Fallout new vegas wiki unique weapons. Review of weapons in Fallout: New Vegas. Rifle "M1A" Socom16 for Fallout New Vegas


Compared to Fallout 3, Damage Resistance has been replaced with absorption(Damage Treshold). Therefore, the value of damage from a single hit is now an important indicator (especially against armored targets). An assault rifle, a Chinese machine gun and a Chinese pistol were missing, and hunting rifle has changed significantly in characteristics. It can be seen that a lot of “cowboy” weapons have appeared.
Weight is given in pounds (a pound is about half the size of a kilogram).

1. Firearms

9mm pistol

This weapon is a clear copy of the 9mm Browning HP (High Power) pistol. There are many of these pistols in the game and they are found from the very beginning. The characteristics are not impressive, but for a start it is ok.


Ammunition:
9mm cartridge
Damage:
16
Rate of fire:
average
Accuracy:
average
Shop:
13
Weight:
1,5

Pistol cal. 22 with silencer

This pistol is not well suited for regular firefights, but can be useful for covert operations. Equipped with an integrated muffler. The Fallout Wiki cites similarities to the Welrod silenced pistol, but this is not the only similar weapon. The damage is very low, but with a critical hit it increases three times. The ammunition is low-power 5.6mm (.22 cal) cartridges. Similar ones can be seen in the shooting range. In reality, they are also used by small-caliber rifles (“small rifles”).


Ammunition:
cartridge.22LR
Damage:
9
Rate of fire:
average
Accuracy:
average
Shop:
16
Weight:
3

10 mm pistol

The pistol was still in classic Fallout, where it was the most common weapon. In Fallout 3, it acquired a new design, losing the incomprehensible drum. Looks overly bulky and heavy for its power. The design was not based on real pistols, but on "cool guns" from science fiction and comic book illustrations. Although it was intended by the designers as an indestructible and reliable weapon, it breaks quickly in the game.


Ammunition:
10mm cartridge
Damage:
22
Rate of fire:
average
Accuracy:
average
Shop:
12
Weight:
3

Revolver "Magnum" cal. 357

An antique revolver that takes a very long time to reload (the drum is loaded one cartridge at a time and does not open completely). In addition, before firing, you must manually cock the trigger. It is not clear what such junk will do in the future, and even in such significant quantities. Perhaps this is a homemade post-war weapon, created according to old drawings. As planned, it should give the game a “cowboy atmosphere”.
Equipped with .357 caliber cartridges (approximately 9mm), which are longer and more powerful than standard 9x19mm pistol rounds. The original cowboy revolvers fired black powder and had a different caliber. The .357 cartridge appeared only in 1935, when such archaic revolvers had not been produced for a long time.


Ammunition:
Cartridge.357 Magnum
Damage:
26
Rate of fire:
low (long recharge)
Accuracy:
average
Shop:
6
Weight:
2

Revolver "Magnum" cal. 44

It is known that this revolver, unlike the previous one, was manufactured before the War. It surpasses it in everything: in power, rate of fire, reliability, etc. Only now there are noticeably fewer cartridges for it. For this reason, it cannot be used as a primary weapon. But it can be sold profitably. Modifications - heavy frame and optics. But they won't make it a sniper rifle. It is a collective image of a modern American revolver for this caliber (Fallout Wiki states that this is a Colt Trooper MK III).


Ammunition:
Cartridge.44 "Magnum"
Damage:
36
Rate of fire:
low
Accuracy:
average
Shop:
6
Weight:
3,5

"The Same One" (5.56mm pistol)

In the first part, Fallout appears as a unique weapon that can be obtained as a quest reward. In the second it is already widespread. It is an Easter egg for the "blaster" from the movie "Blade Runner". In the game it was chambered for .223 cartridges (NATO 5.56x45mm). The description said it was a rifle cut down to the size of a pistol. At the same time, the barrel length is clearly insufficient. In NV this weapon appeared again as a unique weapon. With the Gun Runners Arsenal addon, a mass version appears (almost the same in terms of characteristics).


Ammunition:
5.56mm cartridge
Damage:
30
Rate of fire:

Accuracy:
average
Shop:
6
Weight:
5

12.7 mm pistol

A monstrous large caliber pistol. Based on the 14mm pistol from the classic Fallout. The first thought was that the developers had gone crazy and stuffed ammunition from a heavy machine gun into a pistol! This was prompted by the change in the “store” compared to the image of the analogue from Fallout 1.2. But as it turns out, he uses special short cartridges, and the thing in front of the trigger guard is not a magazine. And the magazine was now in the handle.
Due to its power, it has increased requirements (7 strength and 75 shooting skills).


