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Fallout: New Vegas

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Fallout: New Vegas
NEWVEGAS-COVER.jpg
PC Boxart
Release Date: 2010
Developer: Obsidian Entertainment
Publisher: Bethesda Softworks
Series: Fallout
Platforms: PC
Xbox 360
PlayStation 3
Genre: Action Role-Playing


Fallout: New Vegas Ultimate Edition (2012). The game and all its DLC was released together as the Ultimate Edition in February 2012.

Fallout: New Vegas is the fourth installment in the long-running Fallout series. The game takes place in a post-apocalyptic Nevada, roughly four years after (but not influenced by) the events of the previous title, Fallout 3. It was developed by Obsidian Entertainment (Alpha Protocol) and published by Bethesda in 2010. The game is available for the PC, Xbox 360, and PlayStation 3. Ron Perlman, Danny Trejo, Kris Kristofferson, and Matthew Perry can be found among the voice actors of the game.

The game follows the story of Courier 6, who is ambushed while carrying a mysterious package bound for New Vegas at the behest of Mr. House, the reclusive ruler of the city. Shot in the head, Courier 6 survives and soon finds themself wrapped up in the oncoming battle between the New California Republic and a band of slavers from Arizona and Colorado known as Caesar's Legion.

A host of DLC were released for the game, which were then collected into the Fallout: New Vegas Ultimate Edition. The first, Dead Money, revolves around a long-planned casino heist in the Sierra Madre, a famous casino locked since the Great War. Honest Hearts takes place in the post-War Zion National Park and, among other things, adds a new caliber to the game, .45 ACP. Old World Blues takes place at the scientific research facility Big Mountain or the Big MT. The final regular DLC, Lonesome Road, adds backstory for the main character, Courier 6, as well as taking place in the ruins of various military installations in the towns of Hopeville and Ashton. A fifth pack, Gun Runners' Arsenal, did not add any story content, but instead added a host of weapons to various vendors around the game. The sixth, Courier's Stash, also did not add any new story content, nor technically any new content at all, but instead made the pre-order exclusive item packs available to everyone.

Fallout: New Vegas has a very in-depth ammunition system. The player can reload ammo, and there are many variants of each ammunition type. For a list, see the discussion page. Director Joshua Sawyer, via his account on the now defunct Formspring (an archive of which can be found here) has confirmed several details about the firearms the game's weapons are based on among the many questions he has answered.

(*) indicates that the weapon was added in DLC.


The following weapons appear in the video game Fallout: New Vegas:


Handguns

As an interesting note for the three "hammered" handguns (the Hi-Power and the two Colts): upon drawing the weapon, they will have an uncocked hammer. The first trigger pull is therefore technically in double-action mode; afterward, each subsequent shot the entire time the handgun is equipped is in single-action. While this is not correct for any of the three single-action handguns, it's still a nice touch.

Browning Hi-Power

The Browning Hi-Power appears as the "9mm Pistol", made by a fictional "M&A Guns Manufacturers" according to the slide legends. It can be modified with a short-range scope and a 20-round magazine. It weighs 1.5 pounds, lower than the 2.2 of the real thing. It's the most common gun in the game, standard issue to most factions like the NCR and given to the player by Doc Mitchell at the start of the game, unless the player rolled their stats into another skill beyond Guns. The standard Hi-Power is seen in the hands of series mascots Vault Boy and Vault Girl in various perk icons, and is used by Vault Boy on the achievement icon for the quest "You'll Know it When It Happens". It also appears in NCR propaganda posters. The Hi-Power is a very adequate firearm, with mediocre damage and accuracy that benefits from its high capacity (and thus DPS against lightly/unarmored opponents) and how common 9mm ammo is, but still leads to it getting replaced quickly for better sidearms.

A unique version called "Maria", based on the factory-engraved "Renaissance" model with grips painted with Our Lady of Guadalupe, is carried by Benny (voiced by Matthew Perry), which he uses to execute the Courier in the opening FMV. The player can later acquire it from him (either by killing him or pickpocketing it from him, the latter allows the player to complete the "Talk About Owned" challenge by killing Benny with Maria). Besides being fashionable, Maria boasts a higher fire rate, damage per shot and accuracy over the normal 9mm pistol at a cost of not allowing mods to be attached.

Browning Hi-Power - 9x19mm Parabellum
The in-game model for the 9mm Pistol.
The 9mm Pistol fitted with an extended magazine and a short-range scope.
The Courier stands out in New Vegas, holding his Hi-Power.
The Courier aims his Hi-Power at the horizon.
The Courier reloads his Hi-Power. Yes, the slide magically locks back when reloading. An attempt has been made to make this look sensible through a pivoting slide release lever; however, the actual slide release doesn't move, and the lever that Obsidian apparently mistook for one is actually the safety.
The Courier pulls the slide on a jammed Hi-Power.
While wandering Camp McCarren, the Courier finds a NCR poster warning soldiers about sexually transmitted diseases that features an image of a Hi-Power, which appears to be a render of its in-game model. This poster is derived from a US World War II poster proclaiming "VD is not Victory", which featured an original M1911 instead.
Browning Hi-Power "Renaissance" - 9x19mm Parabellum
In-game model for the unique "Maria" variant.
"From where you're kneeling, it must seem like an 18-carat run of bad luck. Truth is... the game was rigged from the start."
Benny draws Maria from his jacket, before shooting the Courier in the head during the opening intro.
The Courier, in an ironic twist of fate, holds Benny's own "Maria" on him while visiting Benny at The Fort.

Ruger Vaquero/Colt Single Action Army

The ".357 Magnum Revolver" appears to blend elements of the Colt Single Action Army, the Ruger Vaquero, and various other SAA replicas. Like the Vaquero, the cylinder can be moved without the hammer being half-cocked, uses a transfer bar instead of a firing pin, and the cylinder can rotate in either direction. However, it shares similarities with the Colt, such as the three pins on the frame, where the Vaquero only has two. The base gun appears to have a 5" barrel, but can be modified with a 7.5" barrel that increases the damage by +3, as well as an engraved "heavy duty" cylinder which increases its maximum condition by +50%. It weighs 2 pounds, which is appropriate for its initial barrel length, but is not affected by the barrel length upgrade. A Single Action Army also appears on the boxart and title screen, with slight differences due to these images being illustrations instead of using the game's 3D model.

The .357 Magnum Revolver is a very common lower tier gun, used by everyone from Powder Gangers to NCR Patrol Rangers and is one of the first revolvers and magnum caliber guns the player will get. Decent damage and accuracy tempered by middling returns on power and a slow reload as you'd expect from a gate loader.

A unique version called "Lucky" can be found in a safe in the Bison Steve casino in Primm, with a club symbol on ivory grips and an engraved black-and-gold finish. "Lucky" is the fastest-firing revolver in the game. It serves as a high-level eater of .357 Magnum ammo, with its fast ROF and increased damage muted only by its 6-round capacity.

Ruger Vaquero - .45 Long Colt
Colt Single Action Army - .45 Long Colt
The in-game model of the normal ".357 Magnum Revolver".
The .357 equipped with a longer barrel and a "heavy duty" cylinder.
The Courier holds his .357 Magnum while staring out at Outer Vegas. Note the lack of firing pin.
Realizing his revolver isn't fully loaded, the Courier begins to reload his .357 Magnum.
The Courier aims his .357 Magnum.
The in-game model of the unique "Lucky" variant.
Following some adventuring, the Courier aims the unique "Lucky" variant.
Before going into Gomorrah, the Courier reloads "Lucky".
A loading screen prominently features several of the game's skill magazines, a copy of "True Police Stories" (which boosts the Courier's crit chance by 5%) front and center. This magazine's cover, which seems to feature some sort of SAA-type revolver, is actually derived from a cover for the 1945 movie Dick Tracy, Detective.

Smith & Wesson Model 29

The Smith & Wesson Model 29 returns from Fallout 3, renamed the ".44 Magnum Revolver" as it no longer has a scope by default. The .44 is a relatively common find at higher levels, carried by some Legionaries, Gomorrah lieutenant Cachino, some Fiends, and Old Ben in Freeside. Raul Tejada (Danny Trejo), former vaquero and vagrant handyman, carries one as his signature weapon. The .44 Magnum is as powerful as it was in Fallout 3 and can be used more freely now that it lacks the scope. The scope is still available as a modification, plus a "heavy frame" that gives the gun a matte finish and bright S&W rosewood grips. It weighs 3.5 pounds, rounded down from its real counterpart. Incorrectly, the Model 29 uses the Pip-Boy icon for the Smith & Wesson Model 2 Double Action from Fallout 3, which does not appear in New Vegas.

The unique version of the Model 29 is known as the "Mysterious Magnum" and features a nickel-plated finish with engravings, a mother of pearl grip, and a mysterious tune that plays whenever the pistol is drawn or holstered. The Mysterious Magnum is carried by the Lonesome Drifter, who can be found by a Sunset Sarsaparilla billboard near the El Dorado Dry Lake, and can be acquired from him during the quest "Talent Pool". The Mysterious Magnum has a faster fire rate, better accuracy, increased critical hit damage but a lower durability stat, but is still a very powerful and frankly stylish high level sidearm. A version of the Mysterious Magnum with extremely buffed damage is also used by the Mysterious Stranger. The Mysterious Magnum appears to have a blocked barrel (due to the bore on the default .44 Magnum being a texture) which can be seen when reloading it.

Smith & Wesson Model 29 - .44 Magnum
In-game model of the .44 Magnum Revolver.
The .44 fitted with a scope and "heavy frame".
The "Mysterious Magnum", complete with mother of pearl grips and gorgeous engravings.
The Courier holds his Smith & Wesson Model 29.
The Courier reloads his Model 29. The speedloader's textures tend to glitch.
The Courier aims his Model 29, on the watch for any punks.

"12.7mm Pistol"

The "12.7mm Pistol" is a fictitious pistol chambered for the also fictitious 12.7mm round (the in-universe equivalent to .50 AE or .50 Beowulf). It is based on the "SIG-Sauer 14mm Pistol" from Fallout and Fallout 2, though the magazine is inserted into the grip instead of being housed in front of the trigger like the original 14mm. Like the original design, it is roughly a 50% ultra-chunky Hämmerli 280 (now minus the separate magwell) and 50% the "LAPD 2019 Blaster" from the movie Blade Runner, though a standalone gun even closer to the Blade Runner weapon exists too. Its only modification is a suppressor. The pistol's grip also has a loose similarity to that of the Finnish Jatimatic submachine gun. The 12.7mm Pistol is as rare as its ammo, found in Bloodborne Cave and carried by NCR troops at Hoover Dam as well as NCR Ranger Presidential Guards. While it needs a high Strength and Guns skill to properly use, the 12.7mm's power is one to be reckoned with, piercing flesh and armor alike with ease and making it a solid choice for a high-level sidearm when armor's a problem.

A unique variant was added with the Gun Runners' Arsenal DLC, named "Lil' Devil". This unique compact variant has a shorter barrel and synthetic black grips, as well as a dark matte finish. Lil' Devil, besides being an adorable name for a sidearm, is better than the standard 12.7mm in almost every way, from damage to the fact it can be snuck into Strip casinos. The only disadvantage is that it can't be fitted with a silencer.

Hammerli 280 - .22 LR
The LAPD 2019 Blaster from Blade Runner.
Jatimatic - 9x19mm Parabellum
The "14mm Pistol" from Fallout.
The in-game model of the 12.7mm Pistol. Note the small discoloured patch above the trigger; this is apparently the ejection port, although the layout of the pistol makes it unclear how that's exactly supposed to work.
The 12.7mm Pistol fitted with a silencer. The gun is still quite loud even with it, but enemies treat it as being fully silent.
The 12.7mm's compact variant, the "Lil' Devil".
The Courier aims his 12.7mm Pistol while taking a visit to Novac.
Knowing what lies beyond, the Courier reloads his 12.7mm Pistol.
The Courier aims his 12.7mm Pistol, showing that it's a faithful replica of the original 14mm design from Fallout's past. Aside from the whole 'no magwell' thing, of course.

