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Difference between revisions of "Fallout: New Vegas"
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==Marlin Model 336== | ==Marlin Model 336== | ||
− | The [[Marlin Model 336]] appears | + | 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. |
[[Image:MarlinModel336C.jpg|thumb|none|450px|Marlin 336C Carbine - .30-30 WCF.]] | [[Image:MarlinModel336C.jpg|thumb|none|450px|Marlin 336C Carbine - .30-30 WCF.]] | ||
[[Image:FalloutNewVegasTrailCarbine.jpg|thumb|none|500px|The in-game model of the Trail Carbine.]] | [[Image:FalloutNewVegasTrailCarbine.jpg|thumb|none|500px|The in-game model of the Trail Carbine.]] |
Revision as of 20:20, 22 January 2019
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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 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. An optional pack, "Gun Runners' Arsenal," adds a host of weapons to the Gun Runners, a vendor located outside New Vegas proper.
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.
(*) is a DLC only indicator.
The following weapons are seen 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". 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. The pistol in-game is marked as being made by "M&A Gun Manufacturers".
Ruger Vaquero/Colt Single Action Army
The ".357 Magnum Revolver" appears to blend elements of both the Colt Single Action Army, various replicas and the Ruger Vaquero. 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 also shares physical similarities with the Colt, such as the three screws on the cylinder housing, where the Vaquero only has two, and lacks the base pin that is present on both Colt SAA's and Vaqueros, but is absent on several replica SAA's. 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 gun 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.
12.7mm Pistol
Based on the SIG-Sauer 14mm Pistol from Fallout and Fallout 2 except chambered for the fictional 12.7mm intermediate round (essentially the .50 BMG cartridge with shortened projectile and case length), allowing the magazine to be inserted in 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. The 12.7mm Pistol is as rare as its ammo, such as 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. It can be modified with a silencer.
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.
N99 10mm Pistol
The 10mm Pistol returns from Fallout 3 and 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 (non-achievement-based tasks outside the main game). "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.
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).
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.
Colt M1911A1*
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.
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.
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.
Submachine Guns
10mm SMG (Heckler & Koch SMG-2)
The 10mm SMG from Fallout 3 is 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. It bears a distinct resemblance to the Prototype from the Defunct H&K SMG Programme, though the pistol grip and trigger guard are reminiscent of that of the Thompson line of submachine guns.
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.
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 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.
American-180
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.
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. 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.
Thompson M1A1*
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 SMG
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; namely, it uses 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 seems to use a TDI Vector-style offset recoil system (and, given the caliber, would probably have to). 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.
Rifles
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.
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, dealing very accurate shots to most targets and allowing for immediate follow up shots, but is restricted by its caliber.
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 Gun Runner's Arsenal, which enables the creation of match 5.56 ammo that increases damage and accuracy with no downside.
Colt M16A1
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 with superior rate of fire and damage that remains adequate until you acquire later 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.
"Varmint Rifle"
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 is unique outside in the base game however, so it retains the niche application of quietly removing distant enemies.
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.
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". 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.
Winchester 1886
The Winchester 1886 appears as the "Cowboy Repeater". It is chambered for .357 Magnum. The Cowboy Repeater serves as an effective replacement for the Varmint Rifle, but proves weak against armor. 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" to increase rate of fire.
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.
Hunting Rifle
The Hunting Rifle makes a comeback in Fallout: New Vegas, but the rifle now has proper iron sights and chambers .308 Winchester. Most likely based off the Winchester Model 70. It can be modified with high-cap 10 round magazines, a Custom Action that reduces the re-chambering delay, and a high-power scope for those long-range shots. The Hunting Rifle is one of the higher-level rifles and serves as a sniping tool sitting 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 at counter-sniping an NCR Ranger, which ends rather predictably.
A unique variant added through the Gun Runner's Arsenal DLC is called the "Paciencia" (Spanish for Patience), boasting has extra damage and reliability, but aptly-named due to a reduced magazine capacity of 3 rounds, making patience a virtue, and each missed shot even more punishing than with the regular rifle. It is also much different than the normal version as it isn't as beaten up as the normal version, it also has a Mexican flag wrapped around the stock as a makeshift cheek rest and a gold bead sight. Paciencia's a interesting rifle, dealing more damage than it's standard counterpart and boasting a zoom level on par with the Sniper Rifle, but is tempered by its 3 round magazine capacity.