Ammunition:
12.7mm cartridge
Damage:
40
Rate of fire:
medium (small magazine capacity)
Accuracy:
average (worst among pistols)
Shop:
7
Weight:
3,5

Single shot shotgun

This shotgun is found at the beginning of the game. Even from the name it is clear that he is slow in battle. But quite accurate (for a shotgun) and tenacious. Caliber - 20th hunting (~15.6mm). In the game, the cartridge contains seven pellets. In reality, such weapons are rarely seen; they are used by commercial hunters. The game exaggerates the weight. The Fallout Wiki says that the design is taken from the Savage 410 model. In Russia, a similar weapon is the IZH-18.


Ammunition:
Cartridge 20 cal.
Damage:
50 (7.1 x 7)
Rate of fire:
very low
Accuracy:
average
Shop:
1
Weight:
7

Caravanner's Shotgun

Judging by its appearance, this weapon is in poor condition. It is a double-barreled shotgun with a vertical barrel arrangement (the most common design today). The trunks had clearly been shortened. The caliber is also 20th. In the game it is best shot at short range due to the spread, and this seems quite plausible. The possibility of an almost instantaneous second shot is also available. In reality, there are so many similar models of weapons that there is no point in citing any specific model.


Ammunition:
Cartridge 20 cal.
Damage:
45 (6.4 x 7)
Rate of fire:
low
Accuracy:
low
Shop:
2
Weight:
3

Lever action shotgun

Five rounds of 20-gauge hunting cartridges in a tubular under-barrel magazine and reloading using a clip. There are enough of them against one enemy, even in combat armor. Directly copied from the Winchester M1887 shotgun, which has long been popular in the USA. By the way, don’t you remember anything? Yes, this is the same weapon that the Terminator used!


Ammunition:
Cartridge 20 cal.
Damage:
48 (6.9 x 7)
Rate of fire:

Accuracy:
average
Shop:
5
Weight:
3

Sawed-off shotgun

A sawed-off shotgun from a hunting rifle (but it looks rougher and is most likely a completely handicraft product). Almost the size of a pistol and equipped with a pistol grip (which suspiciously resembles the grip of a Kalashnikov assault rifle). The Sicilian mafia of the first half of the 20th century called such a weapon “lupara” and was considered an effective melee weapon. You can only hit it point-blank. The sawed-off shotgun can be seen in action during Omerta missions. Overall, this is a rare weapon in the game (as is its ammo).


Ammunition:
Cartridge 12 cal.
Damage:
100 (7.1 x 14)
Rate of fire:
low
Accuracy:
very low
Shop:
2
Weight:
4

Hunting shotgun

Here it is, a real American pump-action shotgun. Few action or horror films can do without it. Absent from previous parts of the game (not counting Tactix). Although 12 gauge is now ubiquitous, such cartridges are rare in the game. The characteristics are fine, but maybe the firing range has been slightly exaggerated. There are many prototypes of this shotgun, such as the Mossberg 500 and Remington 870.
Requires 75 shooting skill and 5 strength.


Ammunition:
Cartridge 12 cal.
Damage:
70 (10 x 7)
Rate of fire:

Accuracy:
average
Shop:
5
Weight:
7,5

Police shotgun

A self-loading shotgun with a central detachable magazine and a rudimentary tube with a fore-end under the barrel. The drum magazine holds up to 12 cartridges. What is immediately noticeable in the game is the high requirements for use - as much as 7 strength and 100 skill points. Convinced shotgun growers will be happy to own this barrel.


Ammunition:
Cartridge 12 cal.
Damage:
67 (9.6 x 7)
Rate of fire:

Accuracy:
low
Shop:
12
Weight:
5

Submachine gun cal. 22 with silencer

A sort of Thompson with a silencer and a machine gun disc. In reality it is called American-180 and has been produced since the seventies of the 20th century for the needs of the police. Low power was conceived in case the weapon fell into the hands of criminals. It was assumed that then it would not be able to penetrate the body armor of police officers. Also, this made it possible to avoid accidental victims due to the low tendency to ricochets and the inability to break through walls. But it turned out that the huge rate of fire of the submachine gun makes it possible to penetrate the defense due to multiple bullets hitting one place. In the game you can find him, for example, among Benny's guards. It has low destructive power and is almost unable to inflict critical wounds in normal mode. But, like the .22 pistol, it has a x3 chance of crit from stealth.
Due to low single damage and rarity of cartridges, it is rarely used.


Ammunition:
Cartridge.22LR
Damage:
10
Rate of fire:
High
Accuracy:
low
Shop:
180
Weight:
8

9 mm submachine gun

The features of this machine clearly indicate a Greasy Gun - M3A1 from the Second World War. It could already be seen in the second part of Fallout. Only the trunk here is too short. And the caliber is different - the original had .45 (11.43mm). By the way, there are no weapons of this caliber in the game (except for the Honest Hearts add-on).
Versions for 9mm cartridges existed. At the same time, they were compatible with STEN submachine gun magazines.
As for the short barrel, it is not clear why they did this. In the game he simply has a huge margin of safety. It looks rusty though. In reality, these weapons required constant lubrication, without which they jammed. But overall, yes, it was a durable weapon. US tank crews could even be seen with it in the 1991 Iraq War.