"10mm Pistol"

The "10mm Pistol" returns from Fallout 3. As in that game, it is loosely based on a Magnum Research Desert Eagle. The 10mm is a very common weapon, sold and carried by many merchants, Vault 19 Powder Gangers, and many members of the Kings. Unlike the Browning and two Colt pistols, it seems to operate entirely in double-action. It can be modified with a laser sight, suppressor, and extended magazine. The 10mm is a reliable sidearm for the mid point of the game, with higher damage and DPS than the standard 9mm offerings alongside decent mods to keep it in the power band long enough to be useful.

The pre-order bonus "Classic Pack", also included in the Courier's Stash DLC, adds the "Weathered 10mm Pistol"; aside from the different skin, it features slightly higher damage and durability at the cost of not being a holdout weapon.

Magnum Research Desert Eagle Mark I - .357 Magnum
In-game model for the N99 10mm Pistol.
A 10mm Pistol with all modifications.
The Courier aims his 10mm Pistol while eyeing the wall of New Vegas.
Later, the Courier notices the high front sight of the N99.
The Courier reloads his 10mm Pistol. Notice how the back of the magazine is missing textures, likely an error on the developer's side; the old magazine is also never removed at any point during the animation. The Desert Eagle Mark I-like safety can also be seen here.
The Courier, his duster, and his 10mm Pistol.
The unique Weathered 10mm Pistol; note the less reflective look and overall cleaner-looking texture compared to the base version.

LAPD 2019 Blaster

The LAPD 2019 Blaster from Blade Runner makes a return to the Fallout series. Called "That Gun" in-game, in reference to "That Gun from Fallout and Fallout 2", the ".223 Pistol". Like its predecessor, it chambers 5.56x45mm NATO and can also chamber .223, which wears out the gun slower at the cost of less damage. The Gun Runners' Arsenal DLC adds a non-unique variant of this weapon, called the "5.56mm Pistol". "That Gun" can be purchased from Cliff Briscoe in Novac or stolen from the back room. The 5.56mm Pistol is more than just old Fallout nostalgia, but a potent side-grade handgun for mid to high level players. Sure it's not fast firing, but 5.56 AP is very common and very effective for pesky Legionnaires.

The handgun is usable to complete two movie-related challenges (tasks the player can complete to earn XP). "Benefit or a Hazard" refers to the film the gun originated in, Blade Runner, and requires the Courier (fittingly) to kill robots with the weapon, while "Dyin' Ain't Much of a Livin'" (a reference to Clint Eastwood's line to a bounty hunter in The Outlaw Josey Wales) requires the Courier kill members of enemy faction hit squads with "Cowboy" themed weapons (which includes all revolvers and lever-action weapons, including the decidedly un-Western 5.56mm).

LAPD 2019 'Blaster'.
The in-game model for the "5.56mm Pistol". Note that the gun only has one trigger instead of two and is missing the bolt handle from the Steyr Mannlicher rifle the original blaster prop was built from.
The unique "That Gun".
The Courier holds his 5.56mm Pistol while at the Lucky 38 suite.
The Courier reloads his 5.56mm Pistol. The unique speedloader is a nice touch.
The Courier aims his 5.56mm Pistol at the suite's wallpaper.

Ruger 22/45

The Ruger 22/45 appears as the "Silenced .22 Pistol". It has an integral sliencer and will not alert enemies (who have not been shot) of the player's presence. It will not dismember on hit and does less damage to limbs. It is also one of the two guns players can always sneak into casinos regardless of their sneak skill, the other being the Police Pistol. The .22 Pistol is very common, being found in Camp McCarran, the Vikki and Vance Casino, as well as being sold by Mr. Holdout on the Strip; one will always be used to kill the White Glove Society member Chauncey during "Beyond the Beef," even if something would physically prevent the bullets from reaching him (such as a party member).

Ruger 22/45 Target - .22 LR
The in-game model of the Silenced .22 Pistol.
The Courier holds his Ruger 22/45 while looking at a ruined house. As the HUD suggests, it holds an incorrect 16 rounds; standard 22/45 magazines hold 10 rounds, and aftermarket ones can hold 12.
The Courier reloads his Ruger 22/45, ignoring his disappearing forearm. The markings on the weapon read "Silenced .22 Pistol" and "Use Only .22 Long Rifle Ammo".
The Courier aims his Ruger 22/45 at an old wall.

Colt New Service*

The Colt New Service appears in the first New Vegas DLC, Dead Money, as the "Police Pistol", and like some versions of the New Service, this revolver in-game chambers .357 Magnum. When fired, the Courier will cock the hammer after every shot, but firing the first round after drawing the weapon will be done so in double-action. The inclusion of this revolver is a reference to The Treasure of the Sierra Madre, which was a major influence for the DLC alongside the Japanese suspense film Battle Royale.

The weapon is extremely useful in Dead Money due to its very high critical hit ratio, mostly for killing unconscious Ghosts, the zombie-like residents of the Sierra Madre. The New Service can be found in surprising numbers around the Sierra Madre in various containers, as well as in Dean Domino's Secret Stashes. It weighs 3 pounds, which is significantly higher than its real weight of 2.3.

Colt New Service - .38 Special
The model for the "Police Pistol".
The Courier holds a New Service after finding out that there was much more than he bargained for in that abandoned bunker.
Aiming the revolver; it has no rear sight and its roof is instead completely flat. Additionally, the actual point of impact is not the top of the front sight, but the bottom of it.
Discharging a round...
...and cocking the hammer; the hammer will stay cocked until the revolver is switched out for another weapon, upon which the gun will be decocked when it is pulled out again.
Opening the cylinder; this animation is reused from the Smith & Wesson M29, and as such has the cases fall out on their own and the Courier ignoring the cylinder release. It is also incorrectly depicted as reloadable with the hammer cocked.
Slamming in a speedloader, now with the rounds using the correct textures; the rounds still stay in the speedloader after it has been loaded, however. Despite the in-game gun chambering .357 Magnum, its cylinder and the speedloader used to reload it both contain the same .44 Magnum cartridges used for the Model 29. This is because the New Service's model reuses parts from the S&W M29 such as its cylinder and frame.
Flicking the New Service shut.
All that cylinder flicking comes back to bite the Courier in the rear when it jams in the Tampico; the procedure is the same as on the Model 29 and the .45-70 Hunting Revolver.
The Courier shows off his Police Pistol while decked out in Sierra Madre Security armour.

Magnum Research BFR

The Magnum Research BFR appears as the "Hunting Revolver", chambered in .45-70 Govt'. Unlike the real BFR, which is a single-action only revolver that feeds from a loading gate, the Hunting Revolver is a double-action revolver that feeds through a swing-out cylinder. It always has an unremovable scope. The Gun Runners' Arsenal DLC adds a variant which can accept modifications; this includes a 6-shot cylinder and a match barrel, decreasing weapon spread. The Hunting Revolver can be found in a variety of places; carried by the mercenary Orris in Freeside, at the campfire in Bloodborne Cave, and tucked away in the REPCONN Test Site. The Hunting Revolver is a solid way to tap into your early .45-70 reserves, with high raw damage and a scope to let you select and delete heads with ease.

The Ranger Sequoia is a unique scopeless version given to NCR Rangers, with a black finish, gold engraving, the NCR bear and Ranger symbol on the wood grip, a brass plate reading "20 Years" on the underside, and "For Honorable Service" and "Against All Tyrants" engraved on the different sides of the barrel. The Ranger Sequoia is much rarer, found on some NCR Veteran Rangers as well as their commander, Chief Hanlon (Kris Kristofferson); his can be acquired during the quest "Return to Sender," depending on its resolution. The Ranger Sequoia is one of the game's most powerful weapons, with a higher damage, rate of fire and even crit chance than the normal Hunting Revolver and with no scope to stop you from whipping this thing out.

Magnum Research BFR - .45-70 Gov't
The standard Hunting Revolver. The position of its trigger implies that this is a single-action revolver, however, it fires in double-action in-game.
The GRA version of the Hunting Revolver fitted with a "match barrel" as well as a modified scope. The scope was a cut modification from the Gun Runners' Arsenal DLC. A 6-shot cylinder is also available.
The Courier holds his BFR while outside of the Gun Runners.
The Courier reloads his BFR, as .45-70 casings tumble out.
The Courier fires his BFR. A rather small muzzle flash, considering the cartridge it chambers.
The "Ranger Sequoia". Compared to the standard BFR, this variant has an octagonal barrel.
The Courier aims his Ranger Sequoia as Novac serves as a backdrop.

Colt M1911A1*

The Honest Hearts DLC introduces the M1911A1 as the ".45 Auto Pistol". Joshua Graham (Keith Szarabajka) describes the gun as "designed by one of my tribe almost four hundred years ago", referring to fellow LDS follower John Moses Browning. The Dead Horses, and most tribes in Zion, make extensive use of it. After beating the main questline of Honest Hearts, .45 Auto ammunition, and the weapons which fire it, are carried by the Gun Runners outside New Vegas; the weapons themselves are never used by NPCs outside the Park, however. The .45 Auto Pistol can take two upgrades: the "HD Slide" improves the weapon's durability, while the suppressor eliminates the gun's report. After these upgrades, the pistol resembles a Colt XSE. At one point, the in-game iron sights were going to be an upgrade, with the gun having default, more traditional M1911 sights; this ended up being cut, and the upgraded 3-dot sights are permanent on the default weapon in the final game. The M1911 used by Follows-Chalk still has the original iron sights, but it is normally unobtainable. The M1911A1 correctly holds 7 rounds.

The M1911A1 is a powerful weapon, with damage in the semi-auto pistol department only beaten out by the 12.7mm Pistol and (illogically) vastly outperforming the 10mm Pistol; according to director Joshua Sawyer, the reason for this was to make it an intermediate pistol caliber between 10mm and 12.7mm, and to fit player expectations of "Last Man Standing-style .45s that throw guys 20' through the air". It is the most powerful holdout weapon compatible with a suppressor, but ammo is hard to come by outside of Zion, as .45 ACP can only be obtained by purchasing it from certain merchants or reloading spent .45 casings. It weighs 1.5 pounds, quite light for a 1911 variant (for reference, an original M1911 weighs about 2.3). Follows-Chalk mentions that Joshua tells him the M1911A1's cartridge “Won the West”; this seems to be a misplaced reference to the .45 Long Colt, since both it and the .45 ACP (Automatic Colt Pistol) could be referred to simply as ".45 Colt".

Colt M1911A1 - .45 ACP
The original, otherwise unused iron sights, which can only be seen on Follows-Chalk's pistol.
The Courier holds his M1911A1 at some distant buildings.
The Courier reloads his M1911A1. The animations are reused from the 9mm pistol.
The Courier gives us a close up of his M1911A1.
Colt XSE 1911 - .45 ACP
Fully upgraded in-game model for the M1911A1 with the HD slide and suppressor.
Back in the Lucky 38 Suite, the Courier aims his fully upgraded M1911A1.

Colt New Agent*

Joshua Graham from the Honest Hearts DLC carries a unique .45 Auto pistol, a Colt New Agent with a snakeskin-pattern grip and Greek script engraved into the slide. The script ("καὶ τὸ φῶς ἐν τῇ σκοτίᾳ φαίνει" on the right side and "και η σκοτια αυτο ου κατελαβεν" on the left side) is a quote from the Bible (John 1:5) "And the light shineth in darkness and the darkness comprehended it not", from which the weapon's name, "A Light Shining in Darkness", is derived. In keeping with this name, the slide glows in the dark, making it easier to use in poorly lit caves and ruins. It holds 6 rounds of .45 Auto in its magazine.

Despite the decreased ammo capacity, A Light Shining in Darkness is in every other way superior to the base .45 Auto, having higher damage, reduced weight, a faster rate of fire, and increased crit chance and damage. Really the only negative is its guttersnipe sights and lack of a suppressor, but that didn't stop Joshua from using it.