Another unique variant is carried by former 1st Recon sniper Craig Boone. Called simply "Boone's Hunting Rifle" it has the distinction of being the only companion weapon in the game to feature a valid attachment, a scope. Depending on how the player completes Boone's quest "I Forgot to Remember to Forget," Mister New Vegas, the DJ who runs Radio New Vegas, will describe the rifle as "a .308 flaming sword of Justice with a telescopic sight."
Brush Gun
The rifle of the New California Republic (NCR) veteran ranger, as well as Legion Assassins, the Brush Gun is a lever action rifle firing .45-70 Gov't ammunition. According to Josh Sawyer, the game's lead designer, "The Brush Gun 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. Its forged receiver modification, however, does resemble the receiver of a Model 1886. The Brush Gun is the king of the rifle class of weapons, dealing a ton of pain to anything on the receiving end and with very good accuracy as well. While .45-70 is fairly uncommon in the wastes, the fact both sides in the war carry it should be a good sign.
The Gun Runner's Arsenal DLC adds a unique variant known as the "Medicine Stick", which is superior to the regular Brush Gun in nearly every aspect, and features a much less intrusive ghost ring sight and has a stainless steel or nickel finish on the reciever. It also has a dream catcher on its stock. Namesake aside, the Medicine Stick is one of the best guns out of the Gun Runner's Arsenal, managing to make the Brush Gun better in every way except magazine capacity, and is one of the best ways to remove bad spirits in the Mojave. Its name is presumably a reference to Theodore Roosevelt's Winchester Model 1895 in .405 Winchester, which he called his "Big Medicine".
Gauss Rifle
The game's only real energy-based "sniper rifle", the Gauss Rifle 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 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. The name is also technically incorrect; a rifle, by definition, must have a rifled barrel, while a coilgun/Gauss gun, by the nature of the device, cannot have one. 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. The Gauss Rifle is the sniper rifle option for characters spec'd into Energy Weapons, with very high damage that will cause hilarious overkill on anything short of Deathclaws, but is restricted by its single shot nature and its overall rarity.
There are 2 unique variants of the Gauss Rifle in-game. The first, the YCS/186, is found on a mercenary in a camp east of Brooks Tumbleweed Ranch (unless the trait Wild Wasteland is selected, in which case there will be aliens there instead). When compared to the standard Gauss Rifle, the YCS/186 deals more damage, is more accurate, has greater durability, and consumes only 4 MFCs per shot, but weighs one pound more (8 instead of 7). The YCS/186, old school internet reference aside (Your Console Sucks), is a perfect upgrade to the Gauss Rifle, with even higher damage and accuracy that is only capped by the slightly heavier weight.
The second unique variant, the Faderator, is visually identical to the standard variant, and was clearly intended as a development tool; it cannot be obtained in-game without cheats. It, among other things, holds far more ammunition (and, due to the cell breeder effect, never actually runs out), fires full-auto, fires 3 projectiles per shot, and has a resultant DPS (damage per second) of 20,160. Balanced? No. Hilarious? Yes.
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. This perk increases VATS accuracy by 25% with 2-handed, non-explosive weapons (i.e. rifles, sniper rifles, 2-handed shotguns and SMGs, etc.).
Additionally, the FO3 "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.
Unknown 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 "Lonesome Road". 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.
DKS-501 Sniper Rifle
Returning from Fallout 3, the fictitious DKS-501 sniper rifle (referred to simply as the "Sniper Rifle") is a usable weapon in-game, and serves as an excellent long-range option for dealing with enemies, at the cost of a low rate of fire, a small magazine capacity (5 rounds), and a rather low durability. The Sniper Rifle fires the .308 cartridge, and is permanently fitted with a 3.5 power scope. It is rather rare, only being purchasable from a handful of merchants, or found in some rather out-of-the-way locations.
The Sniper Rifle has 2 available modifications- a suppressor to reduce the weapon's report, and the Carbon Fiber Parts, which impressively lower its weight from 8 to 3.
There are 2 unique variants of the Sniper Rifle in-game:
The first, the Gobi Campaign Scout Rifle, is found in a locked gun case in the Sniper's Nest. Compared to the standard variant, it has a lower weight (4.5), a capacity of 6 rounds, slightly higher damage, a lower AP cost in VATS, a higher fire rate, better durability, better critical damage, and is more accurate, with the only downside being the inability to accept mods. Visually speaking, it has a slightly longer 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).
