Icon disambig.svg
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[edit | edit source]

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[edit | edit source]

Image 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 Base ID
.357 magnum revolver.png .357 Magnum revolver² 26 45.5 1.75 x1 26 26 1.0 0.5 .357 Magnum round 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 round 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 round 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 round 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 round 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 round 5 1120 5 1750 350 50 6 00133058
9mm pistol 9mm pistol² 16 50 3.13 x1 16 17 0.94 0.7 9mm round 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 round 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 round 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 round 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 round 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 round 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 round 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 round 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[edit | edit source]

Image 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 Base 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 round 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 round 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 round 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 round 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 round 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 round 11 745 5 1500 300 25 5 000F56F5
Hunting rifle Hunting rifle 52 49.3 .95 x2 52 40 1.3 .01 .308 round 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 round 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 round 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 round 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 round 20 1995 6 5200 867 100 4 00106FEA
All-American.png All-American¹ 26 156 6 x1 26 13 2.0 .035 5.56mm round 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 round 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 round 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 round 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 round 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 round 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 round 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 round 5 595 5.5 75 14 0 3 0007EA24
Ratslayercropped.png Ratslayer¹ 23 30 1.3 x5 23 33 .7 .0225 5.56mm round 8 995 4.5 2000 444 0 3 000E5B17

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

SMGs[edit | edit source]

Image 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 Base 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 round 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 round 60 3745 4 1500 375 25 3 000E32F4
10mm SMG 10mm SMG 19 171 9 x0.08 19 22 2.59 2.2 10mm round 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 round 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 round 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 round 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[edit | edit source]

Image 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 Base ID
Caravan shotgun.png Caravan shotgun 045
(6.4 x7)
144.6 3.21 x1 6 20 2.25 2.2 20 gauge shotgun shell 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 shotgun shell 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 shotgun shell 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 shotgun shell 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[edit | edit source]

Image 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 Base ID
K9000CyberdogGun.png K9000 cyberdog gun¹ Old World Blues (add-on) 26 182 7 x0.5 13 27 2.9 1.35 .357 Magnum round 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 round 50 2495 27 9500 352 85 9 xx00fd3c
Minigun Minigun 12 240 20 x0.5 12 30 3.2 1.0 5mm round 240 5995 25 5500 220 100 10 0000433F
CZ57Avenger.png CZ57 Avenger 13 390 30 x0.5 13 25 6.24 0.55 5mm round 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 round 60 3995 17 7500 442 75 7 xx008858

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

Energy weapons[edit | edit source]

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[edit | edit source]

Image 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 Base ID
Alien blaster Wild Wasteland Alien blaster¹ 75 131.3 1.8 x100 50 20 3.75 0 Alien power cell 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 Archimedes 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 Microfusion 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 Microfusion 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[edit | edit source]

Image 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 Base 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 Microfusion 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[edit | edit source]

Image 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 Base 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[edit | edit source]

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[edit | edit source]

Image 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 Base 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 grenade 30 995 15 5200 347 100 8 00090A6A
FNV Mercy.png Mercy 5
+100Explosion
750 325.5 3.1 50 2.1 1 40mm grenade 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 grenade 4 495 12 4200 350 75 5 0007EA25
GrenadeRifleFNV.png Grenade rifle 2
+100Explosion
750 41.4 2.14 35 2.9 1 40mm grenade 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 grenade 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 grenade 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 grenade 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 grenade 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[edit | edit source]

Image 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 Base 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[edit | edit source]

Image 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 Base 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[edit | edit source]

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

Bladed[edit | edit source]

Image 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 Base 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[edit | edit source]

Image 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 Base 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[edit | edit source]

Image 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 Base 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[edit | edit source]

Image 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 Base 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[edit | edit source]

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

Image 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 Base 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 - - - - - Microfusion breeder 1 49995 - - - 0 0 xx007670

Quest items are highlighted with a darker background

Unused weapons[edit | edit source]

Cut content[edit | edit source]

Image 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 Base 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[edit | edit source]

Image 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 Base 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[edit | edit source]

Specific rifles[edit | edit source]

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.J.E. 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.J.E. 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.J.E. Sawyer, responding to a question on if he would change the Assault Carbine or Marksman Rifle.

General implementation[edit | edit source]

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.
J.E. Sawyer, Frog Helms Fan Club
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.
J.E. Sawyer, Frog Helms Fan Club
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.
Josh Sawyer Formspring answers
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.
Josh Sawyer Formspring answers
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.
Josh Sawyer Formspring answers
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.
Josh Sawyer Formspring answers
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.
Josh Sawyer Formspring answers

Unique weapons[edit | edit source]

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.
J.E. Sawyer, Frog Helms Fan Club

Bugs[edit | edit source]

  • PCIcon pc.png Playstation 3Icon ps3.png Xbox 360Icon 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]
    • Xbox 360Icon xbox360.png Can be fixed by making a new save and restarting the console.
  • PCIcon pc.png Xbox 360Icon 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]
  • PCIcon pc.png Xbox 360Icon 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]
  • PCIcon pc.png Xbox 360Icon 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]
  • PCIcon pc.png Xbox 360Icon xbox360.png Rarely the weapon models can become small.[verified]
  • PCIcon 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[edit | edit source]

Weapons in Fallout: New Vegas
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