Colt New Agent - .45 ACP
The in-game model for A Light Shining in Darkness. The slide appears to be closer in length to the Colt Officer's ACP.
The Courier holds his New Agent on the dastardly wallpaper.
The Courier reloads his New Agent.
The Courier holds his New Agent, showing the snakeskin grip and inscription on the slide.

Brescia Model 00*

The Lonesome Road DLC adds an Italian WWII-era Brescia Model 00 (with features of the WWI-era Lanciarazzi Very), appearing simply as the "Flare Gun". Many Marked Men have it (and, in some cases, are scripted to fire it into the air, presumably signaling for help), and some emergency kits do as well. Bizarrely, while the animations suggest that the weapon fires ordinary flares, it actually consumes 10 units of flamethrower fuel per shot; as a consequence, it is oddly classed as an energy weapon in-game. Even more bizarrely, the Flare Gun is also an improved holdout weapon, perfect for dealing with the ever present danger of Deathclaw attacks on the Strip.

As an in-game weapon, it cannot be used for any sort of signaling, but can be used to do damage to (and ignite) enemies from a distance - provided, that is, that the player can compensate for the arc-type trajectory of the flares. However, its main advantage is its ability to frighten away abominations - even the mighty Deathclaw is terrified by flares.

Brescia Model 00 - 1" flare
Lanciarazzi Very - 26.9mm flare
The in-game model of the Brescia. While there are some differences (with the hammer seemingly coming from the Very, and the trigger being a hybrid of the two), the dominant Brescia resemblance is still obvious - especially from the other side, as it is even marked correctly.
The Courier holds a Brescia while on top of a wrecked highway.
Aiming; the Flare Gun is one of the few projectile weapons that do not have true iron sights, instead just being centred Doom-style with the crosshair as the actual point of aim.
Firing a flare at one of the support beams; this proves to be rather ineffective, as concrete beams cannot catch fire nor can they be scared away.
Opening the launcher and dumping out the spent flare...
...and loading in a fresh one. Note the somewhat strange way the Courier holds the flare; this is because all of its animations are reused from the Smith & Wesson Model 2 Double Action from Fallout 3, and as such were designed with a speedloader in mind.
Flicking the Model 00 shut.
The Flare Gun jams; this has the Courier simply open and close the breech again.
The Courier aims the Flare Gun in third-person.

Ruger GP100

While not usable in-game, a Ruger GP100 appears on the cover of the "Guns and Bullets" skill book, which permanently raises the user's Guns skill by 3 points.

Stainless Ruger GP100 - .357 Magnum
The cover of the "Guns and Bullets" skill book, an obvious play on the real-world Guns and Ammo magazine.

Shansi Type 17

Similarly, while the Shansi Type 17 can't be used in-game, it still makes an appearance, being one of the unusable weapons in Mick's weapon stash in the back of Mick & Ralph's. It is exactly the same model as the one used in Fallout 3.

Shansi Type 17 - .45 ACP
The Courier looks at a Shansi imprisoned in Mick's stash, never to be used. Above it is one of the two "Infiltrators", another Fallout 3 weapon.

Submachine Guns

"10mm Submachine Gun"

The "10mm Submachine Gun" returns from Fallout 3, and is again essentially a Browning M2HB receiver reversed and put into a package similar to the defunct Heckler & Koch SMG prototype, along with a pistol grip and trigger guard reminiscent of the Thompson line of submachine guns. It can be found on many mid-level humanoid mobs such as Jackal gang members and members of the Kings. It can also be found as level-adjusted loot in gun lockers once the player reaches a high enough level.

Although the in-game description for the 10mm SMG lists a high DPS, it shares the common weakness of most shotguns and automatic weapons in Fallout: New Vegas in that much of its theoretical power is negated by the Damage Threshold system. In addition to losing much of its damage, the high spread of this weapon requires the player to be at close ranges for all of the rounds fired to impact on the target. Despite this, if the player does manage to get into close range via stealth or ambushing it can be a powerful weapon against unarmored enemies.

It can be modified with an extended magazine (which raises ammo capacity from 30 to 40) and a recoil compensator.

The Gun Runners' Arsenal DLC adds a unique variant known as "Sleepytyme", which has an integral suppressor attached, greater damage, and a higher rate of fire. It is also an improved holdout weapon that can be carried into casinos (if the player's sneak skill is high enough) and is the only automatic holdout weapon available.

Browning M2HB - .50 BMG
Heckler & Koch SMG II - 9x19mm
The in-game model for the 10mm SMG. Note the two selector switches pointing opposite directions above the pistol grip, a setup presumably based on the aforementioned Thompson; assuming that these markings are HK-style pictograms, the rear one (which would be rather awkward to operate) has one "safe" position and two "fire" ones (with the top one selected), while the front seemingly has 3-round burst, 4-round burst (selected), and a six-notch setting that presumably represents full-auto. While it could be argued that the rear selector offers safe, semi-auto, and a position that can be either burst or full-auto depending on the front switch's setting (akin to the dual-switch setup on the FAMAS F1), this idea is somewhat undermined by the two "fire" markings being completely identical. Also note the huge spacing between the magazine feed and the breech for the barrel, which is placed where the charging handle is on H&K's submachine guns.
The 10mm SMG fitted with an extended magazine and a recoil compensator. It's not entirely clear how the latter attachment is actually attached, given that the weapon's muzzle (shown above, and seemingly based on the M2's buffer tube given its placement) is a smooth, tapered tube with no threads or notches; given its placement, it appears to be just barely attached at all, overlapping almost none of the barrel.
The Courier holds his 10mm SMG.
He then reloads it, wondering why it has what seems to be an unusable underfolding stock (which could never be unfolded with the magazine in place). After swapping mags, the Courier then "pulls" the weapon's charging handle; the handle doesn't actually move, presumably because it's placed all the way at the end of its slot - since the receiver was modeled after a Browning M2 with the bolt forward, its reversal puts the bolt all the way back, with no space for it to be pulled further.
A shot of the weapon in third-person. The right side is more or less exactly the same as the left.
The in-game model for the unique suppressed 10mm SMG "Sleepytyme". Its suppressor partly clips through the bracket at the muzzle.
Out on the streets, the Courier holds "Sleepytyme".

M3 "Grease Gun"

An M3 Grease Gun chambered for 9mm rounds appears as the "9mm Submachine Gun". It has a heavily shortened barrel and is scaled down so it can be held one-handed. It can be modified with drum magazines that increase ammo capacity by 30 rounds and a "light bolt" that increases the rate of fire. The 9mm SMG is fairly common, with the player being able to acquire one right at the start of the game with a high enough Repair skill. Its standard 30-round magazine and easy-to-find 9mm ammo make it one of the better starter weapons, but it loses its effectiveness once armor gets involved due to low damage and the thin 30 rounder mags.

The unique variant, "Vance's 9mm Submachine Gun", can be acquired by completing an unmarked quest to track it down after it was stolen from a casino dedicated to fictitious criminals Vikki & Vance, the latter of which owned the gun. Vikki & Vance are stated to have been contemporaries of Bonnie & Clyde, making their use of an M3 anachronistic by about ten years. Vance's 9mm SMG comes with a pristine black finish, wood or bakelite grips, no stock, and express-type sights. While like a majority of unique variants it cannot be modified, it comes with 60-round magazines and a rate of fire inbetween the default 9mm SMG and it with the light bolt modification, in addition to the usual unique variant upgrades. Increased damage, hit probability and the weird in-between rate of fire so you can spray wildly and actually hit what you're aiming at, a perfect way to spend your 9mm stocks late game.

The Lonesome Road DLC adds the "H&H Tools Nail Gun" as a weapon. The Nail Gun bears a striking resemblance to the M3, featuring a very similar profile and layout, even having the M3's crank lever and replacing the M3's ejection port with a safety switch. Should you find enough nails in either The Divide or the Mojave, keep them for this. Sure it's not as powerful as either of its original versions, but the double damage to limbs makes this an entertaining way to stop an annoying enemy from shooting you.

M3 "Grease Gun" - .45 ACP
The in-game model of the 9mm SMG.
"Vance's 9mm SMG". The same drum magazines are also used for the default 9mm SMG's modification.
The Courier holds his M3 Grease Gun on some threatening walls.
The Courier reloads his M3 Grease Gun, giggling at its tiny collapsing stock.
The Courier holds his Grease Gun.
The clearly Grease Gun-inspired "H&H Tools Nail Gun".

American-180

The American-180 appears in-game as the "Silenced .22 SMG". It lacks a stock and is integrally suppressed. In-game, it uses 180-round magazines which can be replaced with a larger pan magazine that holds 240 rounds, both of which are not available for the gun's real life counterpart. The American 180 can be found on Gomorrah Bank Guards and Fiend raiders in Vault 3. In-game, the gun is incorrectly depicted as closed-bolt with a reciprocating charging handle.

Rare, yes as is having even close to enough ammo to even commit to a reload, but the gun is a raucous little riot in the right set of extremely specific circumstances. Full auto .22 HP on low armored enemies makes this a strange but incredibly entertaining bee dispenser.

American-180 - .22 LR
The .22 Submachine Gun in all its glory.
The .22 Submachine Gun equipped with an expanded drum magazine, granting an extra 60 rounds. This also raises the iron sights to allow the user to see over the larger drum.
The Courier holds his recently purchased American-180.
The Courier checks his American-180's sights, which lacks a front sight.
The Courier reloads his American-180.
A good shot of the American-180.

Thompson Submachine Guns

Two variants of the Thompson SMG series appear in game, one as an energy weapon, the other as a conventional slug-thrower.

M1928 Thompson

An M1928 Thompson-inspired energy weapon appears as the "Laser RCW" (Rapid Capacitor Weapon, according to the game's director Josh Sawyer). It holds 60 Electron Charge Packs in a drum and can be modified with a Recycler attachment, which replenishes 1 shot per 4 fired. In addition, on the rear portion of the receiver, it has a rail-top carry handle based on the H&K G36C's.

The RCW is a fairly common energy weapon, used by Fiends, Brotherhood of Steel scribes, and members of the Bright Brotherhood found scattered across the waste or at REPCONN. Using the somewhat uncommon ECP packs and allowing for a recycler to maximize its charge, the RCW is a proto-Gatling Laser and a good high ROF weapon for an early to mid game Energy Weapons build that lets you ditch a Recharger Rifle and have something to panic spray middling damage at.

Though not usable, normal M1928s appear on the cover for the "Milsurp Review" skill magazine, which temporarily raises the player's Guns skill by 10.

M1928A1 Thompson with 50-round drum magazine - .45 ACP
In-game model of the "Laser RCW".
The Courier holds his Laser RCW while looking at some lovely scenery.
The Courier aims his Laser RCW, noting the sights are rather more M1A1-like.
The Courier reloads his Laser RCW by replacing the energy cell in the "drum".
The Courier holds his Laser RCW, giving a clear view of all the glowy bits.
M1928 Thompson with 50-round drum - .45 ACP
The "Milsurp Review" skill magazine, featuring several M1928s; the one on the far right appears to be an M1928A1.

M1A1 Thompson*

The M1A1 Thompson appears as the ".45 Auto Submachine Gun", introduced in the Honest Hearts DLC. It can be modified with a Cutts compensator to reduce spread, as well as M1921/M1928 50-round drum magazines which somehow work with the M1A1's magazine well. The weapon is used heavily by the White Legs tribe, who call them "storm drums," and is stocked by a variety of traders in the Mojave following the completion of the DLC's campaign.

The .45 Auto SMG is a powerful SMG on par with the 12.7mm SMG, with a high rate of fire combined with powerful rounds, but tempered by poor accuracy, a heavy weight (11 pounds, about the weight of a fully loaded M1A1) and the rarity of its ammo at first. With a decent stash of .45 and the Grunt perk, you have a solid contender for an end-game SMG.