The second, Christine's CoS Silencer Rifle, is exclusive to the Old World Blues add-on. 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 in .308), a weight of 5.5, 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, considering how it's already lighter than the standard variant, and already has a suppressor, they wouldn't really be necessary anyways). 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. Notably, if one picks up Elijah's notes from the watchtower on the other side of Yangtze Camp, he mentions seeing a glint, which was most likely light reflected off of the rifle's scope.
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.
Machine Guns
FN Minimi
What appears simply as "Light Machine Gun" in the game, seems to be an FN Minimi with a wooden M60 style hand guard and wooden pistol grip. It seems it has some kind of magazine instead of an side-inserted belt. It can be modified with a Light MG expanded drum that increases capacity from 90 rounds to 200 rounds. Fires the standard 5.56 in the game. It can be found either on NCR Heavy Troops at Hoover Dam, or in the deathclaw filled Quarry Junction. The Light Machine Gun is a powerful weapon for someone sitting on a bounty of 5.56, giving you a large magazine and a controllable rate of fire to allow you to be Post-Apocalyptic Rambo.
The Gun Runners Arsenal DLC adds a unique variant known as the Bozar, previously seen in Fallout 2. The rifle, described as the "ultimate refinement of the sniper's art", has a light stainless or nickel finish, a scope, a lengthened barrel, a unique solid stock, and a 30 round magazine; it, along with the 5.56mm Pistol, are used in the challenge "Vault 13's Revenge." The Bozar is a rather interesting weapon, being a fully automatic sniper rifle it can reach out and touch enemies from afar, so long as you want to hit them with more than one shot.
M1918A2 Browning Automatic Rifle*
The M1918A2 Browning Automatic Rifle, modified with a pistol grip more commonly seen on the BAR's European variants, appears in the first DLC for New Vegas, Dead Money as the "Automatic Rifle", firing .308 rounds. The "Automatic Rifle" comes with one modification, "upgraded internals" that boost it's rate of fire. The Automatic Rifle can be found in the Sierra Madre in a multitude of places, from the Villa Police Station's contraband store room to one of Dean Domino's Secret Stashes. The Automatic Rifle is a powerful weapon, while chewing through .308 and feeding from small magazines, its high damage makes it a powerful weapon in and out of the Sierra Madre.
Shotguns
Remington 870 Wingmaster
The Remington 870 Wingmaster (with the magazine tube cap of a Winchester) appears as the "Hunting Shotgun". It starts off with a capacity of 5 shots, but it is possible to upgrade the capacity to 8 with an upgrade. The shotgun can also be upgraded with a shotgun choke that decreases the spread of each shot. The Hunting Shotgun is a useful shotgun as it allows a much more accurate use of 12 gauge over the more spray and pray Riot Shotgun, making it incredibly useful for Magnum and Slug shells.
The unique version, the Dinner Bell, has synthetic camo furniture and is the most accurate scattergun-style weapon 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 scattergun, and is useful for hitting angry raiders with Slug shells at ranges past any other shotguns.
Over-and-Under Shotgun
A 20-Gauge double-barrel shotgun called the "Caravan Shotgun" appears in game; those who pre-ordered the 'Caravan Pack' version of New Vegas could get a 'Sturdy' Caravan Shotgun which is more resistant to wear-and-tear, with duct tape around the stock and a crack in the forend. 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 a direct upgrade over the Single Shotgun but still kept back by the weaker 20 gauge chambering.
Hawk Semi-Auto Shotgun
A drum-magazine fed semi-automatic shotgun based on the Hawk Semi-Auto Shotgun, sans the tactical features and with a wooden pistol-grip and handguard, appears as the "Riot Shotgun". A rare find in the Mojave, usually being found on specific troops at Hoover Dam, or on Gomorrah Bank Guards. A powerful weapon in the right circumstances, the Riot Shotgun spits shells at a faster rate than any other shotgun, enough to stun lock even the toughest opponents with the And Stay Back perk, but requires a hefty surplus of 12 gauge to kept fed.