Ammunition:
9mm cartridge
Damage:
14
Rate of fire:
high
Accuracy:
average
Shop:
30
Weight:
4

10 mm submachine gun

According to Chris Taylor, the designer of the first parts of the game, this weapon was created on the basis of the MP5/10 (apparently, this is where the “Fallout” 10mm caliber came from). But then this weapon looked completely different from the MP5/10. This version appeared in Fallout 3 and is at least a little closer to the original, but still only vaguely similar.
The characteristics are similar to the previous model, although more modern.
The bullet has a little more stopping power.


Ammunition:
10mm cartridge
Damage:
19
Rate of fire:
high
Accuracy:
low
Shop:
30
Weight:
5

12.7 mm submachine gun

Another nonsense from the developers. A submachine gun chambered for a 12.7mm caliber cartridge of enormous power and size. It is believed to have a bullpup design. But here it is clearly visible that this is not a bullpup, although it is compact. Unlike the 12.7mm pistol, this weapon has a barrel. Why is there a picture of FN P90 here? It is here because of the similarity in the cartridge feeding design. They are located on top and... it takes a long time to explain. You can read weapons websites. On the right is a picture of the Kriss submachine gun, from which the designers may have been inspired. Or maybe they took the look from some kind of mounting gun or other tool? There is some kind of strange box sticking out in front of the handle, and at the bottom of the weapon there is a massive iron part of unknown purpose (a camping anvil? O_O). And of course, this gun can be made silent using a silencer!


Ammunition:
12.7mm cartridge
Damage:
36
Rate of fire:
high (-small magazine for automatic weapons)
Accuracy:
low
Shop:
21
Weight:
5

Varmint rifle

A cheap rifle in the early game. As the name says, it is intended for shooting small pests. Even with low shooting skill, this rifle kills geckos and insects (mantis, cockroaches and wasps) well. In reality, a 5.6mm (.22) caliber weapon with a short cartridge (“small”) is usually used for these purposes. In the game, it fires 5.56x45mm (.223) live ammunition. It's not that .22 cartridges are more effective, they're just much cheaper for these purposes.
The designers drilled a hole in the neck of the buttstock, clearly not understanding why it was needed there.


Ammunition:
5.56mm cartridge
Damage:
18
Rate of fire:
low
Accuracy:
high
Shop:
5
Weight:
5,5

Combat rifle

The main weapon of the NKR. The combat rifle is similar in ammunition and stopping power to the varmint rifle, but has a faster rate of fire. Although it fills the niche of the Chinese and assault rifles in F3, here this weapon does not have an automatic fire mode. Looks like an M16A1 with a wooden stock, grip and fore-end. It doesn't feel like a weapon you can rely on. To quickly eliminate weak targets, it does not have automatic fire, and its penetration power is low against thick targets. Plus, she has mediocre accuracy.
The Honest Hearts expansion includes a powerful version of this weapon - the Survivalist's Rifle, chambered for 12.7mm. Externally, it differs little from a combat rifle. It uses short cartridges similar to revolver cartridges. The 12.7mm pistol and submachine gun mentioned here are fired in the same way.


Ammunition:
5.56mm cartridge
Damage:
18
Rate of fire:
average
Accuracy:
average
Shop:
20
Weight:
8,5

Carbine

This automatic carbine (or simply - machine gun) uses 5mm cartridges, which in F3 were only needed for the minigun. This caused this ammo to accumulate on players who were not using heavy weapons. It was logical to add a light, rapid-fire weapon chambered for this cartridge as an alternative to the minigun. If you dig deeper, you can see similarities with the AK-112 assault rifle from Fallout 1.2. Same caliber, features and number of rounds in the magazine (24 pieces).

But the appearance of the weapon clearly does not fit the style of the game. The CAR-15 and M4, from which the design was taken, are modern weapons. Fallout is made in a retro-futuristic style, where a design from the 50s or at least the 60s would have been preferable. But there are no comments on the characteristics.


Ammunition:
5mm cartridge
Damage:
13
Rate of fire:
high
Accuracy:
average
Shop:
24
Weight:
6

Carbine arrow

But there are already problems in the characteristics of this carbine - with the same cartridge as a combat rifle (5.56mm) and with a shorter barrel, it has greater destructive power. Due to what? Sight or picatinny rail?
The size of the magazine is such that it will clearly fit 30 rounds, and not 20, as in the game.
I should also note that using it requires as much as 100 shooting skill.