M1A1 Thompson with 30-round magazine - .45 ACP
In-game model for the .45 Auto SMG. Its stock more closely resembles that from the M1928 Thompson, and the barrel is finned like an earler '28.
The Courier holds his M1A1 Thompson after buying it.
The Courier aims his M1A1 Thompson and finds that someone has stolen his rear sight post.
Not letting a minor problem stop him, the Courier reloads his M1A1 Thompson.
The Courier holds his M1A1 Thompson in third-person. Note the closed bolt.
The in-game model for the fully upgraded .45 Auto SMG.
The Courier holds his fully upgraded M1A1 Thompson following a brief adventure to Zion.

"12.7mm Submachine Gun"

The heavy-hitter of the submachine gun category, the "12.7mm submachine gun", while largely fictional, has some distinct features from some real-world weapons, using a top-mounted 21-round magazine that lies flat along the top of the weapon, rather like that of an FN P90 (interestingly, the rear sight is mounted to this magazine, rather like the Calico series), and what appears to be a TDI Vector-style offset recoil system (which, given the caliber, would probably be necessary). It can be found on the Legion's Veteran Decanii, and other high-ranking officials, as well as some of their assassins and vexillarius at higher levels, high-level White Legs in Honest Hearts, and both high-level marked men and Ulysses in Lonesome Road; one can also be found in Bloodborne Cave, and can be bought from some weapon merchants and the Great Khans at higher levels, as well as the Vendortron, and occasionally Knight Torres.

The Gun Runners' Arsenal DLC adds a version that can be customized further than the one in the base game - while the standard version can accept a suppressor (which, like the PGM Hecate II's suppressor, reduces enemies' ability to hear the weapon, rather than eliminating it), the GRA version can also be fitted with a laser sight (which increases accuracy), and a "Stacked Magazine" (which raises the capacity from 21 rounds to 27). The 12.7mm SMG is the best submachine gun in the game, due to the extremely powerful 12.7mm round. It shreds through light, medium and heavy armor and can take down high-end enemies like Rangers, Deathclaws and Paladins within a few mags. However, the scarcity of the ammo plus the relatively small magazine somewhat limits the 12.7mm SMG's power.

FN P90 - 5.7x28mm
TDI / KRISS USA Gen I Vector - .45 ACP
The in-game model of the 12.7mm SMG. Note that there doesn't seem to be enough space behind the magazine for the bolt to move back and pick up cartridges, and that's ignoring how the Vector-style system would normally require the magazine to be in front of it, leaving the weapon's inner workings a mystery.
Even the might of a Super Mutant proves no match for a barrage of 12.7mm rounds.
The Courier shows off both his 12.7mm SMG, and a rather disgruntled expression.
The GRA version, fitted with all of its mods. Note the "Stacked Magazine", which extends further forwards over the receiver than the standard one; it also moves the rear sight forwards, reducing the already short sight radius to a mere few inches.
The Courier takes aim with their fully kitted out 12.7mm SMG.

Rifles

Colt Model 733

The Colt Model 733 with a larger handguard appears as the "Assault Carbine". It is chambered for the fictional 5mm round (also used by the Minigun) and is the fastest firing rifle in the base game, tied with the LMG. It has a 24-round magazine by default (although the magazine itself is modelled after a 20-round one), but can be upgraded with a 30-round magazine. It, along with the other AR-15 derivatives below, lacks a charging handle on the rear of the carry handle, instead having a knob located directly on the bolt on the right side. The Assault Carbine can be found in many former military installations in the Mojave such as Vault 34 as well as the Nellis Air Force Base. Companion Lily Bowen's personal Assault Carbine is fitted with a suppressor, which is not available as a mod for either of the two playable Assault Carbine variants.

The Assault Carbine is a good armor breaker, allowing an easily aimed usage of 5mm ammo than the Minigun tempered by its still ridiculously fast fire rate. The Gun Runners' Arsenal DLC adds a variant of the Assault Carbine with additional modifications; a "forged receiver" which increases the weapon's durability, a "light bolt" which increases rate of fire, and an extended magazine which raises its capacity to 30 rounds.

Colt Model 733 - 5.56x45mm NATO
In-game model of the Assault Carbine. Note the magazine well which extends below the fixed trigger guard, plus the absence of a magazine release. The lack of both the front pivot pin and the distinct outlines of the upper and lower receiver imply that the entire receiver is one piece. All of these traits are shared by all three of the game's AR-15 pattern rifles.
The GRA variant with all of its mods; the "light bolt" does not change the weapon's appearance.
The Courier stares at the NCR Sharecropper farms with his Assault Carbine.
He then checks his Carbine's sights.
A good shot of Courier and Carbine. Note the knob on the bolt that acts as the charging handle; how exactly the dust cover (which opens in the complete opposite direction) is supposed to close with it in place is not clear. The bolt would also be unable to fully travel back (and cycle the rifle reliably) due to the protruding knob fixed to it.

Colt Model 933

A Colt Model 933 with a SIR railed foregrip, a Magpul PRS stock, and a low-power ACOG-style scope appears as the "Marksman Carbine". The Marksman Carbine is a somewhat uncommon weapon, with a few being located in Vault 34 and is purchasable from the Vendortron and Knight Torres in the Hidden Valley Bunker; it will, however, be frequently used by Legion assassins at high levels. It only holds 20 rounds, even though it is modelled with a 30-round magazine. The Marksman Carbine is a powerful carbine with some of the spicier 5.56 variants like HP or AP, capped mostly by how middling the damage is for 5.56 in-game.

The "All-American", the unique variant of the Marksman Carbine, is found only in the armory at the bottom of the irradiated, ghoul-infested Vault 34 located east of New Vegas. It has a woodland camo finish, a 24-round magazine (which is visually identical to the 30-round magazine on the base carbine), and an 82nd Airborne Division badge on the magazine well (although it tends to glitch and not show properly). The All-American is one of New Vegas's best scoped weapons, dealing accurate, high-damage shots without eating through rare ammunition. This damage can be further enhanced with the "Hand Loader" perk added with the Gun Runner's Arsenal DLC, which enables the creation of match 5.56 ammo that increases damage and accuracy with no downside.

Colt Model 933 with M68 Aimpoint sight, Surefire M900 weaponlight foregrip, and M468 SIR style handguard - 5.56x45mm NATO
In-game model for the Marksman Carbine.
The Courier holds his Marksman Carbine while outside the Freeside gate. Note the missing magazine catch; this feature however is present on the Model 733 above and the Service Rifle mentioned below (despite all three AR-15-style rifles lacking a magazine release).
The Courier chambers his Marksman Carbine following his reload.
In-game model for the "All-American".
Following an expedition to Vault 34, the Courier stands holding the "All-American".
Deciding he must be ready for what the Strip has to offer, he reloads his "All-American". Note that the insignia is missing here; the image that is shown in its place is the weapon's texture sheet.

Colt Model 715/Diemaco C7

A Diemaco C7/Colt Model 715 with M16A1-styled wood furniture (Fallout's world ran out of oil long ago) appears as the "Service Rifle". The prescence of a round forward assist button and M16A1E1 shell deflector pin it as a C7/Model 715. While rarely seen due to the weapon's high durability and low jam rate even at poor condition, the jam animation involves one of the few instances of the forward assist actually being used in fiction. It can be modified with a "forged receiver" that increases its durability and "upgraded springs" that increase its fire rate. An aperture sight and bayonet are included in the files, but were not implemented. As the name suggests, the Service Rifle is standard issue to the NCR Military and can be found wherever NCR Army troops are or were stationed.

It's a terrifically average rifle that allows a phase-out of the Varmint Rifle as the player's 5.56 caliber rifle, with better stats overall beyond a middling accuracy and lack of a suppressor option, but making up for it with semi automatic firepower. Strangely, the Service Rifle can not normally be cannibalized for parts to repair the Assault Carbine or Marksman Carbine and vice versa, even though in reality the three would share nearly all parts.

A unique Service Rifle chambered in 12.7mm called the "Survivalist's Rifle" appears in the Honest Hearts DLC. Its 12.7mm chambering is a nod to the real world .50 Beowulf conversions for the AR-15 platform, however, the 20-round STANAG magazine in the rifle holds an incorrect 10 rounds instead of a more plausible 7. This rifle was the weapon of Randall Clark, a US Army serviceman who fled to Zion Canyon after the Great War. It features a blocky handguard somewhat reminiscent of the M16 LSW/LMG along with a shortened barrel similar to that of the Colt Model 605, but has numerous makeshift repairs along the body work and a damaged front sight. The English and French words "STOP!" and "ARRÊT!" are scrawled onto the stock of the weapon, a marking on the receiver reads "PROPERTY OF U.S. GOVT CHKPNT CARBINE 12.7MM CAL", and another marking above the trigger reads "LONG BRANCH ARSENAL ONTARIO, USA TERRITORY". The Survivalist's Rifle can be found on top of the Red Gate, in a duffle bag next to the remains of the Survivalist himself. The Survivalist's Rifle lives up to its name - the accuracy of the standard Service Rifle combined with the power of the 12.7mm round are a lethal combination for any target, only capped by the damaged front sight hindering aiming (although in a roundabout way compensates for the game's slightly bugged iron sights system).

Colt Model 715 - 5.56x45mm NATO
Custom M16A1 with wooden furniture - 5.56x45mm NATO
In-game model for the Service Rifle.
The Courier holds the Service Rifle while outside the Gun Runners.
The Courier reloads the Service Rifle. Note the complete lack of a safety/selector; this is also the case with the Model 733 mentioned above, but not the Model 933.
The Courier aims his Service Rifle.
The unique Survivalist's Rifle featured in the Honest Hearts DLC.
The Courier fires the unique Survivalist's Rifle while wandering one of Zion's many caves.
Before venturing any further, the Courier reloads the Survivalist's Rifle.

PGM Hecate II

The PGM Hecate II appears as the "Anti-Materiel Rifle". It is the first gun seen in the game; one is used during the opening FMV by an NCR Ranger to kill a Fiend countersniper. The Gun Runners' Arsenal DLC adds a variant that can be modified with a "carbon fibre body" which decreases weight, a "custom bolt" that increases rate of fire, and a suppressor which doesn't actually suppress gun noise but merely lowers and muffles the gun's extremely loud report to a more comfortable level. The Hecate appears very late in the game, sold by the Gun Runners or Knight Torres of the Brotherhood of Steel and only seen on Veteran Rangers, a few Legion troops and various DLC enemies.

The Hecate is a weapon intended for long-range shooting, easily able to pick through highly armored enemies including deathclaws, but has a slow fire rate, fires rare .50 BMG rounds, and requires a Strength of 8 and a Guns skill of 100 to even shoot properly. Because the Hecate II uses pre-existing animations shared with other bolt-action rifles, the Courier will hold the gun as if it had a rifle grip rather than by the PGM's pistol grip. According to project director Joshua Sawyer, the PGM Hecate II was modeled in the game for the .50 caliber rifle role because he thought Barrett rifles in other games were too repetitive.

PGM Hecate II - .50 BMG
In-game model for the Anti-Materiel Rifle.
The GRA variant with all modifications.
The Courier holds his Anti-Materiel Rifle while at scenic Novac.
A third person view of the Anti-Materiel Rifle.

"Varmint Rifle"

The "Varmint Rifle" is a fictitious bolt-action rifle with a 5-round detachable magazine. Originally, it was intended to use .22 LR rounds which were fed from a long, curved magazine, but this proved unpopular during play testing and was changed to 5.56mm rounds feeding from a small box magazine; some NPCs using the rifle still carry .22 LR rounds instead of 5.56mm, and one line of dialog still refers to its targets being "plinked". It can be upgraded with 8-round extended magazines, a night vision scope and a silencer. It is one of the first weapons available, as a free one is received from Sunny Smiles during the "Back in the Saddle" quest. It is a good starter rifle, boasting decent DPS and accuracy, but after armor is introduced, it becomes quickly obsolete. The combination of a scope and silencer remains unique for quite some time however.

The unique variant is called the "Ratslayer", which can be found in Broc Flower Cave. It has a black polymer stock featuring a stylized mole rat skull and 69 tally marks on the rear right. Should you manage to find this cave in the Level 9-12 range, you've picked up a delightful sidegrade rifle with an increased fire rate, damage and scope zoom to the fully modded Varmint Rifle and a very effective way to silently take down enemies at range until you get the suppressed Sniper Rifle.

