Fallout: New Vegas
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.
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.
(*) indicates that the weapon was added in the DLC.
The following weapons are seen in the video game Fallout: New Vegas:
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.
The Browning Hi-Power appears as the "9mm Pistol", made by a fictional "M&A Gun Manufacturers" according to the slide legends. It can be modified with a short-range scope and a 20-round magazine. The 9mm is by far one of the most common weapons in the Mojave, and seems to have been adopted by the NCR as their standard sidearm. The 9mm appears almost everywhere and is given to the player by Doc Mitchell at Goodsprings at the game's beginning, unless the player has rolled their character's stats for a combat proficiency other than 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 that benefits from how common 9mm ammo is, but still leads to it getting replaced quickly for better sidearms.
A unique version called "Maria", decorated with pearl grips (painted with Our Lady of Guadalupe) and nickel-plated with heavy damascene engraving, is carried by Benny (voiced by Matthew Perry), which he uses to execute the player 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" 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.
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, and also lacks a base pin, which is present on both Colts and Rugers but is absent on several replica SAAs. The base gun has a 4.75" barrel, but can be modified with a 7.5" Cavalry barrel that increases the damage by +3, as well as an engraved "heavy duty" cylinder which increases its maximum condition by +50%. The .357 Magnum Revolver is a very common lower tier gun, used by everyone from Powder Gangers to NCR Patrol Rangers.
The .357 is one of the first guns available besides the 9mm Pistol and the Varmint Rifle, and does very reliable damage until heavier armor gets involved.
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.
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, Old Ben in Freeside, and 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.
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 can be obtained by talking to the Lonesome Drifter, who can be found by a Sunset Sarsaparilla billboard near the El Dorado Dry Lake. The Mysterious Magnum has a faster fire rate, better accuracy, and increased critical hit damage. A version of the Mysterious Magnum with extremely buffed damage is also used by the Mysterious Stranger.
The "12.7mm Pistol" is a fictious pistol chambered for the also fictious 12.7mm intermediate round (essentially the .50 BMG cartridge with shortened projectile and case length). 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 50% ultra-chunky Hammerli 280 (now minus the separate magwell) and 50% the "LAPD 2019 Blaster" from the movie Blade Runner, though a gun even closer to the Blade Runner weapon exists too. It can be modified with a silencer. 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 high Strength and Guns skill to 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.
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.
The "10mm Pistol" returns from Fallout 3. As in that game, it is loosely based on a Magnum Research Desert Eagle. The 10mm is very common, 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 and can be modified with a laser sight, suppressor, and extended magazine. The 10mm is a rather good weapon, beating out the 9mm in damage and DPS but falling short when the magnum revolvers come into play.
LAPD 2019 'Blaster'
The pistol from Blade Runner makes a return to the Fallout series. Called the "That Gun" in-game, in reference to "That Gun from Fallout 1 and 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 rather good weapon. While it has no modifications available unlike most of the handguns, it can chamber the several 5.56mm variants, such as armor-piercing or hollow-point ammo.
The handgun is useable 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) kill robots with the pistol, 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).
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).
Colt New Service*
The Colt New Service appears in the first New Vegas DLC, Dead Money, as the "Police Pistol". It uses .357 Magnum rounds. It is fired exclusively in single action, despite the New Service being a double-action revolver. The inclusion of this pistol 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; it is incredibly useful for killing unconscious Ghosts, the zombie-like residents of the Sierra Madre. The Colt New Service can be found at the Sierra Madre in various containers, as well as in Dean Domino's Secret Stashes.
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 use up .45-70 early in the game, with solid damage and accuracy that is only tempered by the wonky scope view.
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, being more accurate, firing faster, and having higher damage than the base Hunting Revolver.
The Honest Hearts DLC introduces the M1911A1 as the ".45 Auto Pistol." Joshua Graham 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 these sights are permanent on the default weapon in the final game. It correctly holds 7 rounds. The M1911A1 is a powerful weapon, with damage output on par with the 12.7mm Pistol and (illogically) vastly outperforming the 10mm pistol. 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.
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, in every other way A Light Shining In Darkness is superior to the base .45 Auto, having higher damage, reduced weight, a faster rate of fire, and increased crit chance and damage.
Brescia Model 00*
The "Lonesome Road" DLC adds a modified Brescia Model 00, 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. 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. Bizarrely, while the animations suggest that the weapon fires ordinary flares, it actually consumes 10 units of flamethrower fuel per shot. 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.