Ammunition:
5.56mm cartridge
Damage:
24
Rate of fire:
average
Accuracy:
high
Shop:
20
Weight:
6

Cowboy rifle

Another ancient artifact. For the beginning of the game, this is an excellent weapon - fast and quite lethal. And there are plenty of .357 caliber cartridges for it in the game. The problem is low strength, which is logical. The weapon is very old and was created for black powder, which wears out the barrel much more slowly.
This rifle is a reference to the Winchester carbine, a legendary weapon from the era of the final conquest of the Wild West. But perhaps it is a collective image of the Winchester and the earlier Henry carbine and Spencer rifle. All original Winchester models used different cartridges. Version 357 is most likely a late modification. For example, it could be the so-called “Replica” is a souvenir weapon of an old model, released at a later time. But at the same time, the characteristics of the carbine are such that it could be used not only by collectors, but also by hunters and security guards.
Corporal Sterling from Camp McCarran has a unique modification of this weapon - with an elongated barrel and an archaic telescopic sight. Perhaps this is the weapon of the first snipers of the American Civil War. The problem is that it breaks quickly.


Ammunition:
Cartridge.357 Magnum
Damage:
32
Rate of fire:
average (-long magazine reload)
Accuracy:
high
Shop:
7
Weight:
5

Pathfinder Carbine

This is also a type of Winchester. It features a powerful .44 cartridge and is noticeably more durable. The Fallout Wikia states that it is taken from the Winchester M1886 and Marlin 1895G "Guide Gun" models. I haven't found any versions of them chambered in .44, other than those chambered in the old .44-40 cartridge, which is different from the modern .44 Magnum.
It seems to be enough effective weapon, but the characteristics of all this junk are clearly overestimated. Well, weapons from the cowboy era cannot be on par with modern ones. I won't provide evidence.


Ammunition:
Cartridge.44 Magnum
Damage:
48
Rate of fire:
average (-long magazine reload)
Accuracy:
high
Shop:
8
Weight:
5,5

Bear gun

You already guessed it - this is another Winchester. It looks similar to the version of the previous carbine, but it is a separate weapon. In the game, it does a lot of damage, but wears out several times faster than the Pathfinder's Carbine. It also requires 6 strength and 100% shooting skill. In reality, this weapon was not that impressive. True, then it fired black powder.
However, this is still a Marlin 1895, not a Winchester. This can be seen in the shape of the bolt box (or whatever it's called) and the location of the trigger, which is moved back. It was also chambered for .45-70 military ammunition. Of course, this is a powerful ammunition, but cowboys preferred something more powerful for hunting buffalo. This means that the lethal force is overestimated.


Ammunition:
Cartridge.45-70
Damage:
75
Rate of fire:
average (-long magazine reload)
Accuracy:
high
Shop:
8
Weight:
5,5

Machine (Rifle)

A unique weapon that can be obtained in Camp McCarran. The prototype of this weapon was the M1 Garand, a World War II self-loading rifle. Only her caliber was not .308 (7.62x51mm), but .30-06 (7.62x63mm). Most likely, this is a post-war conversion of a rifle chambered for the .308 cartridge. The original M1 had burst loading and it was possible to replenish ammunition only after all the cartridges had been used up. “Putting” shorter .308 cartridges into it is not difficult, but getting rid of burst loading is more difficult.
A regular (not unique) version also appears in the "Gun Runners Arsenal" add-on. It is called simply “Rifle” and has slightly reduced characteristics compared to the “Machine”.


Ammunition:
Patron.308
Damage:
55
Rate of fire:
average
Accuracy:
average
Shop:
8
Weight:
9,5

Hunting rifle

They obviously went overboard with the stylization of the appearance of this rifle “to look like a post-apocalypse.” It looks as if it had been lying in a swamp for many years, and before that it was used as a digging stick. But this appearance is deceptive - a hunting rifle is a very strong and accurate weapon. And the game model was taken from the previous game in the series - Fallout 3, where it has more modest characteristics.
In the game you can put an optical sight on it, and then the rifle will be comparable in capabilities to a sniper. Such weapons are now usually used with optics.
A similar weapon is the Remington 700, which is now widely used in the United States.


Ammunition:
Patron.308
Damage:
52
Rate of fire:
low
Accuracy:
very high
Shop:
5
Weight:
6

Sniper rifle

This rifle shoots faster than the previous one, but wears out faster and looks worse. It owes its origin not to a weapon from reality, but to the fictional DKS-501 from previous versions of the game.
There are no complaints about the weapon itself, but there are complaints about the “carbon fiber stock” modification. With it, the weight of the rifle is reduced from about 4 to 1.5 kg - this is implausible.


