The recharger pistol is a weapon in Fallout: New Vegas.
Background[]
The recharger pistol is the second version[Non-game 1] of a self-charging weapon, with effectively limitless ammunition. It is a more advanced and compact version of the recharger rifle, which is fitted with a microfusion breeder that provides virtually limitless power, albeit with a limited capacity of "shots." Each "shot" takes a set amount of time to recharge, up to recovering the full capacity from a fully discharged state.
Characteristics[]
The standard recharger pistol fires in a semi-automatic fashion, requiring pulling the trigger for every shot. At full charge, the pistol has a "clip" of 20 "shots" and recharges at a rate of 1 shot every 1 second. It will not recharge unless equipped and is not automatically fully charged when drawn, causing a delay before the first shot can be fired. It is not considered a holdout weapon.
Modifications[]
- Laser RCW recycler - None.
Durability[]
The recharger pistol can fire a total of about 1,495 times from full condition before breaking.
Variants[]
- MF Hyperbreeder Alpha - a unique variant added with the Gun Runners' Arsenal add-on.
Comparison[]
Legend | ||||
---|---|---|---|---|
- Weapon name (melee or unarmed) | - Attacks in V.A.T.S. | |||
- Weapon name (gun, energy or explosive) | - Action point cost | |||
- Damage per attack (damage per projectile) | - Damage per action point | |||
- Damage per second | - Weapon spread | |||
- Area of effect damage | - Magazine capacity (shots per reload) | |||
- Effect damage & duration | - Durability (number of attacks before breaking) | |||
- Bonus effects | - Weight | |||
- Attacks per second | - Value in caps | |||
- Critical chance % multiplier | - Value to weight ratio | |||
- Critical damage | - Skill required | |||
- Critical effect damage & duration | - Strength required | |||
- With all mods attached |
Recharger pistol | 18 | 90 | 5 | x1.2 | 18 | 1 | 13 | 1.4 | 0.1 | 20 | 1495 | 7 | 2700 | 385.7 | 50 | 2 |
Recharger pistol | 18 | 90 | 5 | x1.2 | 18 | 1 | 13 | 1.4 | 0.1 | 20(26.7) | 1495 | 7 | 4600 | 657.1 | 50 | 2 |
MF Hyperbreeder Alpha | 25 | 175 | 7 | x0.24 | 25 | 3 | 20 | 3.8 | 1.0 | 10 | 3995 | 7 | 8900 | 1271.4 | 50 | 2 |
Locations[]
- Crimson Caravan Company - Can be bought from Blake on occasion.
- Goodsprings General Store - Can be bought from Chet at higher levels.
- Silver Rush in Freeside - Can be bought from Gloria Van Graff. One is also on display that can be stolen.
- Can also be bought from traveling merchants on occasion.
- Can also be found on dead Bright Brotherhood followers, as early as level 8, around the Mojave Wasteland and specifically inside the REPCONN test site.
- Carried by Paladin Todd at Hoover Dam during the quest Eureka!.
- Stella carries one that can be looted from her body during Arrival at Zion.
- Found in the hands of a skeleton in Fallen Rock cave.
Notes[]
- The recharger pistol is unaffected by the Laser Commander perk.
- Non-player characters can equip and use the recharger pistol, as long as they are also provided with a microfusion breeder ammunition. However, when using it, they will display a weapon reloading animation every few shots.
- The ammunition does not recharge while fast traveling.
Bugs[]
- Companions who are given this weapon will not properly utilize it, due to the fact that the weapon only generates ammunition when it is equipped by the Courier. The microfusion breeder ammunition, when given to companions, will behave as a "single ammunition" or a "single bullet", and once the ammunition supply is exhausted they will switch to another weapon.[verified]
- Additionally, once they shoot it dry if one gets back the gun and recharges it themself, it will reset to 0 charge if it is unequipped.
- Loading a game also treats this weapon as being newly equipped, even if it had been fully charged when the game was saved. This makes it an unusably bad choice for players who save the game before getting into a firefight.[verified]
- There are issues with the iron sight not aligning properly and the laser is emitted to the right, where the beam would appear when not aiming. The sights can be corrected by (roughly) aiming through the slit in the lit-up coil on the right of the gun.[verified]
Sounds[]
Gallery[]
References[]
Non-game
- ↑ Josh Sawyer on Formspring:
Question: "Why does the Recharger Pistol do more damage than the rifle? That doesn't make sence to me."
Joshua Sawyer: "For the same reason a real-life .44 Magnum revolver does more damage than a .22LR rifle: though they are using similar technology, the pistol is designed to handle much higher power. Consider the Recharger Rifle to be the first version of the technology, when they needed something large and bulky because they hadn't worked out all of the kinks. The Recharger Pistol is the evolution of that technology, the smart phone to the Recharger Rifle's 1990s Motorola Bag Phone."