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.
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.
"10mm Submachine Gun"
The "10mm Submachine Gun" returns from Fallout 3, again bearing a distinct resemblance to the Prototype from the defunct H&K SMG program, though the pistol grip and trigger guard are reminiscent of that 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 new 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 a 40-round magazine and a recoil compensator.
The Gun Runners' Arsenal DLC adds a unique variant known as "Sleepytyme", which has an integral suppressor, greater damage, and a higher rate of fire. It is also a holdout weapon that can be carried into casinos and is the only automatic holdout weapon available. .
M3 "Grease Gun"
An M3 Grease Gun chambered for 9mm rounds appears as the "9mm submachine gun". It 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.
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 fictious 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 submachine gun" comes with a pristine black finish, wood or bakelite grips, no stock, and express-type sights. While like all 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. It is one of the few reasons to keep 9mm ammo by the late game, the sheer volume of fire it can deliver will bring down most enemies.
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. The Nail Gun is an amusing and powerful weapon in the right hands, doing double damage to limbs if the player can keep nails stockpiled.
The American-180 appears in-game as the "Silenced .22 SMG". It lacks a stock and is integrally suppressed. It can be upgraded with a larger drum magazine that increases capacity by 60 rounds. It can be found on Gomorrah Bank Guards and Fiend raiders in Vault 3. Its high rate of fire and rather large magazine capacity make the gun somewhat useful against lightly armored foes, but the overall weakness of .22 render it useless when even slightly heavy armor gets into the fray.
Thompson Sub-Machine Guns
Two variants of the Thompson SMG series appear in game, one as an energy weapon, the other as a conventional slug-thrower.
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. The RCW is a rather decent energy weapon, beating out the pistol-based weapons but falling short in the long run due to its overall low damage.
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, tempered by rather poor accuracy.
"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 Runner's 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.
Colt Model 733
The Colt Model 733 appears as the "Assault Carbine". It is chambered for 5mm rounds and is the fastest firing rifle in the base game, tied with the LMG. It has a 24-round magazine by default, but can be upgraded with a 30-round magazine. The Gun Runners' Arsenal DLC adds a variant of the Assault Carbine with additional modifications; a "forged receiver" which increases the weapon's durability. and a "light bolt" which increases rate of fire. It, along with the Marksman Carbine and the Service Rifle, lacks a charging handle on the rear, 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 a more controlled use of 5mm's useful AP punch at a cost of somewhat small magazine capacity.
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 Marksmen Carbine is a common weapon, and most military facilities contain a couple. The Marksman Carbine is a powerful weapon in the right hands, allowing for accurate and repeat hits on targets, but is brought down by 5.56mm caliber's mediocre damage on heavier targets.
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 20-round magazine on the base carbine), and an 82nd Airborne division badge on the magazine well. 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.
An M16A1 with wood furniture (Fallout's world ran out of oil long ago) appears as the "Service Rifle". It is chambered for 5.56x45mm NATO and is semi-auto only. The upper receiver has a forward assist and a case deflector. Like all of the other M16 derivatives in the game, the Service Rifle's charging handle is located on the right side of the receiver, attached directly to the bolt in the ejector port. While rarely seen due to the weapon's high durability and common replacement parts, 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. A terrifically average rifle, the Service Rifle is a direct upgrade to the Varmint Rifle in the 5.56mm rifle category, having superior stats in almost every respect, and remains useful until the player acquires better weapons.
A unique Service Rifle chambered in 12.7mm called the "Survivalist's Rifle" appears in the "Honest Hearts" DLC. It was the weapon of a US Army serviceman who fled to Zion Canyon after the Great War. It features a blocky heat shield somewhat reminiscent of the M16 LSW/LMG, but has numerous makeshift repairs along the body work and a damaged front sight. The words Stop and Arrêt! are scrawled onto the stock of the weapon, a stamp on the receiver reads "PROPERTY OF U.S. GOVT CHKPNT CARBINE 12.7MM CAL", and a stamp above the trigger reads "LONG BRANCH ARSENAL ONTARIO, USA TERRITORY". The Survivalist's Rifle can be found on top of the Red Gate, 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.
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 it properly.