Ammunition:
Patron.308
Damage:
45
Rate of fire:
average
Accuracy:
very high
Shop:
5
Weight:
8

Large caliber sniper rifle

A rifle chambered for a powerful 12.7mm heavy machine gun cartridge. In reality, it is used to destroy snipers, lightly armored vehicles and various equipment such as antennas. In the Fallout world, it was used as a means of fighting soldiers in power armor. Of course, it is used only for special purposes. For example, with its help you can clear a quarry from the claws of death. The rifle takes pride of place as the coolest non-energy gun in the game. In classic Fallout, its place was taken by "Bozar".
The prototype is the French PGM Ultima Ratio "Hecate II". The possibilities are about the same as in the game. But no one shoots from it while standing, holding it suspended. And even from the knee. Only lying down and with a special bipod, and no amount of strength of 8 units and 100 shooting skills will help - the arrow will simply be thrown back by the recoil.


Ammunition:
Cartridge.50 MG
Damage:
110
Rate of fire:
average
Accuracy:
very high
Shop:
8
Weight:
20

Minigun and CZ57 Avenger

In F3, these weapons were quite common - there they were armed with super mutants and different people in power armor. In New Vegas, it is more difficult to find a minigun. Requires as much as 10 strength for normal use. But even with these requirements, its credibility is in doubt. The weight of real miniguns is more than 30 kg. They are used on helicopters and have a caliber of 7.62mm. They require an electrical power source. And the recoil is such that no one can hold it while shooting. But the troops still use miniguns - this is the XM214 "Microgun" chambered for 5.56x45mm. But no one shoots from it handheld or even from a bipod - only from a rigidly fixed turret.
But still, the possibility of shooting a minigun from your hands cannot be completely ruled out. Let's remember the films "Predator" and "Terminator 2". Yes, they fired blanks and were attached so that they would not be thrown back. But what if?


Light machine gun

NKR-sheep weapons chambered for 5.56mm. Looks like the M60 and M249 machine guns. It has increased power compared to a combat rifle. And in general it is much more effective - with it it is no longer scary to penetrate into the lairs of various creatures. Fire a burst at the head of a human enemy and it is guaranteed to be torn off. Ammunition capacity can be doubled with modification. This weapon was sorely missed in Fallout 3 by fans of heavy weapons. After all, miniguns and rocket launchers are not always convenient. A light machine gun would allow fighting in ordinary skirmishes. They didn’t wait - there is no “heavy weapon” skill in New Vegas.
For normal use you need 100 shooting skill and 8 strength. Everything is clear with skill, but why the whole 8 strength? The return is clearly not prohibitive. And characters with strength 8 are rarely shooters.


Ammunition:
Cartridge 5.56mm
Damage:
21
Rate of fire:
high
Accuracy:
average
Shop:
90
Weight:
15

2. Energy weapons

Laser weapons

Laser weapons - main type energy weapons in Game. It is not very lethal, but rapid-fire and accurate. Laser pistols look good in the hands of hackers. Laser rifles were the weapons of the military. They were supposed to replace conventional gunpowder weapons. The three-beam version of the rifle is an attempt to increase the power of the shot.


RCW laser

A special laser with a high rate of fire. Similar to a Thompson submachine gun, powered by electronic batteries. Very effective against small animals and people without armor. In a matter of seconds, it mows down large groups of such enemies. But it is useless against armored targets - it wastes a lot of charge without any visible effect. For example, some of the Devils are armed with it.


Ammunition:
Email charge
Damage:
15
Rate of fire:
very high
Accuracy:
high
Shop:
60
Weight:
4

Gatling laser

Heavy version of the laser. Requires 100 skill for energy weapons and 8 strength (which is somewhat strange - there is no recoil). Very fast-firing, but quickly depletes its reserves. Without skill it is better not to use it - there will be many mistakes. Ineffective against armored targets. In general, an incomprehensible bulky gun.


Ammunition:
E.C.
Damage:
10
Rate of fire:
very high
Accuracy:
average
Shop:
240
Weight:
18

Plasma weapon

Plasma weapons are on average more effective than laser weapons. Although the plasma weapon is not as accurate and fast, it allows you to take down “strong” opponents. Very often you have to shoot at a very short distance; in such cases, lasers have no advantages over plasma. They spend two battery charges per shot (but it's worth it). The Plasma Pistol has a similar weapon - the Plasma Defender, which has increased damage to 38 and costs 3000 caps (versus 200 for the regular pistol). Also, it looks more familiar - without external cables, needles and jars. Arcade (one of the player's possible companions) is armed with it. Pistols run on batteries (Energy Cell - EC), and rifles run on micronuclear batteries (Micro Fusion Cell - MFC). You can find a unique plasma gun - "Q-35 Modulator". It only expends one charge per shot. The multiplasma rifle is an analogue of the three-beam rifle. It also has increased power at the cost of triple the charge consumption. It seems that it should be useful in the final battles, when there is no point in saving ammunition, but the penetrating power is not impressive and the rate of fire in battle is not very good. Therefore, for the battle for the Dam it is better to choose something else.


