For the Fallout: New Vegas consumable, see Rocket (consumable). For an overview of rocket ammunition types in various Fallout games, see rocket. |
Rockets are a type of ammunition in the Fallout: New Vegas add-on Lonesome Road.
Contents
Characteristics[edit | edit source]
A self propelled projectile armed with a high explosive charge, these are used solely by the Divide's signature weapon, the Red Glare.
Production[edit | edit source]
Standard, incendiary and high explosive rockets can be crafted at a reloading bench. A single rocket requires the following ingredients:
Materials: | Requirements: | Produces: | ||
---|---|---|---|---|
Cherry bomb (1) Conductor (1) Primer, .50 MG (1) | Science: 50 | Rocket (1) |
Materials: | Requirements: | Produces: | ||
---|---|---|---|---|
Cherry bomb (2) Conductor (1) Primer, .50 MG (2) | Science: 65 | Rocket, high explosive (1) |
Materials: | Requirements: | Produces: | ||
---|---|---|---|---|
Flamer fuel (2) Conductor (1) Primer, .50 MG (2) | Science: 65 | Rocket, incendiary (1) |
Conversion (variant)[edit | edit source]
Materials: | Requirements: | Produces: | ||
---|---|---|---|---|
Missile (1) | Science: 30 | Rocket (2) |
Breakdown[edit | edit source]
Breaking down a standard rocket yields:
Materials: | Requirements: | Produces: | ||
---|---|---|---|---|
Rocket (1) | Repair: 50 | Conductor (1) Cherry bomb (1) Primer, .50 MG (1) |
Weapons using this ammunition[edit | edit source]
Variants[edit | edit source]
Rocket, high explosive[edit | edit source]
HE rockets have a 40% greater splash radius, and deal 35% more impact damage with the rocket itself. Blast damage is unchanged.
Rocket, incendiary[edit | edit source]
Incendiary rockets deal 25% less explosive damage, but set targets on fire, dealing 2 damage per second for 8 seconds.
Comparison[edit | edit source]
Legend | ||||
---|---|---|---|---|
- Ammunition type | - Weapon Spread modifier | |||
- Weapon Damage modifier | - Ammo bonus effects | |||
- Target Damage Threshold modifier | - Ammo is craftable | |||
- Weapon Condition modifier | - Percentage chance of empty casing, hull or drained cell/pack/tank |
Rocket, standard | x 1 | x 1 | x 1 | x 1 | 0% chance | ||
Rocket, incendiary | x 0.75 | x 1 | x 1 | x 1 | +2 | for 8s0% chance | |
Rocket, high explosive | x 1.35 | x 1 | x 1 | x 1 | x 1.4 AoE radius | 0% chance |
Locations[edit | edit source]
- Nine in the Hopeville armory:
- Three regular ones on a shelf, one more on a table near the entrance.
- Four incendiary rockets on the same shelf, lowest board.
- One high explosive rocket on the desk mentioned above.
- Can be bought from commissary terminals found in the Divide.
- If he survived, Ulysses will give the Courier some from time to time if they talk to him, along with other items.
- Rockets can be bought from the Gun Runners after completion of the add-on.
- Quartermaster Bardon and the Great Khan armorer will sell them in large quantities and the Sink Central Intelligence Unit will sell small quantities.
- There are 100 rockets in the footlocker after Lonesome Road is completed, near the canyon wreckage entrance.
- Can be found throughout the Divide in rocket canisters, ammunition boxes, and military shipping crates.
Notes[edit | edit source]
- Rockets are one of only two ammunition types that can be broken down into exactly the same number of materials needed for their construction, the other being the .45 Auto.
- One component of a rocket is a conductor, which is both more valuable and heavier than a complete rocket. Missiles can be converted into rockets and then broken down as well.
- Breaking down rockets produces cherry bombs, which can be used to construct bottlecap mines or more valuable high explosive rockets.
- Missiles can be converted into rockets at any workbench at a rate of two rockets per missile.
- Despite sharing the same icon, the rocket is significantly smaller than the missile.
Gallery[edit | edit source]
|
Languages:
Community content is available under CC-BY-SA unless otherwise noted.