with ammo subtypes.
— Joshua Sawyer, Tumblr
I didn’t think of making the F:NV guns differ from F3 as much as I tried to return to what I believed was the spirit of Fallout 1 & 2 guns: a mix of common real-world guns, some real-world niche guns, and some completely fictional guns.

I also felt like Fallout 1 (especially) had great gun progression. I really liked how even though the Desert Eagle .44 did more damage than the 10mm pistol, it had a lower ammo cap. Also, because the .44 Magnum ammo is relatively rare (IIRC) when you get the first DE from Garl, it promotes more deliberate, considered use of the weapon and suggests keeping the 10mm pistol around as backup. That sort of overlapping/orthogonal progression is great and I tried to achieve it in F:NV. I always tried to make the “upgrade” of a weapon have one thing that was obviously inferior to / different from the previous version. With the .357 Magnum Revolver and .44 Magnum Revolver, the .357 is slightly more accurate and can never suffer a malfunction/jam.

F3 did some things with ammo types that I understand and appreciate from a game design perspective but I felt contrasted too much from real-world weapon/ammo design. The fact that a handgun and a rifle shared an ammo type is nice for gameplay, but .32 is an odd caliber to use for a number of reasons. One of the things that bothered me most was the use of a similar ammo type in a revolver (typically using rimmed cartridges) and a bolt-action rifle (typically using rimless cartridges and headspacing at the front of the cartridge). Because I liked a more (American) western aesthetic for F:NV, I decided to use rimmed “cowboy cartridges” for revolvers and lever-action rifles. This was extremely common back in the day and can still be done with modern revolvers and lever-actions in the same caliber. The hunting rifle (.32 in F3) went to .308, which we reserved for high-powered rifles and didn’t use in handguns.

In general, when we used real-world weapons and ammo types, I tried to go with ones ordinary people (well, Americans, anyway) were familiar with: .22 LR 9mm, 10mm, .357 Magnum, .44 Magnum, 5.56mm, .308, .50 MG. The ones that were made up (12.7mm) or less familiar (.45-70 Gov’t) were generally reserved for later weapons.

The real-world weapons were also sort of a “greatest hits” list: the 9mm based on the Browning Hi-Power, the .357 based on the Colt SAA, etc. - classic designs for people familiar with them that looked great for players who weren’t familiar with them. At times we had to adjust the design for animation/gameplay purposes, e.g. the Automatic Rifle in Dead Money is recognizable as some kind of BAR knockoff, but it differs in some significant ways.

I based the anti-materiel rifle on the Hécate II because honestly I was/am sick of seeing Barretts in games and I think the Hécate II looks better.
— Joshua Sawyer, Tumblr
Can I ask why you don't use the original weapons' actual names? Like why do you call the M16 a "Service Rifle"? Is it due to liscencing issues?
Joshua Sawyer: It's partially for that and also because they aren't "really" those weapons. We take liberties for animation and aesthetic reasons. Rather than provoke players into debating how "legit" a weapon is, I'd rather just give weapons a functional name that gets the basic idea across and leave it at that.
— Joshua Sawyer, Formspring answers, archived at RPGCodex
200 years old rifles? I know nothing of guns, but is this like, something that happens, or just stretching reality for the sake of the setting?
Joshua Sawyer: Is this honestly the first time you've considered that many of the firearms in Fallout were made Pre-War? Come on.

EDIT: Re-reading my response, it sounds rude. Apologies. I'm not sure if this is a genuine or disingenuous question, partially because the majority of questions are anonymous.

The majority of firearms in use in the Fallout setting are likely Pre-War in manufacture. Things that would make conventional firearms stop working: rust (seizing), dry rot (anything wood or rubber), alkaline corrosion/buildup (anything with batteries).