Plazmoliv

The plasma caster is externally a copy of the turbo plasma weapon from Fallout 1.2. The damage is noticeably higher than that of a regular plasma rifle, but it breaks faster and also requires 100 skill and 8 strength.


Ammunition:
MFC
Damage:
65
Rate of fire:
average
Accuracy:
average
Shop:
10
Weight:
20

Rechargeable weapons

These two models use a micronuclear device for firing, which does not need to be recharged. Presumably, this is a miniature nuclear reactor that gradually produces energy and is designed to last hundreds of years. After firing all the ammunition, you need to wait for some time until the charge is restored. A similar weapon in Fallout 2 was the solar scorcher. Despite the fact that rifles of the same type are usually more powerful than pistols, here the opposite is true. The rechargeable rifle is very weak and has a small supply of charges. Therefore, its necessity is questionable. But you can already shoot with a pistol if you feel sorry for ammunition for other weapons.


Pulse pistol

An effective means of destroying robots and turrets. This specialized weapon is not suitable against living targets, to which it deals almost no damage. But this pistol causes monstrous damage to robots. It also works against power armor(but only for the one that is not “restored”). When firing, the shot does not occur immediately, but after half a second. Quickly consumes battery power - one battery is enough for 5 shots.


Ammunition:
E.C.
Damage:
5 (+250 vs. robots, +110 vs. power armor)
Rate of fire:
average
Accuracy:
high
Shop:
25
Weight:
5

Gauss rifle

"Sniper" among energy weapons. Deals massive damage to any targets and can effectively shoot over long distances. According to the principle of operation, it is an electromagnetic projectile accelerator. It only consumes batteries, but fires small-caliber metal projectiles (apparently, they are already in large quantities inside the rifle). Although the rate of fire is normal, you need to aim carefully and not waste charges. So it is not well suited for close combat. There is a unique version - YCS/186, which reloads after every shot.


Ammunition:
MFC
Damage:
120
Rate of fire:
average
Accuracy:
high
Shop:
5
Weight:
7

Flamethrower

Regular flamethrower. It shoots a flammable mixture that is released as compressed gas. It felt like he was made too weak. When in use, you can hardly hear anything, the flame barely comes out. I would like to hear the frightening roar of combustion and a large, long flame. And so, it turned out to be a burner for slowly frying food. The action against armored targets is simply shameful - it does no damage at all.


Ammunition:
Flamethrower fuel
Damage:
16 + 2 (5 sec)
Rate of fire:
high (continuous flame)
Accuracy:
average
Shop:
60
Weight:
15

Incinerator

This is a type of flamethrower that releases "fireballs" over a considerable distance using a charge (most likely gunpowder). Such weapons existed in reality. For example, some tank flamethrowers of the Second World War. When hitting the ground (or target), the fire continues to burn for several seconds, causing damage. Shooting from an incinerator is reminiscent of archery with fiery arrows - you can correct it visually. The normal one does not require many characteristics (which is strange - after all, it weighs not much less), but the heavy version requires 100 skill for energy weapons and 8 strength.
They look almost the same - both bulky things.


Tesla gun

A weapon of unknown operating principle. Possibly fires an energy blast that causes a subatomic explosion. The gun is good at long range, but in close combat the high damage no longer compensates for the low rate of fire. Spends 6 charges per shot at once. The Tesla-Biton prototype is a unique version of the Tesla gun. The requirements for use are high - 100 skill and 8 strength (like other heavy energy weapons).


Ammunition:
Email charge
Damage:
80 +80 AoE
Rate of fire:
low
Accuracy:
high
Shop:
20
Weight:
8

3. Explosives

With this skill you can use grenades, explosive charges, mines and grenade launchers. They are not all listed here, since this is a review, not an encyclopedia. Grenades are used occasionally, in situations where it is necessary to hit hard-to-reach targets. For example, you can throw it into a room where enemies have accumulated. Or to the upper sections of the ruins, where the gunmen sit. In a normal skirmish, grenades are ineffective - the enemy is usually too mobile. It is not recommended to waste explosive charges - they are sometimes needed in quests. Mines seem like a tempting prospect at first - you can mine the paths of enemies. But in practice this turns out to be a useless fuss and a waste of time. The grenade launchers aren't impressive either. In the hands of an NPC they can be frightening with their effect, but in the hands of a player it loses its usefulness. There are too many enemies in the game, they move quickly, and it’s not easy to get ammunition. In addition, grenades often injure companions and even the player himself.
Here are some of the grenade launchers: 40mm grenade launcher- an analogue of the American M-79 from the Vietnam War. Fires one shot and deals significant (to start the game) damage. Automatic grenade launcher- heavy weapons of 25mm caliber. The action resembles an incinerator. Grenade launcher(missile launcher) - a weapon known from Fallout 3. It fires a relatively large rocket projectile and deals a lot of damage. His problem is that he has to find and buy ammunition literally one by one. All grenade launchers are good in massive battles (for example, the final battle for the Dam), but in ordinary skirmishes it is better to use small arms or energy weapons.