In-game model for the standard Varmint Rifle. Note that though the hole in the stock is inletted similar to a thumbhole, its placement would make using it as one somewhat uncomfortable due to a very thin grip. The grip itself also is at a rather steep angle, though this is likely to line it up better with animations shared with other guns.
The Courier aims his Varmint Rifle at the gate to the Strip.
The Courier reloads his Varmint Rifle and ignores how the bolt is supposed to work. Note the rounds in the magazine with glitched textures. It also has a large shadow on the top of the receiver; presumably it had a scope permanently affixed to it at some point.
The Courier holds his Varmint Rifle on the Securitron-guarded gate.
The unique "Ratslayer" variant.
At the sniper spot at the Mojave Outpost, the Courier holds the Ratslayer.

M1 Garand

An M1 Garand rechambered for .308 rounds was supposed to appear in Fallout: New Vegas as the "Battle Rifle", but was cut from the final game. The unique variant of the Battle Rifle, however, was not cut and appears in the base game. Named "This Machine" (a reference to Woodie Guthrie's famous guitar sticker, which read "This Machine Kills Fascists"; seemingly as a response, the in-game weapon's stock is marked "Well This Machine Kills Commies"), it can be acquired by completing the unmarked quest "Dealing with Contreras". Both This Machine and the Battle Rifle weigh the correct 9.5 pounds for an M1 Garand. This Machine is a deceiving rifle, seemingly boring with its damage statistics and middling long range accuracy but making up the dividend in repeat fire power. You don't think it's good until 8 shots of .308 AP crit a Centurion.

The Gun Runners' Arsenal DLC added the base Battle Rifle back into the game. The Battle Rifle can only be obtained from traders. The Battle Rifle serves as a semi-automatic .308 rifle to not so much replace the Hunting Rifle but give you more options. Decently accurate bar its high spread at range with a quick reload and decent damage, it's a good mid-game rifle.

M1 Garand - .30-06
The in-game model for the Battle Rifle.
This unique Machine. The marking is only present on the left side of the gun, hence the inconsistency with the other images.
The Courier holds his Battle Rifle.
The Courier aims his Battle Rifle at some far-off foe.
The Courier reloads his Battle Rifle by loading an en-bloc clip, note the converted magazine to fit .308 rounds.
The Courier absorbs the Battle Rifle's .308 caliber recoil.

Winchester Model 1886

The Winchester Model 1886 appears as the "Cowboy Repeater". It is chambered for .357 Magnum, and can be upgraded with an extended magazine tube that increases its capacity from 7 rounds to 11, a maple stock to reduce weight, and a "custom action" that engraves the receiver and increases rate of fire. The rifle is scattered in most of the early game areas, including the various former Powder Gangers in Primm and the NCRCF and other factions sporadically in the wasteland. It's a functional and serviceable mid-game rifle, with a high rate of fire in comparison to the bolt-action Varmint or Hunting Rifles and a relatively effective damage to boot. It doesn't hold up once metal armor shows up, but you wouldn't expect a .357 rifle to punch through plates.

The unique variant is named "La Longue Carabine" (a reference to The Last of the Mohicans) fitted with a scope, the extended magazine tube available for the base rifle, an engraved stock, and an octagonal barrel. It also lacks a loading gate, and as such recycles Fallout 3's reloading animations for the Henry 1860, opening the muzzle-end of the magazine tube and then inserting rounds in (although there is no follower tab to lead the cartridges in the tube). Likely due to a bug, the action on this specific repeater remains still during cycling animations with it only moving in its reload animation where it clips through the static hammer, which is also static. It is found on Corporal Sterling of the 1st Reconnaissance Battalion at Camp McCarran. Take all of the normal rifle's benefits and make it have a decent scope and reload faster. You have a gun made to bully Fiends in their dorky raider armor.

Winchester Model 1886 - .45-70 Government
In-game model for the Cowboy Repeater.
The Courier holds his Cowboy Repeater while wandering Outer Vegas. Note that the rifle has 2 rear sights - the v-notch mounted on the barrel, and the tang-mounted peep sight.
The Courier aims his Cowboy Repeater thorough its old-school Vernier sights.
The Courier aims his Cowboy Repeater at the old McCarren Monorail.
Back at the Lucky 38, The Courier aims his upgraded Cowboy Repeater.
In-game model for the unique "La Longue Carabine" variant.

Marlin Model 336

The Marlin Model 336 appears as the "Trail Carbine", and chambers .44 Magnum. While it correctly holds 8 rounds like the obsolete .44 Magnum variant, the Trail Carbine was likely meant at some point to chamber .30-30 WCF but the cartridge was cut from the game due to having too much overlap with the gameplay role .308 Win. chambered weapons fill in-game, this is evident by the thinner loading gate on the side of the rifle. The Trail Carbine can be found in places such as Bonnie Springs or Red Rock Canyon and it can be modified with a scope. The Trail Carbine is mostly a straight upgrade over the Cowboy Repeater, with more damage and critical hit power and the ability to mount a scope as a mod. Don't knock it till you try it.

Marlin 336C Carbine - .30-30 WCF
The in-game model of the Trail Carbine.
Having learned varmint rifles aren't threatening, the Courier holds his Trail Carbine at the gate to the Strip.
The Courier aims his Trail Carbine on the guards.
Finding that robots aren't threatened by rifles, the Courier aims his Trail Carbine at a nearby wall.

"Hunting Rifle"

The Winchester Model 70-inspired "Hunting Rifle" returns from Fallout 3. Like its counterpart in Fallout 3, it is a bolt-action rifle feeding from a five-round detachable magazine, but now has proper iron sights and chambers .308 Winchester. It can be modified with 10-round magazines, a "custom action" that cleans the bolt and reciever, as well as increasing rate of fire, and a 3.5x scope for long-range shooting. The rifle is fairly common in the hands of some NCR soldiers, Fiends, Legionaries, and other Wastelanders; a Fiend during the opening cutscene makes the incredibly poor choice of using one in an attempt to counter-snipe an NCR Ranger, which ends rather predictably. Companion Craig Boone uses a scoped version, the only companion weapon to have a modification installed (excluding Lily Bowen's Assault Carbine, though the suppressor on that rifle is unobtainable by the player). The Hunting Rifle is one of the perfect mid to high level rifles, accurate, reliable on damage and moddable to let it carry you all the way towards the AMR or Sniper Rifle.

The Gun Runners' Arsenal DLC adds the "Paciencia" (Spanish for Patience) unique variant, which can be bought from Cliff Briscoe in Novac. It is cleaner than the regular rifle and lacks the makeshift repairs done to that version, as well as having a Mexican flag wrapped around the stock and a gold bead sight. Panciencia deals extra critical damage and has high reliability, but only has a three-round magazine (identical to the regular rifle's 5-round magazine). It also boasts a 3.5x zoom, despite only having iron sights. According to lead designer Josh Sawyer, this rifle was called "Paciencia" because its user "better make them (the three shots per magazine) count".

Pre-1964 Winchester Model 70 - .30-06
In-game model for the Hunting Rifle.
The Courier holds his Hunting Rifle while looking at the Gun Runners' set-up.
The Courier aims his Hunting Rifle at the gate, internally debating whether or not he should break in.
The Courier reloads his Hunting Rifle. Note that the cartridges in the magazine are just a 2D texture.
The Courier aims his Hunting Rifle at some distant enemy.
In-game model for the unique "Paciencia" variant.
Following a recent purchase at Novac, The Courier aims "Paciencia".

Marlin Model 1895

The Marlin Model 1895 appears as the "Brush Gun", firing .45-70 Gov't rounds out of a six-round tube magazine. Although it is said by Josh Sawyer, the game's lead designer, that it "is not based on one gun specifically, but guns like the Winchester Model 1886 and Marlin Guide Gun", the Winchester influence only comes with the "forged receiver", the Brush Gun's only modification, which gives it the receiver of a Model 1886, as well as increasing the weapon's durability. It is a rare weapon, primarily used by NCR Veteran Rangers and Legion assassins. The Brush Gun is one of the best rifles in the game, with high power and decent accuracy with a plethora of flavors of custom ammo to sink the skill points you need to make this thing effectively into. Do not doubt how utterly busted the HP .45-70 is out of this thing.

The Gun Runners' Arsenal DLC adds a unique variant known as the "Medicine Stick" (presumably a reference to Theodore Roosevelt's Winchester Model 1895 in .405 Winchester, which he called his "Big Medicine"). It features a much less intrusive ghost ring sight, a stainless steel or nickel finish on the reciever, and what appears to be a medicine wheel on its stock. The Medicine Stick is better in every way than the Brush Gun, albeit not as overwhelmingly as the other GRA weapons. That being said it's still a high powered and accurate boomstick with more accuracy and an easier to read sight picture.

Marlin Model 1895 - .45-70 Gov't
In-game model of the Brush Gun.
The Courier holds his Brush Gun while looking out at Freeside.
Seeing something approaching him, the Courier aims his Brush Gun. Note that, similar to the Cowboy Repeater, this weapon has both a peep rear sight and a notch rear sight.
The Courier works the action of his Brush Gun.
In-game model of the unique variant of the Brush Gun, the "Medicine Stick".
Back in Freeside, the Courier holds the Medicine Stick.
The Courier aims his Medicine Stick, thankful that it only has one rear sight.
The Courier aims his Medicine Stick straight down Freeside's main street.

"Gauss Rifle"

The "Gauss Rifle" returns from Fallout 3's Operation: Anchorage DLC, now sporting a buttplate on the stock. While fictional, the Gauss Rifle is rather clearly inspired by the Lahti L-39 anti-tank rifle, particularly in the receiver area; it even retains the L-39's crank-type cocking handle (which is only used when the rifle "jams" by rotating it back into place). The weapon uses microfusion cells, of which it holds 5, and consumes 5 per shot, essentially making it a single-shot rifle. Bizarrely, while the weapon still does behave as a coilgun logically should, propelling ferromagnetic projectiles with electromagnetism, these projectiles (presumably contained in the weapon's side-mounted box magazine) are never replenished, and never run out. It is found on BoS Paladins, Y-17 Trauma Override Harnesses in Old World Blues, and Father Elijah in Dead Money, and can be bought from Knight Torres (provided the appropriate quests have been completed) and the Silver Rush. The Gauss Rifle is the sniper rifle option for characters using energy weapons, with very high damage outclassing even the Hecate II that will cause hilarious overkill on anything short of Deathclaws, though this damage can only be dealt slowly.

The unique variant of the Gauss Rifle, the "YCS/186" (a reference to Your Console Sucks, a Something Awful forum with the ID of 186) is found on a mercenary in a camp east of Brooks Tumbleweed Ranch (unless the trait Wild Wasteland is selected, where it is replaced with aliens and unavailable in normal gameplay). The YCS/186 uses only 4 MFCs per shot, does more damage, and is slightly more accurate than the Gauss Rifle, but is one pound heavier. Make of that what you will, but you'll have to sacrifice getting the Alien Blaster to get this.

Lahti L-39 - 20x138mm B
The in-game model of the Gauss Rifle. It's not terribly clear why it needs a muzzle brake, let alone one that seems to have been made from the Lahti's barrel shroud.
The Gauss Rifle being fired in first-person. Note the scope on top; this is always present, and provides 3.5x magnification.
The Gauss Rifle firing in third-person, as seen from the right...
...and the left.
The unique YCS/186 variant.
Following a successful assault on a mercenary camp, the Courier holds his prize.
Later, he uses the YCS's scope to search for any snipers on top of a tower. Note the (decorative) grid-like scope reticle for compensating drop and lead, similar to vehicle-based gunsights; the only actual marks present are for drop, presumably in mils.

Heckler & Koch G3

An early-pattern G3 (or, more precisely, the R91 Assault Rifle from Fallout 3), while not a playable weapon in-game, appears on the "Commando" perk icon, as well as the "Aggressive" Companion wheel setting.