Winchester 1887
This Winchester 1887 differs from the real life model and it's fed with 20-gauge shells instead of 12 or 10-gauge shells. The animation for ejecting shells are poorly done that it appears to be coming from the gun itself and not really the bottom. The "Lever-Action Shotgun", as it is called in game, can be found in certain locations, like Durable Dunn's sacked caravan, the back room of the Big Horn Saloon in Boulder City and on Crimson Caravan, Great Khans and Fiend NPCs. While it has more rounds and a higher rate of fire than its other 20 gauge brethren, the same caliber caps off the usefulness of the shotgun as well, making it usable against smaller and less armored foes, but loses out against medium armor.
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.
Occasionally, the Courier will encounter Single Shotguns rigged up as tripwire-based traps, commonly set at doorways, replacing the PPSh from the previous game. 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
A sawn-off SBS shotgun chambered in 12 gauge appears in-game, simply as the "Sawed-off shotgun". It is classified as a one-handed weapon, and fires both barrels at once, which would likely be rather painful. This also means that it has to be reloaded after every shot, and consumes 2 shells per shot, but has the advantage of doubling the pellet count, and thus doing the highest damage of any non-unique shotgun up close, and the second-highest damage of any non-unique firearm in the game (only beaten out by the PGM Hecate II). As one would expect for such a weapon, the spread is monstrous, and its durability isn't exactly spectacular either. 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 version with a darker, more worn look called the "Big Boomer" is carried by Old Lady Gibson. 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 Sneak skill.
Launchers
M79 Grenade Launcher
The M79 Grenade Launcher is called the "Grenade Rifle." The Grenade Rifle can be found in one of the houses at Nipton, various Fiends and Vipers as well as Oscar Velasco and sold by many different vendors. The Grenade Rifle is the first launcher you get your hands on, and is an admirable weapon for annoying your enemies from afar, but loses effectiveness due to the single-shot nature.
The M79 has the distinction of having the most unique variants of any weapon in the game. The first, called the "Mercenary Grenade Rifle" is available as a pre-order bonus, and features a unique, longer barrel; this is given to the player as soon as they wake up inside Doc Mitchell's house in Goodsprings, suggesting it was originally the Courier's. Regular version can be upgraded with a longer barrel for longer range.There is also another special variant called "Thump-Thump" found in Nellis Array next to a skeleton on the bottom floor, with a drawing of an angry beaver holding a rifle on the stock and the long barrel modification built in. Thump-Thump is more than a basic upgrade, coming with increased attack speed and durability, half the weight and a fun attribute making any grenade launched from it go twice as fast, for instant gratification.
Lonesome Road adds the Red Victory, 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 Great Bear and Red Victory variants can only be obtained following the completion of the Lonesome Road campaign and depends on your actions at the end of the quest. The Red Victory is a useful version over the base Grenade Rifle, with a higher rate of fire, lower weight, is more durable and costs less points to use in VATS. The Great Bear is a fitting opposite, being slightly heavier, but coming with a massive boost in durability plus doing more damage initially, making it more powerful than any other version of the Grenade Rifle.
China Lake Launcher
The China Lake Launcher is called the "Grenade Launcher" ingame. It uses standard 40mm shells, and can be bought at Gun Runners, the 188 Trading Post arms dealer, the armory of Vault 34 and found on most Boomers at higher levels; some are also carried by Happy Trails Caravan guards during "Happy Trails Expedition" in the Honest Hears DLC. The model is slightly mis-shapen over the real steel, with a much lower stock in comparison to the real weapon. While it initially seems like an upgrade over the Grenade Rifle, the Grenade Launcher is a fiddly beast. While it allows quicker rounds on tap, the slow pump animation and reload speed hamper its effectiveness.
A modified one called 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 MFCs into the tube magazine and ejecting them after firing. The "Holorifle" is given to the player once they arrive at the Sierra Madre. The Holorifle is decent against the enemies that stalk the Madre, though MF cells are hard to find there.
Norinco QLZ-87
The "Grenade Machinegun" is a large fully-automatic grenade launcher firing a fictional 25mm grenade and is comparable to the game's gatling guns and flamethrowers in size and layout, also utilizing an ammo storage carried on the user's back. The gun also carries a large amount of electronics , complete with a monitor at the top which seems to be feeding Bash script; as the "high-speed kit" modification which improves the rate of fire changes the colors of the electronics on the side, they might assist in feeding the weapon. The large muzzle brake, drum magazine, side-mounted handle and use of small-caliber grenades bears 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's spares are presumably carried in the backpack. 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.