4. Cold steel

And now the shortest chapter. Although in NV for fans hand-to-hand combat life is not so bad, I won’t give a description of knives and clubs here. There are too many of them, and the article is already long. I'll just name a few of the most killer gizmos. Cold (melee): chain saw, fire axe, thermal spear, super sledgehammer. Unarmed: Ballistic fist with options. I will also note that nothing prevents melee players from sometimes using shooting weapons (especially since they accumulate enough ammunition).


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In this article we will tell you about unique weapon in Fallout New Vegas. You will learn the characteristics of this unique weapon, its pros and cons, as well as where it can be found in the game Fallout New Vegas.

Unique energy weapons in Fallout New Vegas

We will start our article with very interesting examples of unique weapons - energy weapons. There are enough of this type of weapons in the game; each rifle or blaster has its own interesting story and for the most part they are quite easy to find. So, let's begin.

Gauss rifle YCS/186

This rifle is a good replacement for a large-caliber sniper rifle. The YCS/186 is advantageously distinguished by its more capacious magazine, which can accommodate an additional cartridge; this fact may well play a role in combat; this rifle also differs from its counterparts in its greater damage.

In order to become the owner of this unique weapon, you need to kill a gang of mercenaries, which is located next to the Tumbleweed ranch. The leader of this gang is armed with this rifle.

This is interesting: if the main one has the “Wild Wasteland” perk, then instead of bandits, main character will stumble upon Aliens, from whom you can get hold of their blaster.

AER14 prototype

This weapon is a unique improvement on the regular laser rifle. If you study the history of this weapon, it becomes clear that the AER14 prototype is a new rifle that should replace the current AER9 laser rifle. Naturally, this rifle is better than the AER9 in all characteristics, including damage.

If you decide to become the owner of this rifle, then you should go to Vault No. 22, there you will get into the living quarters on the fifth level (the door to the living quarters is locked, you will have to tinker with it), and already in the living quarters themselves, look for the rifle nearby with stairs.

Euclid's algorithm

This weapon uses a satellite located in Earth orbit, at its core, the Euclidean algorithm itself is a target-indicating device, you simply mark what to destroy, and an orbital strike is launched at the specified target. This is a powerful weapon, but it also has disadvantages: a strike can only be made in open areas, and the reload interval for this weapon is long.

To become the owner of the Euclid algorithm, you need to complete the quest “Sun Glare” and get a rangefinder, which is owned by an ordinary boy named Max, who can be found in Freeside.

Modulator Q-35

This unique weapon is a plasma rifle, which has increased basic characteristics compared to a regular plasma rifle. The Q-35 modulator has increased critical damage (by 15 points), but the normal damage is reduced by 7 points, but despite this, a huge plus is the reduced charge consumption, which in the long run makes this weapon more profitable compared to conventional plasma rifle.

You can find the Q-35 modulator at the REPCONN headquarters; to do this, you need to get into a closed room on the first floor of the building. There are 3 ways to do this:

  • The door can be opened using Pierce Isley's key, this key can be found on the 3rd floor of the building, look for a briefcase;
  • The door can be opened with high levels of hacking and science;
  • If the hacking level is more than 75, but less than 100, then go to the second floor and look for a hole in the floor there, it will lead you to this weapon.

Alien Blaster

This weapon can be called truly unique, because it is a product of unearthly technology. The alien blaster has incredible damage and we can say that among one-handed weapons, it is the most powerful, even in inexperienced hands it is just a “bomb”. There is only one minus, this is a non-standard ammunition, the Alien energy cell is quite difficult to find, so after the supply of these cells runs out, it will be just a beautiful toy. Although there is one more drawback, in order to use this weapon, the main character’s energy weapon level must be at least 75 points.

In order to become the owner of this weapon, you need to look for smoke from the fire, next to the Tumbleweed ranch, at the fire you will meet three Aliens, so you need to take this blaster from them.

Missing laser pistol

It sounds intriguing, but unfortunately this pistol will only bring joy to collectors of unique weapons, because its characteristics are practically no different from ordinary ones laser pistol.

You can find this weapon in the scorpion gorge, next to the corpse of some poor fellow. In order for the weapon to appear there, you must talk to the following characters:

  • Torres;
  • Shooting range manager;
  • Novice Stanton.

Van Graff Plasma Rifle

A good gun that is not difficult to get, for this you need to do a little work for the Van Graff family, completing the quest “Two Boots That Match.”

Energy pistol "Pew-Pew"

In appearance, the Pew-Pew is no different from a regular laser pistol, but its power is amazing; it is almost six times more powerful than its regular counterpart. But as usual, not everything is so simple, such power cannot be free, this weapon has disadvantages, it is a lower rate of fire and high energy consumption.