The "Varmint Rifle" is a fictious bolt-action rifle with a 5-round detachable magazine. Originally, it was intended to use .22LR rounds, but this proved unpopular during play testing and was changed to 5.56mm rounds. The weapon model however was not changed, and some NPCs using the rifle still carry .22LR rounds instead of 5.56mm. 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. It has increased scope zoom, a faster fire rate, and increased damage compared to the base Varmint Rifle, along with having all the Varmint Rifle's modifications equipped.
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". With a high rate of fire and a powerful cartridge, This Machine is a useful mid range weapon, but suffers from high spread at long range.
The Gun Runners' Arsenal DLC added the base Battle Rifle back into the game. The Battle Rifle can only be obtained from traders, and is overall weaker than This Machine.
Both This Machine and the Battle Rifle weigh the correct 9.5 pounds for an M1 Garand.
The Winchester 1886 appears as the "Cowboy Repeater". It is chambered for .357 Magnum. It 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 Cowboy Repeater is an early choice for replacing the Varmint Rifle, with higher damage and a faster rate of fire that remains useful until enemies wearing armor show up.
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 octagon 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. It is found on Corporal Sterling of the 1st Reconnaissance Battalion at Camp McCarran. Its accuracy and DPS make it a good weapon, but the weakness of .357 Magnum make it useful only on lightly armored opponents.
Marlin Model 336
The Marlin Model 336 appears as the "Trail Carbine", and fires .44 Magnum. It can be found in places such as Bonnie Springs or Red Rock Canyon. It can be modified with a scope. The Trail Carbine is mostly a straight upgrade over the Cowboy Repeater, boasting a damage boost plus the ability to use a scope, but uses rarer ammunition and lacks the upgrades of the Cowboy Repeater.
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 Hunting Rifle is one of the higher-level rifles, serving as a sniping tool between varmint and sniper rifles. It's precise, reliable and good at dealing with anything short of a BoS Paladin or a Deathclaw. 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.
The Gun Runners' Arsenal DLC adds the "Paciencia" (Spanish for Patience) unique variant. 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 has extra damage and 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.
The "Brush Gun" is a lever-action rifle firing .45-70 Gov't rounds out of a six-round tube magazine. According to Josh Sawyer, the game's lead designer, it "is not based on one gun specifically, but guns like the Winchester Model 1886 and Marlin Guide Gun", alhough it appears to also be based on the Marlin Model 1895. The "forged receiver", the Brush Gun's only modification, resembles 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, hampered only by its use of rare .45-70 Gov't ammunition.
The Gun Runner's 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 Brush Gun is better in every way than the Brush Gun, albeit much less dramatically than other unique variants.
The fictional "Gauss Rifle" returns from Fallout 3. 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 never used). 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 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 less ammunition per shot, does more damage, and is slightly more accurate than the Gauss Rifle, but is one pound heavier.
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 Fallout 3 "Infiltrator" (a variant of the G3 with a longer magazine, no stock, a black synthetic forearm, and a suppressor) is visible in Mick's special weapon stash, but is also unusable.
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 an unknown rifle; given how this costume is meant to be a Chinese soldier, it is reasonable to assume that it is supposed to be a Norinco Type 56.
The fictious "Sniper Rifle" from Fallout 3 (based on the also ficitious "DKS-501 Sniper Rifle" from Fallout 1 and 2) returns. It is a semi-automatic rifle with a 3.5x scope and a five-round detachale magazine holding .308 rounds. 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. 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.
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. 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. 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).
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 standard and Gobi 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.
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.
The FN Minimi appears as the "Light Machine Gun". Compared to the real FN Minimi, the LMG has a shortened stock and barrel, a wooden carry handle and pistol grip, a differently designed front sight post, a wooden handguard seemingly inspired by the M60, 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. 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. 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 fictious 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, 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.
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. 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. This problem is compounded by its small magazines, low fire rate (even when upgraded), high weight (even beating out the LMG), and poor durability. Its only redeeming quality is its damage - the highest of any automatic weapon.
Remington 870 Wingmaster
The Remington 870 Wingmaster (with the magazine tube cap of a Winchester) appears as the "Hunting Shotgun". It can be upgraded with a choke to reduce spread and a "long tube" to increase ammunition capacity from 5 rounds to 8. The Hunting Shotgun is the most accurate non-unique 12 gauge shotgun in the game, allowing for greater accuracy and precision at the cost of a lower fire rate and magazine capacity compared to the Riot Shotgun, making it ideal for Magnum and Slug shells.
