Fallout Wiki
Advertisement
Fallout Wiki
For an overview of rocket launcher types, see rocket launcher.

 
Gametitle-FNV LR.png
Gametitle-FNV LR.png

The Red Glare is a weapon in the Fallout: New Vegas add-on Lonesome Road.

Background

A prototype rocket launcher developed in the Hopeville Missile Base sometime before the Great War, the Red Glare includes many aesthetic features, such as American flags on the barrel and ammo canisters, a digital interface and a unique self-compressing, pump-action reloading mechanism.

Characteristics

The Red Glare feeds from a 13 round rocket canister and is fully automatic, capable of emptying its magazine in a matter of seconds. It is fitted with a scope, which makes it effective at mid to long range. A bright red light is emitted from the weapon when firing, as well as from the rockets during flight and impact.

The standard rockets have a splash radius of 500 units, or about 7.8 yards. The Red Glare has a default scope of x2.86 magnification. The Far Sighting modification increases this to x4.35—the highest magnification in the game.

Durability

The Red Glare can fire a total of about 2245 rockets, the equivalent of 173 reloads, from full condition before breaking.

Modifications

Comparison

Legend
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
Red Glare 20
240404x00252.40.513224520150007501006
Red Glare With all weapon mods attached 20
300405x00254.80.5132245204650023251006

Locations

Notes

  • Whilst aiming through the scope the Red Glare possesses a huge amount of recoil, making it difficult to fire the entire volley while scoped in. Firing from the hip or in two or three bursts can mitigate the kickback.
  • Although the sight is shown to retract into the weapon while reloading, the player character can still somehow look through it if they are already aiming when the reload starts.
  • A fully repaired and upgraded Red Glare is the most valuable item in Fallout: New Vegas in terms of caps, at an astounding 46,500 caps.
  • Obtaining all of the mods grants the Rocket's Red Glare achievement/trophy.
  • The screen and lights on the side are identical to the ones found on a laser detonator.
  • Sometimes when the weapon is dropped after being fired, a smoke particle effect will continue to emit from the rear end of the launcher.
  • Unlike most other weapons that can be modded, Red Glare's mods do not change the look of the weapon, with the exception of the far sighting modification which changes the color of the scope when aiming from green to darker red.
  • Inside the Hopeville armory and Hopeville silo there are diagrams pertaining to Red Glare. In the armory, one is directly right of the entrance on the wall that make note of its unique barrel and targeting system and the other on the opposite side of the room (plainly seen upon entering) showing the collapsing action of the launcher, though it does not include the scope.
  • When holstering the Red Glare, the front and rear barrels will contract.
  • There is no visible trigger or firing mechanism pressed while firing.

Behind the scenes

  • This weapon's name is a reference to "The Defense of Fort McHenry," later adapted into the national anthem of the United States of America, and written by Francis Scott Key in 1814. The name comes from the line "And the rockets’ red glare, the bombs bursting in air, gave proof through the night that our flag was still there."
  • The capacity of the weapon refers to the significance of the number thirteen to the history of the United States: thirteen colonies formed the United States, and in the Fallout universe, the United States was reorganized into thirteen commonwealths.

Bugs

Icon xbox360.png The main section (outside grip, back end of barrel, targeting component) may "detatch" from front of barrel, moving back and to the right by one foot each. This can be fixed by unequipping Red Glare and subsequently re-equipping it. [verified]

Sounds

Red Glare icon.png
ReloadVB.png
JamVB.png

Gallery

Advertisement