To become the owner of a Pew-Pew pistol, you need to fulfill a number of conditions at the Sunset Sasparilla headquarters.

Tesla-Biton gun

This gun is an improved version of the regular Tesla gun, the main characteristics are higher than those of the Tesla, and is considered an anti-tank gun. You can find this weapon at the rotorcraft crash site.

Unique firearms in Fallout New Vegas

Now let's look at the most popular unique weapon in the game - this firearms, it is represented quite widely in the game. In this section we will look at the most popular copies among players.

Vance 9mm submachine gun

According to legend, this submachine gun belonged to the legendary criminals of its time - Vance and Vikki. A detailed history of this weapon can be found at Primm-Slim. In appearance, the Vance submachine gun is very similar to a regular submachine gun, only it is more beautiful and well-maintained. Among the differences from a conventional submachine gun, one can highlight the magazine, which has been increased to 60 rounds or more. high level damage and rate of fire. To use this unique weapon, you need to have a Weapon skill above 25 points.

If you want to become the owner of this submachine gun, then you need to visit the hideout of two bandits Pauline and Sammy Wins. It is they who keep this submachine gun in their safe. The couple's hideout is located between Miguel's pawn shop and the H&H Tools plant.

Mysterious Magnum

In appearance, this is an ordinary magnum, only more beautiful, besides the appearance, the feature of this weapon is the playing of the “Mysterious Stranger” theme, it plays every time the magnum is taken out of the holster or put back.

According to its characteristics, the Mysterious Magnum differs from the usual one in increased damage and rate of fire, but at the same time it is heavier. You can find this unique weapon from the character Lonesome Drifter, and it in turn can be found at the billboard with the inscription “Sunset Sasparilla”, which is located near the Highwayman.

Big boom

This weapon is very similar in appearance to a regular sawn-off shotgun, but unlike it, it has a much smaller spread and slightly higher damage. This unique weapon can be taken from the character Mother Gibson, who in turn can be found at the dump of the same name.

CZ57 "Avenger"

This weapon is also known as the "Avenger" and is a unique version of the minigun. In order to use this weapon, you must have a skill of the same name of 100 points.

The only characteristic in which the Avenger is not superior to a regular minigun is the number of rounds; in all other respects, the Avenger is better than a minigun. You can find this weapon in the back of an abandoned truck, which is located next to the Bravo post in the Devil's Throat gorge.

Lucky

A very beautiful revolver, which is created on the basis of Magnum.357, like any unique weapon, “Lucky” is superior to the weapon on the basis of which it was created in all respects. This weapon can be found at the Bison Steve Hotel, it is cleverly hidden in the safe, which is built into the floor, behind the counter. To find this safe, you need to enter the hotel through the main entrance and move in an easterly direction, as soon as you see the counter, go behind it and look for the safe in the floor.

All-American

This is a very show-off gun, it looks quite modern and beautiful. It is believed that the “All-American” is an improved version of the shooter’s carbine. In terms of its characteristics, the All-American is superior to the shooter's carbine in everything, both in damage and in speed of fire and in magazine capacity.

You can find this unique weapon in Vault No. 34; to do this, you need to visit the armory of this shelter.

Rat Killer

This weapon is a sophisticated sniper rifle, the basis for which was a varmint rifle. The Rat Killer has 23 points of damage, an 8-round magazine, a reload time of 2.16 seconds, and a weight of 4.5 pounds.

You can find this rifle in the eastern part of Brok Cave.

Unique melee weapons in Fallout New Vegas

Next, we present to you a selection of unique edged weapons, of which there are many fans among Fallout New Vegas players.

Baby!

Is a unique super sledgehammer. The appearance of this weapon is not very good, it is all covered with rust and looks as if it was used by a super mutant, most likely it was. From the usual super sledgehammer “Baby!” differs in damage of 80 points and a unique blow “Like Dame!” in V.A.T.S. mode

Find "Baby!" possible in the Charleston cave, there are several night hunters there and a sledgehammer lies next to the corpse of a shadow.

Blade of the East

It is a two-handed sword that belongs to the Beast of the East, the legate Lanius is hiding under this pseudonym. It is precisely from him that this blade can be taken away during the final battle. The damage of the Blade of the East is 65 points.

Liberator

It is an improved version of a regular machete, differs from a regular machete in increased damage, faster attack speed, as well as larger multipliers for crit and limb injuries.

You can find this blade in the barracks of the Dean of the Dead Sea, which is located in Nelson.

Knock Knock

This unique weapon is an improved version of the regular fire axe. You can find the Tuk-Tuk in the Searchlight fire station, on the second floor in the toilet.

That's all the information we have about unique weapons in Fallout New Vegas. We hope this article helped you, but if you still have questions or have additions to this article, write them in the comments. And don't forget to rate our articles, thanks in advance!