Fallout Wiki
Fallout Wiki
For an overview of this weapon in the Fallout series of games, see Fat Man.
For the Gun Runners' Arsenal version of this weapon, see Fat Man (GRA).


The Fat Man is a weapon in Fallout: New Vegas.


The Fat Man is a shoulder-mounted tactical nuclear catapult. It is heavy, especially in Hardcore mode when combined with its mini nuke ammunition. The weapon can be used outside of V.A.T.S. for indirect fire over a long distance.


The Fat Man can launch about 495 standard mini nukes from full condition before breaking.



  • Esther Gun Runners' Arsenal - Unique weapon.
  • Fat Man (GRA) Gun Runners' Arsenal - The GRA version of Fat Man capable of accepting new types of mini nukes.


Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondArea of effect damageAttacks per secondCritical Chance % multiplierCritical damageAction Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Fat Man 400
Fat Man With all weapon mods attached 400
Fat Man Gun Runners' Arsenal400
Fat Man With all weapon mods attached Gun Runners' Arsenal400
Esther Gun Runners' Arsenal475



  • Specialty mini-nukes made available with the Gun Runners' Arsenal add-on are not usable with the version of the Fat Man in the base game. They can only be fired from the Fat Man (GRA) or from the Esther.
  • Demolition Expert and Splash Damage perks can make this weapon very dangerous for you and allies, as the risk of self harm is greatly increased.
  • The Fat Man found in New Vegas isn't nearly as powerful as the Fat Man found in Fallout 3, doing 1000 less damage (unless you hit the target directly), and having an explosion radius of roughly half the size.
  • In Prima's Official Game Guide, this was considered a unique weapon.

Behind the scenes

  • The names of Fat Man and its mod Little Boy are references to the code names of the atomic bombs dropped by the United States on Japan in World War II. Little Boy was dropped on Hiroshima while Fat Man was dropped on Nagasaki.
  • Just like in Fallout 3, this weapon has been re-named to the Nuka Launcher in the Japanese translation of Fallout: New Vegas, due to its relation to the World War II event. However, the Little Boy mod keeps its original name.


  • Playstation 3Icon ps3.png Sometimes when a second mini nuke is fired to a distant location, an explosion will not be seen at a certain distance. [verified]
  • Xbox 360Icon xbox360.png If you cripple your legs and go into third-person, it will look like your character is holding the Fat Man, but there will be nothing there. Instead, it will be laying on the ground near you or floating in the air. If you fire it the nuke will go in whatever direction it is aiming. [verified]
  • Playstation 3Icon ps3.png Xbox 360Icon xbox360.png Direct hit damage from the projectile does not get applied. This is a bug that applies to all non-hit scan projectiles that cause explosions. [verified]