Additionally, the "Infiltrator" (a variant of the G3 with a longer magazine, no stock, a black synthetic forearm, and a suppressor) from the Fallout 3 DLC The Pitt is visible in Mick's special weapon stash, but is also unusable.

Early Heckler & Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO
The icon for the "Commando" perk, featuring Vault Boy and his G3.
An Infiltrator locked away in Mick & Ralph's, with a Tri-beam Laser Rifle and 10mm Pistol above and below it. Just creeping into the shot at the left is the Railway Rifle, yet another Fallout 3 weapon; this was a fictional improvised weapon that fired railroad spikes as ammunition, and was capable of pinning dismembered limbs to walls.

"Chinese Assault Rifle"

A poster for Freddy Fear's House of Scares (seen in Fallout 3) can be found in the El Rey Motel, and another can be found in a collapsed office building in the "Lonesome Road" DLC. This poster depicts several children dressed in the company's costumes, one of whom wields a rifle; while highly indistinct, given how the rifle appears to have an AK-style magazine and an RPD-like handguard, and that this costume is meant to be a Chinese soldier, it is reasonable to assume that it is supposed to represent the "Chinese Assault Rifle" from Fallout 3.

The rifle itself also appears in the game in a non-usable form. During the quest "How Little We Know" the Courier may be tasked with destroying a weapons stockpile using thermite; amid the rubble is the front sight and muzzle of a Chinese Assault Rifle. The rifle's magazines also appear as the pickup model for 5.56mm rounds.

RPD - 7.62x39mm
AS Val - 9x39mm
The "Chinese Assault Rifle" from Fallout 3.
It seems rather ironic to have Lady Liberty and a member of the PLA on the same poster, doesn't it?
The Courier comes across two Type 93 magazines whilst wandering Vault 11.
The remains of a Chinese Assault Rifle, destroyed by thermite; if the view is clipped into this pile of rubble via cheats the entire model of the rifle can be seen.

"Sniper Rifle"

The fictitious "Sniper Rifle" from Fallout 3 (based on the also fictitious "DKS-501 Sniper Rifle" from Fallout and Fallout 2) returns. It is a semi-automatic rifle with a 3.5x scope and a five-round detachale magazine holding .308 rounds. It is rather rare, only being purchasable from a handful of merchants, or found in some rather out-of-the-way locations. It has two available modifications - a suppressor to reduce the weapon's report, and "carbon fiber parts", which impressively lower its weight from 8 pounds to 3. As the name implies, the Sniper Rifle is one of the best long-range weapons in the game, suffering only from a slow fire rate and low durability.

There is one unique variant of the Sniper Rifle in the base game, the Gobi Campaign Scout Rifle, which is found in a locked gun case in the Sniper's Nest near Cottonwood Cove. It has an extended magazine, a more solid thumbhole stock (rather than the odd partially-completed skeletal thumbhole stock of the standard variant), a slightly shortened barrel (in spite of the noticeably better accuracy), and a desert camouflage paint scheme. According to the game's lore, it was originally issued to the U.S. Armed Forces in the Gobi Desert campaign in China prior to the 2077 nuclear war (although how it then managed to wind up in a sniper's nest in the Mojave isn't particularly clear). Gameplay-wise, it has a lower weight (4.5 pounds), an extended magazine holding 6 rounds, slightly higher damage, a lower AP cost in VATS, a higher fire rate, better durability, better critical damage, and better accurate, with the only downside being the inability to accept mods.

The Old World Blues DLC added a second unique variant, "Christine's CoS Silencer Rifle". It is found in a decrepit building to the north of Little Yangtze. It has the highest damage of the 3 variants (not to mention the highest damage of any suppressed weapon, and the highest non-crit damage of anything chambering .308), a weight of 5.5 pounds, slightly better durability (though not as good as that of the Gobi rifle), and a critical chance multiplier of 2.5 (compared to the 2 of the other variants), at the cost of a higher AP cost in VATS, and the inability to accept mods (although it already has a suppressor and is only 2.5 pounds heavier than the Sniper Rifle with carbon fiber parts). The weapon was originally owned by Christine Royce of the Circle of Steel (hence the name), a sub-group within the Brotherhood of Steel, and was later left behind while she hunted for Elijah.

The in-game model of the Sniper Rifle. The bipod is sadly never used, though concept art for Fallout 3 indicates that it is also intended to function as a grip.
A Sniper Rifle fitted with both of its modifications. The parts replaced with carbon fiber seem to be the stock, much of the upper receiver, and the barrel shroud, which could explain the impressive weight reduction.
The Gobi Campaign Scout Rifle's in-game model. The better durability is explained by way of the solid stock, which apparently contains a maintenance kit that the player character is never seen using.
Christine's CoS Silencer Rifle, which more or less looks exactly like the standard variant, but with a suppressor.

M1903 Springfield

While it is quite hard to spot, the model of the BB Gun's loader has a logo that features an M1903 Springfield. The weapon does not make any sort of physical appearance in-game.

Mark 1 M1903 Springfield - .30-06
The BB Gun's loader's raw texture. Note the grasping grooves in the stock, denoting the rifle as a Mark 1 model.

Machine Guns

"Light Machine Gun"

The "Light Machine Gun" consists of the receiver and stock of an M249, and the handguard and barrel assembly from an M60. It also has some other non-standard features including a shortened stock (presumably to prevent clipping into character models when shouldered), a wooden carry handle, pistol grip and handguard, a differently designed front sight post, and a detachable 90-round magazine as opposed to a belt box. The last can be modified with the "expanded drums" upgrade to hold 200 rounds. The weapon's sights are a somewhat bizarre reversed notch setup. It can be found on a few high-level enemies, in the back of the Deathclaw-infested Quarry Junction, or purchased at a high enough level. Unlike the real M249, the LMG appears to fire from a closed bolt and its charging handle reciprocates when fired. The Light Machine Gun is a powerful weapon for players with a large supply of 5.56mm rounds, giving them a large magazine and a controllable rate of fire to allow them to fulfill their fantasies of being post-apocalyptic Rambo.

The Gun Runners' Arsenal DLC adds the fictitious, seemingly Barrett M82A1-inspired "Bozar", which previously appeared in Fallout 2, though it lacks that version's bizarre 15-round burst. While ostensibly the unique variant of the Light Machine Gun, in practice the Bozar has nothing to do with the LMG outside of reusing its animations and being compatible with repairing the former when its condition has deteriorated enough, having a completely different design. The Bozar essentially acts as a fully-automatic long-range rifle, with a 2.43x scope and 30-round magazines. How viable that exactly is will be up to you.

FN M249 SAW - 5.56x45mm NATO
M60 - 7.62x51mm NATO
The in-game model of the Light Machine Gun.
The Courier holds his Light Machine Gun.
The Courier aims down the backwards sights of the Light Machine Gun.
The Courier fires his Light Machine Gun as the game yells at him for having too many things.
The Light Machine Gun with the "expanded drum". For a drum magazine, it strangely has a very rectangular shape, likely because its model was referenced from an M249's belt box.
Barrett M82A1 - .50 BMG
The unique "Bozar" added with the Gun Runners Arsenal DLC. Note the ejection port which is located further behind the charging handle and magazine.
The Courier holds his Bozar, looking for any enemies to destroy.
The Courier reloads his Bozar before going to Freeside.

M1918A2 Browning Automatic Rifle*

The M1918A2 Browning Automatic Rifle was added in Dead Money, the first DLC for New Vegas, as the "Automatic Rifle". It has a pistol grip and stock that resemble those on the Colt Monitor and European copies. This weapon is chambered in .308 ammunition and as such is the only fully automatic weapon in the game that utilizes this ammo. It can be modified with "upgraded internals" that increase its rate of fire by 10%. Interestingly, the menu icon for the BAR shows the bipod unfolded, whereas it is folded and unusable in the game itself. It is hidden in a number of locations around the Sierra Madre.

Rather bizarrely, it is the least accurate automatic weapon in the game, even worse than the SMGs. (All of NV's automatic weapons had their accuracy buffed after launch but patching the DLC would potentially cause more issues so the Browning Automatic Rifle never got this accuracy buff.) and This problem is compounded by its small capacity magazines, low fire rate (even when upgraded), high weight at 16lbs (even beating out the LMG which is a pound lighter), and poor durability. It is however one of the few full auto .308 weapons, allowing you to combo silly ammo with its high damage. The highest of NV's automatic weapons, including all of the more zanier options available.

M1918A2 Browning Automatic Rifle - .30-06
Colt R80 Monitor - .30-06
The in-game model of the Automatic Rifle, complete with carrying handle. The charging handle on the in-game weapon has been moved to the location of the ejection port on a real BAR (so that it can reuse animations from the Sniper Rifle), and the ejection port itself has been accordingly lowered. Also of note is the smaller magazine due to the rifle's in-game chambering of .308 Winchester and not the longer .30-06.
Blazing away with the BAR at nothing in particular. Note the lack of a front sight post.
Different angle, same idea. Note that the textures of the (oversized) ejected casings seem to imply that the cartridges have a belt, which .308 Winchester cartridges lack.

Shotguns

Remington 870 Wingmaster

The Remington 870 Wingmaster (with the magazine tube cap of a Winchester) appears as the "Hunting Shotgun". Sprinkled in random Vegas caves, used by mid tier NPC's like Great Khans, Viper Leaders, NCR Heavy troopers and in certain corners of farmhouses, it has both a choke and extended mag tube as mods. It's also ruthlessly effective, being not only incredibly powerful but accurate. In comparison to the Riot Shotgun, the Hunting Shotgun's accuracy focus makes it a more utilitarian scattergun for all encounters.

The unique version, "Dinner Bell", has synthetic camo furniture and is the most accurate shotgun in the game. Dinner Bell is a reward for the quest "Bleed Me Dry", given by Red Lucy, who runs The Thorn. The most accurate shotgun tip is not a joke, the Dinner Bell is a VERY accurate shotgun that makes very effective use of almost any custom ammo you can stuff in it. Slugs, Coin Shot, Magnum shells, you name it and this gun will pattern that blast directly into whatever you need dead.

Remington 870 Wingmaster - 12 gauge
The standard Hunting Shotgun. Note the slightly wider trigger guard.
The Courier holds his Hunting Shotgun on some old abandoned housing.
The Courier reloads his Hunting Shotgun by loading some 12 gauge shells. The 870 uniquely uses a yellow-coloured shell instead of the red ones all the other 12 gauge weapons use, although it still ejects red-coloured shells when fired.
The Courier aims his Hunting Shotgun at some evil looking bricks. Due to animations for the Hunting Rifle being reused for the Model 870, the player's left hand will grip the section of magazine tube before the forend, with pumping animations involving the left hand moving ahead to grip and cycle said forend and back to holding onto the tube.
The "Dinner Bell" unique variant of the Remington 870 Field Gun.
Tired after completing the trek that is "Bleed Me Dry", The Courier aims the Dinner Bell at Westside wall.

Over-and-Under Shotgun

A 20 gauge over/under double-barrel shotgun called the "Caravan Shotgun" appears in-game. Visually, it bears resemblance to a Winchester Model 101 and Otto Seelig brand Over/Unders. The "Caravan Shotgun" is commonly found on, fittingly, Crimson Caravan guards, alongside any other caravan affiliates like the Gun Runner's guards, Caleb McAfferty and potential companion Cass. It is also one of the few guns that can be found in Dead Money's first half, though ammo being limited to random spawns makes it not particularly practical for this location. The Caravan Shotgun is a decent weapon, being an almost direct upgrade over the Single Shotgun with moderately less accuracy at a cost of still being capped by the 20 gauge chambering.

Players who pre-ordered the 'Caravan Pack' version of New Vegas (or purchased the Courier's Stash DLC) acquired a "Sturdy Caravan Shotgun" at the start of the game. There is little difference visually aside from colors; gameplay-wise it has increased damage and durability at the cost of accuracy.