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. Dinner Bell serves as the game's most accurate shotgun, and is useful for hitting angry raiders with Slug shells at ranges past any other shotguns.
A 20-Gauge double-barrel shotgun called the "Caravan Shotgun" appears in game. The gun itself appears to be an 'over-and-under' style; 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. The Caravan Shotgun is a decent weapon, being an almost direct upgrade over the Single Shotgun but kept back by the weak 20 gauge chambering.
Players who pre-ordered the 'Caravan Pack' version of New Vegas (or purchased the "Couriers' 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.
The "Riot Shotgun" is a fictious semi-automatic shotgun (bearing some very loose similarites to the Hawk Semi-Auto Shotgun) chambered for 12 gauge rounds fed from a 12-round drum magazine. It is a rare find in the Mojave, usually being found on specific troops at Hoover Dam, or on Gomorrah Bank Guards. The Riot Shotgun is far and away the fastest-firing shotgun in the game, but is one of the heaviest and least accurate shotguns in the game, along with requiring a hefty surplus of 12 gauge to be kept fed.
A sawn-off Winchester 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 characters and purchasable from the Gun Runners. It is generally the best 20 gauge shotgun, with the highest rate of fire and magazine capacity, but anything above light armor will make it useless quickly.
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 at a cost of its lack of real damage to anything wearing armor, but is outclassed by any other shotgun in almost every other respect (though it does have the highest raw damage output of any 20 gauge shotgun).
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.
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 different texture (with an overall cleaner look, different screw placement, and a large grip with a different texture) 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, Button Man, 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 30 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).
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 is the first launcher available, but is inferior in almost every way to the other launchers available later. It can be upgraded with a "long barrel" to increase grenade velocity and range.
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.
If the player preordered a version of the game that came with the "Mercenary Pack" or bought the "Couriers' Stash" DLC, they acquire the "Mercenary 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.
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. Most Boomers carry it, and it can also be found in a few locations or purchased from several traders. While it intially 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.
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.
The "Grenade Machinegun" is a fictious large fully-auutomatic grenade launcer firing 25mm grenades. It is comparable to the game's miniguns and flamethrowers in size and layout, also having an ammo storage carreid 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 weapon, boasting some very good damage that is doubled by its controllable rate of fire, but is limited by how rare 25mm is in the wasteland.
Mercy fires the larger 40mm grenades, similar to the Mk 19 grenade launcher, giving it even more destructive potential with the cost of less ammo per magazine, and in Hardcore mode the ammo is quite heavy.
The unique variant, "Mercy", can be found in Dead Wind Cavern. Mercy fires larger 40mm grenades, giving it increased damage at the cost of ammo capacity. Apparently a relic from before the nukes fell, it has "Hei Gui Bye Bye" spraypainted on it's 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.
"25mm Grenade APW"*
The "Gun Runner's Arsenal" DLC adds the "25mm Grenade APW" ("Anti-Personnel Weapon"), a fictious semi-automatic grenade launcher firing 25mm grenades from a six-round detachable box magazine. 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. Being a GRA weapon, it is only available from traders, being sold by the Gun Runners, the Boomers, and the 188 Trading Post, among others.
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 "expanded drum", which increases ammunition capacity by 2 despite not being a drum magazine.
While fictional, the 25mm Grenade APW bears a very loose resemblance to some semi-auto shotguns, like the Remington 1100.
M84 Stun Grenade*
The "Lonesome Road" DLC adds the M84 stun grenade as the "Flash Bang". Unlike regular grenades, it deals fatigue damage and reduces enemy weapon skills.
The fictional "Frag Grenades" returning from Fallout 3 seem to be a hybrid of the Mk 2 hand grenade and the Type 91 hand grenade (the predecessor to the Type 97 hand grenade with a socket on the base for attaching a propellant charge in order to use the grenade as a rifle grenade or mortar projectile). 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.
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.
Fictional AA Gun
A fictional type of anti-aircraft gun, seemingly based on the Schwerer Gustav "Dora" 80cm railway gun snd 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.
The fictious "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.
The "Gun Runner's 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.
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.
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.
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. Its accuracy is somewhat poor; this issue is compounded by the fact that, like in Fallout 3, the weapon's iron sights are blocked by the player character's fingers; this is more of an issue in New Vegas as aiming actually uses the iron sights rather than simply zooming the view in. 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 rifle 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 the first model 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 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); 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.