In Dead Wind Cavern, one can find an unique version of the weapon called "Mercy." 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. Apparently a relic from the Old War, 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 extremely rusty state, though it still has two-and-a-half times the durability of a standard grenade machinegun. Mercy is an impressively powerful piece of kit, with higher damage over the standard version and can be used to hilarious effect on everything in the wasteland, so long as you're packing enough grenades.
25mm Grenade APW*
Added through the Gun Runner's Arsenal DLC, the "25mm Grenade APW" (with "APW" standing for "Anti-Personnel Weapon") holds 6 25mm grenades in a 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 being far lighter and more portable, while still retaining great lethality. Being a GRA weapon, it is only available by purchase, being sold by the Gun Runners, the Boomers, and the 188 Trading Post, among others.
The APW has 3 available modifications: "Upgraded Internals", which gives a 25% fire rate boost; a longer barrel, which doubles projectile velocity; and a drum magazine, which raises the capacity to 8.
While fictional, the 25mm Grenade APW seems to have been inspired by some sort of semi-auto shotgun, such as a Remington 1100.
Grenades
M84 Stun Grenade*
The M84 stun grenade is added in "Lonesome Road". Referred to as "Flash Bang". These come into use against some of the more mutated creatures in Lonesome Road like deathclaws and tunnelers.
Frag Grenade
The game's fictional fragmentation grenades 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 location, looted from Recruit Legionaries, and bought from some merchants (including the Vendortron). The Misfits use a unique, unobtainable training version that looks exactly the same, explodes like the normal version, and pushes nearby objects like the normal version, but yet somehow does no damage. 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.
Occasionally, the Courier will run into traps consisting of 3 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 3 grenades for their later use.
A unique variant of the grenade is also available, known as the Holy Frag Grenade, which looks the same, save for a white cross painted onto the body. 3 can be found in a box in the basement of Camp Searchlight's church. 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 Grenade as a whole, as well as the text found near it, is a reference to Monty Python and the Holy Grail.
AN/M14 Incendiary Grenade
The game's standard incendiary grenade, while somewhat generic, seems to be an AN/M14 incendiary grenade, albeit with a black-and-orange coloration, and markings denoting it as an "AN-2051 INCENDIARY GRENADE", as well as "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.
Other
Fictional AA Gun
A fictional type of anti-aircraft gun, seemingly based on the Schwerer Gustav "Dora" 80cm railway gun, is seen emplaced on Hoover Dam (although they were apparently there prior to the Great War, due to fear of airstrikes on the 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.
Flamer
Yet another weapon returning from Fallout 3, albeit now categorized as an Energy Weapon rather than a Big Gun, the fictional "Flamer" seems to be inspired by the M9A1-7 Flamethrower, with a backpack more like that of the M2 Flamethrower. In-game, it is found in a few locations, including 2 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 mod to its name- Flamer Expanded Tanks, which raises its capacity from 60 units of Flamer Fuel to 120.
The "Gun Runner's Arsenal" DLC adds a unique variant of the Flamer to the game, called the "Cleansing Flame". Compared to the standard Flamer, it weighs more (22 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, 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, 3 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. To make full use of the C4, one should ideally have a detonator; it is not, however, absolutely necessary, as the in-game C4 can erroneously be detonated by gunfire, something which does not happen with actual C4.
M101 Howitzer
Appearing in a few locations, notably at Nellis AFB and The Fort, what appear to be somewhat oversized U.S. M101 Howitzers are present in-game. Notably, the one at The Fort is broken, and requires a Howitzer Firing Mechanism to repair; this will give a significant power advantage to the Legion.
Daisy Red Ryder BB Gun
As seen in Fallout 3. The Red Ryder, referred to in-game as the "BB Gun", and in-universe as the "Raider BB Rifle", has the distinction of being the weakest gun in the game- which makes sense, because it's a child's toy, not an actual weapon. Its accuracy is somewhat poor; this issue is compounded by the fact that, like in FO3, the weapon's iron sights are blocked by the player character's fingers (if said player character is male), but unlike in the prior game, the iron sights now actually serve a function. 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 (of which it holds 100, and only it uses), 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.
There is also a unique variant of the weapon in-game, the "Abilene Kid LE BB Gun", which notably possesses a marking on the stock denoting it as a limited edition model, of which only 200 were ever made. It is nearly identical 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 Wild Wasteland perk is selected.