Fallout new vegas legendary weapon. Weapons for Fallout: New Vegas download for free and without registration

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

Unique energy weapons in Fallout New Vegas

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

Gauss rifle YCS/186

This rifle is a good replacement for a large-caliber sniper rifle. The YCS/186 compares favorably with a more capacious magazine that holds an extra cartridge, this fact may well play its role in battle, and this rifle differs from its counterparts in higher damage.

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

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

AER14 prototype

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

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

Euclid's algorithm

This weapon uses a satellite located in Earth orbit, in essence, the Euclid algorithm itself is a target-indication device, you simply mark what to destroy, and an orbital strike is delivered to the specified target. This powerful weapon, but it also has disadvantages, a strike can only be made in open areas, and the reload interval of this weapon is long.

To become the owner of the Euclid algorithm, you must complete the quest "Sun Flare" and get a rangefinder, which is in the hands of an ordinary boy named Max, who can be found in Freeside.

Modulator Q-35

This unique weapon is a plasma rifle, which has increased main characteristics compared to a regular plasma rifle. Q-35 modulator has increased critical damage (by 15 points), but at the same time, normal damage is reduced by 7 points, but despite this, a huge plus is the reduced consumption of charges, which in the long run makes this weapon more profitable compared to the usual plasma rifle.

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

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

Alien blaster

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

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

Lost Laser Pistol

It sounds intriguing, but unfortunately this pistol will bring joy only to collectors of unique weapons, because in terms of its characteristics it practically does not differ from a conventional laser pistol.

You can find this weapon in the gorge of scorpions, next to the corpse of some poor fellow. In order for the weapon to appear there, it is necessary to talk with the following characters:

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

Van Graff Plasma Rifle

A good cannon that is easy to get, for this you need to work a little for the Van Graff family by completing the quest "Two Boots of Steam".

Pew Pew Energy Pistol

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

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

Cannon "Tesla Beaton"

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

Unique firearms in Fallout New Vegas

Now let's look at the most popular unique weapon in the game - this is a firearm, it is widely represented in the game. In this section, we will consider the most popular instances among players.

Vance 9mm submachine gun

According to legend, this submachine gun belonged to the legendary criminals of their time - Vance and Vicky. Detailed history this weapon can be obtained from Primm-Slim. In appearance, the Vance submachine gun is very similar to a regular submachine gun, only it is more beautiful and well-groomed. Of the differences from a conventional submachine gun, one can distinguish a magazine increased to 60 rounds and more high level damage and rate of fire. To use this unique weapon, you need to have a "Weapon" skill above 25 points.

If you want to become the owner of this submachine gun, then you need to visit the hideout of two bandits Pauline and Sammy Wins. It is in their safe that this submachine gun is stored. The couple's hideout is between Miguel's pawnshop and the H&H Tools factory.

Mysterious Magnum

In appearance, this is an ordinary magnum, only more beautiful, except appearance, a feature of this weapon is the play of the "Mysterious Stranger" theme, which plays every time the magnum is removed from the holster or placed back.

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

big boom

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

CZ57 Avenger

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

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

Lucky

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

All American

This is a very pontoon gun, it looks quite modern and beautiful. It is believed that the "All-American" is an improved version of the shooter's carbine. According to its characteristics, the All-American is superior to the shooter's carbine in everything and in damage, in rate of fire, and in magazine capacity.

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

Ratslayer

This weapon is a fancy sniper rifle based on a varmint rifle. Rat-Slayer damage 23 pts, 8-round magazine, 2.16 sec reload time, and weight 4.5 lbs.

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

Unique melee weapons in Fallout New Vegas

Next, we present you with a selection of unique edged weapons, the fans of which are enough among Fallout New Vegas players.

Baby!

It is a unique super sledgehammer. The appearance of this weapon is not very good, it is all covered with rust and looks like it was used by a super mutant, most likely it was. From the usual super sledgehammer "Baby!" differs in damage in 80 points and a unique blow "Kak Dam!" in V.A.T.S.

