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Two-Step Goodbye is a unique weapon added with the Fallout: New Vegas add-on Gun Runners' Arsenal.


Compared to the standard ballistic fist, Two-Step Goodbye deals slightly less damage per strike, the second-highest of all unarmed weapons, at the same, fastest attack speed. It deals significantly less critical hit damage as a trade-off for its unique effect where, if a target is killed by a critical hit, following a two-second delay, the body will explode like that of a frag mine, dealing bonus splash damage to other targets in a close radius. However, this splash damage also extends to friendly non-player characters as well, likely turning them hostile, if the user is not careful. It also has a similar AP cost, weight, and durability to the standard variant but has a significantly higher caps value. It also requires 100 Melee Weapons and 9 Strength to use effectively. It is considered an improved holdout weapon.

Visually, the weapon lacks the standard variant's wrist-mounted double-barreled shotgun, instead having a single barrel mounted on the forearm. Sections of it are colored yellow, as opposed to the standard variant's monotone color scheme with an explosives warning symbol printed on the side.

V.A.T.S. Special Attacks[]

Type of attack- Type of attackSkill required- Skill required
Damage per attack in V.A.T.S.- Damage per attack in V.A.T.S.Action point cost- Action point cost
Damage per action point- Damage per action pointAdditional effects- Additional effects
Type of attackSkill requiredDamage per attack in V.A.T.S.Action point costDamage per action pointAdditional effects
Stomp502802014Only on knocked down enemies
Cross75154207.72.5x damage to limbs
Note: Unarmed weapons do double normal damage in V.A.T.S.


Two-Step Goodbye can successfully strike about 395 times from full condition before breaking.



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 secondBonus effectsAttacks per secondCritical Chance % multiplierCritical damageCritical effect damage and durationAction Point costDamage per action pointDurability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Ballistic fist 80
Two-Step Goodbye Gun Runners' Arsenal70
Displacer glove 50
Pushy 60
Zap glove 35
57.3+50Electromagnetic pulseRobots
+20Electromagnetic pulsePower armor
Paladin Toaster 41
67.1+50Electromagnetic pulseRobots
+20Electromagnetic pulsePower armor
Note: Unarmed damage is doubled in V.A.T.S.


The weapon is located at the Gun Runners kiosk near Freeside's east gate, sold by Vendortron.


  • Enemies hit by with this weapon fly a few feet back before exploding.
  • Both the main attack and the secondary explosion can achieve stealth kills.
  • There is a beeping noise, similar to that of frag mines, that warns the player about the secondary explosion before detonation.
  • Even though this weapon will deal a deadly explosion after a critical hit, none of the Explosives-based perks have any effect on it. This includes Demolition Expert, Splash Damage, and Hit the Deck.
  • Due to the weapon's secondary explosion, it can sometimes cause unintended collateral damage in proximity to friendly non-player characters. For example, if the player is attacking a Freeside thug while a member of the Kings is attacking as well, the secondary explosion may kill the Kings gang member, causing a loss of reputation in Freeside.
  • This weapon uses the intended Pip-Boy 3000 icon, instead of the power fist icon previously used for the ballistic fist.
  • Despite its low critical damage, it has a x4 critical multiplier. A maxed critical chance character will have up to 117% chance to critically hit, the highest for any Unarmed weapon, thus they will continue to get critical hits and trigger the detonation every time an enemy is killed.
  • If an enemy is killed by a critical hit in V.A.T.S., the player may not be able to escape the blast (there is a delay between killing the enemy and resuming control) which may cause minor health loss, crippled limbs (especially legs) or in some cases, death.
  • The weapon features in the achievement/trophy image for Curios and Relics.

Behind the scenes[]

Joshua Sawyer stated that the developers intended for several unarmed weapons to be capable of using and consuming ammunition as a way to distinguish their use against other weapons, but problems with implementing such a system ultimately resulted in the idea being scrapped and weapons like the ballistic fist and Two-Step Goodbye simply having an independent, invisible, infinite ammo supply.[1]



  1. "Did you ever intend for the Ballistic Fist in Fallout: New Vegas to use shotgun shells as ammo?"
    J.E. Sawyer: I intended for several of the Unarmed weapons to use ammo, but we encountered some problems with implementing it. I would have liked to continue with it because I think ammo use/reloading could have helped distinguish those weapons in more interesting ways."