Otto Seelig O/U - 12 gauge
The in-game model for the Caravan Shotgun. Note the single trigger and unevenly sawed short barrels. The screw fixed onto the breech release lever serves as a makeshift iron sight for the shotgun, despite there somehow being a front sight on its sawed-off barrels.
The Courier holds his Caravan Shotgun, wondering how much wire is required to keep it from falling apart.
The Courier flips his Caravan Shotgun closed after replacing the shotgun shells. Note that the modeled shells have struck primers.
The model for the Sturdy Caravan Shotgun.

"Riot Shotgun"

The "Riot Shotgun" is a fictitious semi-automatic shotgun (bearing some very loose similarites to the Hawk Semi-Auto) chambered for 12 gauge rounds fed from a 12-round drum magazine. Despite also using 12 gauge rounds, the shells ejected are noticeably smaller than those of the Hunting Shotgun. It is a rare find in the Mojave, usually being found on specific troops at Hoover Dam, or on Gomorrah Bank Guards. It may also be wielded by enemies during the Honest Hearts and Lonesome Road DLCs if the player's level is high enough.

The Riot Shotgun is far and away the fastest-firing shotguns in the game allowing you to send shells as fast as you think you need to. It's also one of the heaviest in the game, with a middling spread and damage alongside eating up a lot of 12 gauge ammo if you're not careful. That being said, the Riot Shotgun is a great candidate to pair with the "And Stay Back" perk which grants each fired pellet a chance to knock down targets.

Hawk Semi-Auto - 12 gauge
The in-game model for the "Riot Shotgun".
The Courier holds his Riot Shotgun at some distant farmers.
The Courier aims his Riot Shotgun as his forearms disappear again.
The Courier prepares to fire his Riot Shotgun again at some imposing construction.

Winchester 1887

A sawn-off Winchester Model 1887 appears as the "Lever-action Shotgun". Unlike the real weapon, it is chambered for 20 gauge shells. It is not the most common weapon in the game, being found on a few vendors, carried by guards of the Followers of the Apocalypse or Crimson Caravan guards and sold by many vendors.

It is generally the best 20 gauge shotgun, being given a proper magazine and a fast rate of fire to capitalize on sending as much 20 gauge as fast as possible. That being said the middling returns on damage you get with 20 gauge and the overall bad ability for 20 gauge to kill anything you're aiming at once armor is involved makes this less ideal long-term. That and a sluggish reload. It is affected by both the Cowboy and Shotgun Surgeon perks, so you can make an interesting combo with that.

Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge
The Lever-Action Shotgun in the game. Its receiver has a more straighter shape, likely to fit with in-game animations. Note the metal plate on the grip, similar to the one on the Terminator 2 gun; however, unlike the T2 gun, it is modelled as part of the grip and not the lever.
The Courier holds his Lever-Action Shotgun while wandering near Novac.
The Courier reloads his Lever-Action Shotgun.
The Courier realizes that while he might have his boots and clothes, he's down one motorcycle.

New England Pardner

The New England Firearms Pardner appears in the game as the "Single Shotgun". The Single Shotgun is used by members of the Powder Gangers and lower level enemies. One such shotgun can be found in one of the houses in Goodsprings. The Single Shotgun is a good starter shotgun, with very good accuracy and the highest per-shot damage of any 20 gauge shotgun in the game at a cost of its lack of real damage to anything wearing armor, and it being outclassed by any other shotgun in almost every other respect.

Occasionally, the Courier will encounter Single Shotguns rigged up as tripwire-based traps, commonly set at doorways, replacing the fictional "Combat Shotgun" from Fallout 3. Bizarrely, when a rigged shotgun is disarmed, it will remove the shotgun from the trap (unlike other traps, this can be done even after the trap has been activated - provided, that is, that the player character has a Repair skill of at least 45), and will grant the Courier a 20 gauge shell; it will not, however, give them the shotgun itself, despite removing it from the trap, which begs the question of where it actually goes when this happens. Additionally, if a trap was disarmed after it has been triggered, it will still yield one full shell, instead of an empty hull (which is also an item in the game).

New England Pardner - 20 gauge
The in-game model for the Single Shotgun.
The Courier prepares to load his Single Shotgun with some 20 gauge pain.
The Courier aims his Single Shotgun.
A Single Shotgun set up as a trap. Note the presence of what appears to be an electric motor powered by a microfusion cell (an energy weapon ammo type) set up to spool up a wire to pull the trigger, begging the question why the tripwire activates this motor rather than pulling the trigger itself. The weapon also seems to be held in place with aluminum foil.

Sawn-Off Side-By-Side Shotgun

The sawn-off side-by-side shotgun from Fallout 3 returns, again as the "Sawed-Off Shotgun". It has mostly the same model as that game, but has a completely new texture (with an overall cleaner look, different screw placement, and an altered pistol grip texture/material) and only has one trigger, which somehow fires both barrels at the same time. As it is also held one-handed, this would likely be extremely painful for the user. This does mean it is effectively a single-shot weapon gameplay-wise, but the large amount of pellets fired and its 12 gauge chambering mean that it is the highest-damage shotgun (and the second highest damage of any weapon) in the game. As expected of a sawn-off shotgun the spread is extreme, and it is also the least durable shotgun. Rounding out this odd package, it can be brought into weapon-free areas if the player character has a Sneak skill of 50 or above. The Sawed-off is quite common in the Mojave, being carried by Ralph of Mick and Ralph's, some Fiends, Jessup, Omerta "button men", and bartenders at The Tops and Gomorrah, and being purchasable from Mick of Mick and Ralph's, and the Vendortron. Notably, they can also be obtained from Heck Gunderson during "Beyond the Beef", if the player chooses to tell him where his son is, and from Cachino during "How Little We Know" (along with thirty 12 gauge Magnum shells) if the player chooses to help him deal with Big Sal and Nero.

A unique variant with a darker, more worn look called the "Big Boomer" is carried by Old Lady Gibson, and can only be acquired by either stealing it from or killing her. Compared to the standard Sawed-Off, it is nearly a direct upgrade, with higher damage, a tighter spread, higher rate of fire, and a lower AP cost in VATS, with the only downside being the inability to carry it into weapons-free areas (regardless of the player's Sneak skill).

Stevens 311R (sawed-off) - 12 gauge
The in-game Sawed-off model. Note that it has a proper (AK-style) pistol grip, compared to the image above.
The Courier stands in the lobby of the REPCONN Test Site with a Sawed-Off Shotgun at hand, on the lookout for any ghouls.
Checking the sights reveals that there aren't any.
After shooting two 12 gauge shells at absolutely nothing, the Courier dumps out the old shells...
...mashes in some new ones...
...and flicks the shotgun shut.
Old Lady Gibson's unique "Big Boomer" variant.

Launchers

M79 Grenade Launcher

The M79 Grenade Launcher appears as the "Grenade Rifle". It can be found in several locations and is sold by many different vendors. It can be upgraded with a "long barrel" to increase grenade velocity and range. Because the launcher reuses the 20 gauge Pardner's reload animation, its user will cock a non-existent external hammer. The M79 is baby's first explosive weapon, with middling damage and a fast rate of fire but inferior to later grenade launchers. Don't knock it though, it's got a key fun trick. Knocking over enemies.

The M79 has the distinction of having the highest number of unique variants of any weapon in the game. The first is "Thump-Thump" found in the Nellis Array. It comes with the long barrel modification built-in and has a lighter-colored stock with a drawing of an angry beaver holding a rifle on it. In addition to having the effects of the long barrel modification built-in, Thump-Thump also fires faster, is more durable, and weighs slightly less. All for the low cost of finding it amongst the ants of the Array.

If the player preordered a version of the game that came with the "Mercenary Pack" or bought the Courier's Stash DLC, they acquire the "Mercenary's Grenade Rifle" at the start of the game. It is almost identical to the base Grenade Rifle, only with a slightly darker color, slightly less weight, and not requiring skill in Explosives to use.

The Lonesome Road DLC adds the "Red Victory Grenade Rifle", with a stock painted to resemble the Chinese flag, and the "Great Bear Grenade Rifle", which has a blue grip and forend and a white Army star on the grip. The Red Victory can only be acquired if the player chooses to nuke the Legion at the end of the DLC, and the Great Bear only if the player chooses to nuke the NCR. The Red Victory is faster firing, weighs less, and is more durable compared to the base Grenade Rifle. The Great Bear is slightly heavier than the Red Victory (but still lighter than the base Grenade Rifle), but is much more durable and does more damage than the base Grenade Rifle.

M79 grenade launcher - 40x46mm
In-game M79 model.
The Courier holds his Grenade Rifle while staring at the overpass ahead of him.
The Courier holds his Grenade Rifle with an extended barrel.
The first unique M79 variant, "Thump-Thump", with a beaver holding an M1 Garand on the stock...
...the second one, the Mercenary's Grenade Rifle...
...the third one, the Red Victory, which is explained as a Chinese copy by the letter it is found with...
...and the fourth one, the Great Bear, with a white star-in-circle design similar to that seen on some US Army vehicles.

China Lake Launcher

The China Lake Launcher appears as the "Grenade Launcher". Unlike the real weapon, it has a 4-round tube magazine (as opposed to the real China Lake's 3-round tube magazine) and a much lower stock, presumably so that it can reuse animations from the Remington 870. Most Boomers carry it, along with one of the caravan guards at the start of the Honest Hearts DLC, and it can also be found in a few locations or purchased from several traders.

Consistent with New Vegas's design philosophy of making less powerful weapons still valuable after the player has found an "upgrade", while it initially appears to be an upgrade in every way over the Grenade Rifle, the Grenade Launcher is a fiddly beast with a less consistent damage output than the Grenade Rifle, due to the longer reloads. Additionally unlike the Grenade Rifle, the Launcher has no extended barrel upgrade to increase its range, which limits its potential for long range bombardment without extensive practice in learning its projectile arc.

A modified version named the "Holorifle" appears in the Dead Money DLC, with a futuristic short-range scope and various electronic pieces to convert the weapon to a microfusion cell-based energy weapon, firing some kind of odd hard light projectiles, and loading microfusion cells into the tube magazine and ejecting them after firing. It is given to the player once they arrive at the Sierra Madre. The Holorifle is decent against the enemies that stalk the Madre, though microfusion cells are hard to find there.

China Lake Grenade Launcher - 40x46mm
The in-game model of the "Grenade Launcher".
The Courier holds his Grenade Launcher, determined to blast the wallpaper away.
The in-game model of the unique "Holorifle."
Having grown paranoid over the course of Dead Money, the Courier fires the Holorifle at a Sierra Madre sign. Sadly, the weapon's 1st-person model is largely obscured by its scope. Note the projectile, which seems to be a cluster of glowing blue cubes.
The right side of the Holorifle, as seen shortly after firing.

"Grenade Machinegun"

The "Grenade Machinegun" is a fictitious large fully-automatic grenade launcer firing 25mm grenades. It is comparable to the game's miniguns and flamethrowers in size and layout, also having an ammo storage carried on the user's back. The gun carries a large amount of electronics, complete with a monitor at the top that displays Bash script; as the "high-speed kit" modification which improves the rate of fire changes the colors of the electronics on the side, they appear to assist in feeding the weapon. The large muzzle brake, drum magazine, side-mounted handle and use of small-caliber grenades bears some resemblance to the Norinco QLZ-87 automatic grenade launcher, though unlike the QL, the barrel is reciprocating, implying recoil operation instead of the gas operation of the QLZ. Instead of the drum being replaced when reloading, the side of the drum opens up and the Courier inserts in a disc-shaped rack of grenades, which is presumably kept in the ammo storage on their back. The Grenade Machinegun is a fairly powerful late game explosive weapon in comparison to the Missile Launcher or Fatman, a high damage but relatively controllable death machine capped by the rarity of 25mm ammo in the wastes.