A lot of firearms (and other things, but especially firearms) put in long-term storage are coated in a substance called cosmoline that can prevent rust (and other processes) for a long time. It's unlikely that all of the weapons in Fallout were coated for storage, so it's just a hand-wave of the setting.
— Joshua Sawyer, Formspring answers, archived at RPGCodex
Who made up all of the energy weapons?
Joshua Sawyer: I tuned all of the EW stats (too low for a lot of them, unfortunately), but the EWs were modeled and textured mostly by Mitch Ahlswede, Paul Fish, and Aaron Brown.
— Joshua Sawyer, Formspring answers, archived at RPGCodex
Why do the energy weapons in the Fallout series tend to fire like conventional automatic weapons rather than ever using a continuous beam? I'm thinking specifically of guns like the gatling laser, that fires a series of beams rather than one unbroken one.
Joshua Sawyer: I think continuous beam weapons are cool. We actually tried implementing a continuous beam weapon in F:NV and it was a colossal mess. We put a fair amount of time into it, but it was causing tremendous problems, so we pulled it out.
— Joshua Sawyer, Formspring answers, archived at RPGCodex
why don't laser wepons in NV use iron sights?
Joshua Sawyer: There were a variety of animation and model issues with the laser weapons that delayed any attempts to add iron sights prior to implementing "true" iron sights. Once that system was in place, we realized that we would need to do a certain amount of work well into beta to make true iron sights work for laser weapons. Because the weapon artists were already heavily tasked and the QA staff had a huge amount of content to go through, I decided that it was too late to implement the required content. On their own, the weapons don't actually require that much work to modify for iron sights. The timing was just really bad.
— Joshua Sawyer, Formspring answers, archived at RPGCodex
'Why do energy weapons not have iron sights?' Part of it is that we were adapting a lot of the Fallout 3 energy weapons, which... are just very bulky, and when we went to try to put iron sights on them, it was actually kinda hard. That's the real reason. Y'know, we could've put in the effort to redesign the weapons, but we didn't. Just didn't seem like there was enough time to do that. So, apologies for that. But that's why.— Joshua Sawyer

Unique weapons

I decided very early on that unique weapons should at least have unique textures and sometimes have unique models. By accounting for this early in development, production was able to incorporate it into the schedule. Most unique variants were textured/modeled around the same time as the base weapon, IIRC.

Deciding what weapons would get unique variants was a little more difficult. The first consideration was to make sure the uniques weren’t all bunched up in one type of weapon, so there should be unique weapons more or less equally spread across different categories.

After that, it was more arbitrary and based on feeling/inspiration than anything practical. I always figured people would want to see the return of the .223 pistol, a unique 9mm pistol and sniper rifle seemed obvious, and when we made Honest Hearts, not including a unique .45 would have been a high crime.

Over time, there were also gaps I saw that became opportunities for new uniques. The Survivalist’s Rifle was created to fill a gap between the sniper rifle and the service rifle and to get more use out of the 12.7mm round.

When I started as a game designer at Black Isle, I worked on the original Icewind Dale. We used (a lot of) words to tell the story of a unique item. Fallout: New Vegas didn’t have text descriptions for items, so the story had to be told through the appearance of the weapon or armor itself. Details like the writing on A Light Shining in Darkness and the Survivalist’s Rifle or the bits and pieces of info that can be gleaned from the Desert Ranger Armor are all part of that. Many players never notice them, or if they do notice them, it’s just part of the aesthetic of the item, but for some players, those details tell the story of the item and fill in details about the world and its history.
— Joshua Sawyer, Tumblr

Bugs

  • Icon pc.png Icon ps3.png Icon xbox360.png Scoped guns will occasionally display a blank "computer terminal" screen instead of the scope. This bug completely blocks the weapon's view when using the "scope". Fix for this bug for the Xbox360 is clearing your systems cache and reloading the game. It eventually "goes away" on its own, or by restarting the console, but the cause for start/end is not yet determined. This also makes it hard to use a terminal since no screen or text appears unless you have the weapon out. This can also be similar when Lockpicking as the tumbler may disappear, although it is not impossible to still attempt to pick the lock, depending on the difficulty.[verified]
    • Icon xbox360.png Can be fixed by making a new save and restarting the console.
  • Icon pc.png Icon xbox360.png Occasionally weapons dropped by the player will have the red "Press A to steal x" marking as if the weapon was previously owned, regardless of whether or not it ever was owned by an NPC. This can be fixed by opening the console, clicking the weapon, and typing the "setownership" command.[verified]
  • Icon pc.png Icon xbox360.png With heavy energy weapons that use a backpack as an ammunition supply as well as the katana with a sheath, removing a weapon that has one will cause it to remain on your back. This happens with multiple backpacks, so they clip through each other. This can be corrected by equipping the weapon that caused this, then unequipping it.[verified]
  • Icon pc.png Icon xbox360.png Sometimes when using melee weapons, you get blood splatter on the weapon and the blood refuses to come off of the weapon. You can fix this by leaving the game and coming back.[verified]
  • Icon pc.png Icon xbox360.png Rarely the weapon models can become small.[verified]
  • Icon pc.png Sometimes, when you fire until you have no ammo left, the gun will still shake like it is shooting. It won't make a sound or inflict any damage.[verified]

See also

Weapons in Fallout: New Vegas
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