The unique variant, "Mercy", can be found in Dead Wind Cavern. Apparently a relic from before the nukes fell, it has "Hei Gui Bye Bye" spraypainted on its body (Hei Gui is the name of a group of Chinese commandos in the game) and is in an extremely rusty state, though it still has two-and-a-half times the durability of a standard grenade machinegun. It also rocks a rechambering to 40mm, drastically improving its damage and power at a cost of reduced ammo capacity and making it harder to keep this stocked up when playing on Hardcore due to how heavy 40mm ammo is.

QLZ-87 - 35x32mm
The in-game model of the "Grenade Machinegun".
The unique "Mercy" variant. Note the larger barrel, due to its 40mm chambering.
The Courier decides that peace isn't worth it, and brings rain down on some Super Mutants. Note the large round backpack that serves as storage for reserve grenades.

"25mm Grenade APW"*

The Gun Runners' Arsenal DLC adds the "25mm Grenade APW" (Anti-Personnel Weapon), a fictitious semi-automatic grenade launcher firing 25mm grenades from a six-round detachable box magazine. While fictional, the 25mm Grenade APW bears a very loose resemblance to some semi-auto shotguns, like the Remington 1100. Being a GRA weapon, it is only available from traders, being sold by the Gun Runners, the Boomers, Alexander at the 188 Trading Post, among others.

It serves as an interesting midway in the explosives category, doing slightly less damage than the 40mm launchers and not providing as much overall firepower as the Grenade Machinegun, but is lighter and more portable than either, while still retaining great lethality. The APW has three available modifications: "Upgraded Internals" which increases fire rate by 25%; a longer barrel, which doubles projectile velocity and range; and an 8-round extended magazine (called an "expanded drum", despite not actually being a drum magazine).

Remington Model 1100 Tactical with pistol grip stock - 12 gauge. Note the similarities in layout between this weapon and the one below.
The in-game model of the 25mm Grenade APW.
A fully-modified APW. The "Upgraded Internals" mod doesn't change the weapon's appearance.
The Courier holds his Grenade APW after "accidentally" firing on some people in front of Gomorrah.
The Courier aims his Grenade APW; note the lack of a front sight.
The Courier lets loose with a long-barreled Grenade APW.

Grenades & Explosives

M84 Stun Grenade*

The Lonesome Road DLC adds the M84 stun grenade as the "Flash Bang". Unlike regular grenades, it deals fatigue damage, reduces enemy weapon skills, and has a chance to frenzy Tunnelers.

Prior to its addition in Lonesome Road, the M84 appeared as an unused weapon in the base game named the "Stun Grenade". This version had circular holes in the body and a differently-shaped fuse and lever.

M84 stun grenade
The in-game M84 model. Note the square holes and the lowered pin so the game can reuse the normal grenade animation.
The Courier finds a M84 stun grenade in some rubble.

"Frag Grenade"

The fictional "Frag Grenades" returning from Fallout 3 are heavily based on the Danish M23 Haanbombe. In-game, they can be found in boxes and crates in certain locations, looted from Recruit Legionaries, and bought from some merchants (including the Vendortron). The Frag Grenade is also an improved holdout weapon, meaning that any Courier with a Sneak skill of 50 or higher can take them into weapons-free zones, though their quality as a stealth weapon is obviously highly dubious.

Occasionally, the Courier will run into traps consisting of three frag grenades hanging from a ceiling, a setup that the game rather affectionately calls a "Grenade Bouquet". If the Courier has an Explosives skill of 30 or more, then they can retrieve these grenades for later use.

If the player has the Wild Wasteland trait, a box in the basement of Camp Searchlight's church that normally contains mini-nukes will instead contain three unique "Holy Frag Grenades", identical to the regular grenades except for a white cross painted onto the body. Compared to the standard frag grenade, the Holy Frag Grenade has a far larger and more damaging explosion, and leaves radiation in its wake, much like a mini-nuke. The Holy Frag Grenades as a whole, as well as the text found near to them on a box, are a reference to Monty Python and the Holy Grail.

M23 Haanbombe
The in-game grenade model. The sharp bend in the spoon is more typical of Soviet grenades like the F-1 hand grenade.
A "bouquet" of frag grenades. Note that they all seem to lack pins, which would make sense as they detonate after being triggered and dropped. This does not, however, explain where the pins come from when the Courier takes these grenades for their own personal use. Perhaps the Explosives skill requirement to disarm a rather rudimentary trap gives the Courier the resources to fashion new pins.
The Holy Hand Frag Grenade of of Antioch Camp Searchlight.
The box that the Holy Hand Grenades are found in.

AN/M14 Incendiary Grenade

The game's "Incendiary Grenade", while somewhat generic, seems to be an AN/M14 incendiary grenade with a black-and-orange coloration. Its markings claim it is an "AN-2051 INCENDIARY GRENADE", as well as a "MODEL 0531". The incendiary grenade can be found in several locations, though it isn't as widespread as the Frag Grenade. Like other grenades, the Incendiary Grenade is an improved holdout weapon.

AN/M14 Incendiary Grenade
The in-game model for the incendiary grenade.

M112 C4 Demolition Charge

The in-game C4 charges are composed of 4 US-issue M112 C4 charges held together with tape. In-game, they are quite powerful, and can be found in several locations, albeit in small numbers. While the player requires a detonator to set them off normally, one is not absolutely necessary, as the in-game C4 can erroneously be detonated by gunfire, something which does not happen with actual C4.

M112 C4 charge
The in-game model for the C4 charge. The M112 charges are somewhat shorter and wider than they are in reality; however, while not entirely visible, the first 2 lines of text are spot-on (the 3rd line has vanished, however).
The Courier uses a detonator to set off several C4 charges, with spectacular results.

TM-46 Anti-Tank Mine

The "Frag Mine", a recoloured and shrunken TM-46 anti-tank mine, returns from the previous game. It functions more or less the same as it did in Fallout 3, producing a small explosion after beeping for a few seconds when a target gets close enough, the duration and proximity for detection depending on the Courier's Explosives skill. Mines planted as traps can be found in a variety of locations, sometimes hidden under corpses or other objects.

In Dead Money, another variant of the TM-46 appears; it is known as the "Demolition Charge", and must be bought from Sierra Madre vending machines for 75 chips each after the appropriate holotape is found. Compared to the more common Frag Mine, Demo Charges feature a negligibly higher amount of damage and no Explosives skill requirement, but are also three times as heavy, weighing 1.5 pounds instead of 0.5. It also has a different skin, sporting a yellower body with diagonal black stripes along the sides and a partially-obscured radiation symbol on top (though the charge does not afflict any radiation damage).

TM-46 anti-tank mine
The Frag Mine model. The handle is not used, and appears to be a relic of its anti-tank basis.
The model for the "Demolition Charge". One would think that a proximity-detonated demolition charge would be a bad idea.

Other

Fictional AA Gun

A fictional type of anti-aircraft gun, seemingly based on the Schwerer Gustav 80cm railway gun and heavily scaled down, is seen in pre-war emplacements on Hoover Dam. Additionally, the fixed artillery pieces found at the X-7a site at Big MT in Old World Blues, which can be used to fire a Saturnite round at the X-7b site, seem to be a variant of the AA gun, being constructed of some of the same parts.

80 cm Kanone (E) - 800mm
The in-game model of the AA gun.
An AA gun is featured prominently on a Hoover Dam billboard, showing that the guns were there prior to the War.
The in-game model for Big MT's fixed artillery.
The artillery pieces, as seen at the X-7a "Left Field" artillery launch site.

"Flamer"

The fictitious "Flamer" flamethrower returns from Fallout 3. Due to the Big Guns skill no longer existing, it is classed as an Energy Weapon. Its model is identical to the Fallout 3 version, and so again seems to be based on the M9A1-7 Flamethrower, with a backpack similar to that of the M2 Flamethrower. In-game, it is found in a few locations, including two of The Strip's casinos (the Gomorrah and the Ultra Luxe), in the Silver Rush, on the Fiend leader Cook-Cook, in Vaults 3 and 22, and on the Marked Man Blister in Lonesome Road. The Flamer has one modification - "Expanded Tanks", which double its ammunition capacity. Low damage, high rate of fire and usually defeating armor, if you can take the brunt of getting shot while using it, it's a messy but fun main arm for Energy Weapon builds.

The Gun Runners' Arsenal DLC adds a unique variant of the Flamer to the game, the "Cleansing Flame". Compared to the standard Flamer, it weighs more (22 pounds instead of 15), costs slightly more AP to use in VATS, does slightly less base damage, has a lower crit chance, and has a higher spread, but is more durable, holds 100 units of fuel (higher than the Flamer's base capacity, but lower than the Flamer with expanded tanks), and has a slightly longer after-burn effect that increases in both damage and duration with the user's Energy Weapons skill. Visually, it has 2 moderately-sized fuel tanks and 1 smaller pressure tank (rather than the 2 small fuel tanks and one large pressure tank of the standard version), a narrower nozzle, three orange fuel lines on the wand (rather than the single black one of the normal Flamer), and a distinctive blue flame effect.

M9A1-7 Flamethrower
M2A1-7 Flamethrower
The in-game model of the "Flamer".
A Flamer fitted with the "Expanded Tanks" modification.
The unique Cleansing Flame variant.
The Courier, dressed to the nines in Remnants Power Armor, shows off the Cleansing Flame's unique blue flame effect.

M101 Howitzer

Somewhat oversized M101 Howitzers appear in a few locations in the game, notably at Nellis AFB and The Fort. The one at the Fort is broken, and the Legion sidequest "I Hear You Knocking" has the player go to Nellis AFB to retrieve a replacement firing mechanism.

M101 Howitzer - 105x372mmR
The in-game howitzer model.
One of the howitzers at Nellis AFB, in the possession of the Boomers (presumably used to fire at the Courier as they approach the site).
The Legion's broken howitzer, on Fortification Hill.

Daisy Red Ryder BB Gun

The Red Ryder returns from Fallout 3, again as the "BB Gun". Markings on the loader claim it to be a "Raider BB Rifle". It is the weakest ranged weapon in the game - which makes sense, it being a toy rather than an actual weapon. It has a capacity of 100 BBs instead of the real gun's 650, and its accuracy is somewhat poor. It can be found in a variety of locations, including (but not limited to): toy boxes, the Nellis schoolhouse, a shack at the top of Coyote Mines, Blue Paradise Vacation Rentals, a house in Nipton, the Great Khan armorer (sometimes), and Coach's office in Old World Blues. Amusingly enough, despite being an airgun firing BBs, it it still considered a firearm by the game, and is thus capable of certain odd things, such as igniting flammable vapors with its nonexistent muzzle blast.

The unique variant of the weapon, the "Abilene Kid LE BB Gun", is visually identical to the base version visually except for a marking on the stock denoting it as part of a 200-strong limited edition. It is nearly identical statistics-wise to the standard BB Gun, save for better durability, a slightly higher crit chance (1.5 instead of 1), and secretly boasts an extremely high critical damage boost, bumping it from a base damage of 4 to a whopping 70 on a critical hit (compared to the standard variant's critical damage of 6.2 and higher than any weapon in the game except for the Brush Gun, Medicine Stick, Anti-Materiel Rifle, Paciencia and Gobi Campaign Scout Rifle.); furthermore, with the correct perks, this can be raised all the way to 157. The Abilene Kid LE BB Gun can be found in Fields' Shack, or in Jimmy's Well if the player has the Wild Wasteland trait (which is located directly in front of Fields' Shack).

Daisy Red Ryder
The in-game model of the BB Gun.
The Courier prepares to do some indoor plinking with a Red Ryder. Unlike the Lone Wanderer, the Courier's left hand does not fully grasp around the barrel; this is to allow for...
...proper usage of the sights.
It also now uses the same cycling animation as the game's other lever-action weapons.
Reloading begins with the Courier opening the loading gate; as in Fallout 3, it is incorrectly located on the underside of the barrel instead of the left side.
It is then loaded up with BBs...
...and finished off with a rack of the lever.
The jam animation gives a better view of the action being worked.
The BB Gun being aimed in third-person.
The unique variant's model.
"What's that, Lassie Rex? Timmy Jimmy fell down a well?"

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