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

Blade of the East

It is a two-handed sword that belongs to the Beast of the East, under this pseudonym the legate Lanius is hiding. That's it from him and you can take away this blade during the final battle. The damage of the Blade of the East is 65 points.

Liberator

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

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

Knock Knock

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

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


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Compared to Fallout 3, here the damage reduction (Damage Resistance) is replaced takeover(Damage Treshold). Therefore, single hit damage value is now an important stat (especially against armored targets). Gone assault rifle, Chinese machine gun and Chinese pistol, and the hunting rifle has changed significantly in performance. It can be seen that a lot of "cowboy" weapons have appeared.
Weight is in pounds (a pound is about half a kilogram).

1. Firearms

9mm pistol

This weapon is a clear replica of the 9mm Browning HP (High Power) pistol. There are a lot of these pistols in the game and they are found from the very beginning. The specs aren't impressive, but it's ok for a start.


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

Pistol cal. 22 with silencer

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


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

10mm pistol

The pistol was still in the classic Fallout, where it was the most common weapon. In Fallout 3, he gained a new design, having lost an incomprehensible drum. Looks overly bulky and heavy for its power. The design was not based on real guns, but on "cool guns" from sci-fi and comic book illustrations. Although it was conceived by the designers as an indestructible and reliable weapon, it breaks quickly in the game.


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

Revolver "Magnum" cal. 357

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


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

Revolver "Magnum" cal. 44

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


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

"The Same One" (5.56mm pistol)

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


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

Accuracy:
average
Shop:
6
Weight:
5

12.7 mm pistol

A monstrous large caliber pistol. Made on the basis of a 14mm pistol from the classic Fallout. The first thought was - the developers went crazy and stuffed ammunition from a heavy machine gun into a pistol! This was prompted by a change in the "store" compared to the analog picture from Fallout 1.2. But as it turned out, he uses special short cartridges, and the contraption in front of the trigger guard is not a magazine. And the store is now in the handle.
Due to its power, it has increased requirements (7 strength and 75 shooting skills).


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

Single Shotgun

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


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

Caravaneer Shotgun

Judging by the appearance, this weapon is in poor condition. It is a double-barreled shotgun with a vertical arrangement of barrels (the most common scheme today). The barrels were clearly shortened. Caliber - also 20th. In the game, it is better to shoot at a short distance due to the dispersion, and this looks quite plausible. The possibility of an almost instantaneous second shot is also available. In reality, there are so many similar models of weapons that it makes no sense to give any specific model.


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

Shotgun with lever action

Five 20-gauge hunting cartridges in a tubular underbarrel magazine and reloading with a brace. Against one enemy, even in combat armor, they are enough. Directly copied from the Winchester M1887 shotgun popular in the USA for a long time. By the way, do you remember anything? Yes, this is the same weapon used by the Terminator!


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

Accuracy:
average
Shop:
5
Weight:
3

shotgun

A sawn-off shotgun from a hunting rifle (but in appearance it is made rougher and most likely, this is a completely handicraft product). Almost the size of a pistol and equipped with a pistol grip (which suspiciously resembles the grip of a Kalashnikov assault rifle). The Sicilian mafia of the first half of the 20th century called such a weapon "lupara" and was considered an effective melee weapon. You can only hit point-blank. The sawn-off shotgun can be seen in action during Omerta's quests. In general, this is a rare weapon in the game (as well as ammo for it).


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

hunting shotgun

Here it is, a real American pump-action shotgun. Few action movies or horror films do without it. In the previous parts of the game was absent (not counting Tactics). While 12-gauge is now ubiquitous, it is rare in the game. The characteristics are in order, only the firing range may have been slightly exaggerated. There are many prototypes of this shotgun, such as the Mossberg 500 and Remington 870.
Requires 75 marksmanship and 5 strength.


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

Accuracy:
average
Shop:
5
Weight:
7,5

police shotgun

Self-loading shotgun with a middle detachable magazine and a rudimentary tube with a handguard under the barrel. The drum magazine holds as many as 12 parons. The game immediately catches the eye high requirements for use - as many as 7 strength and 100 skill points. Convinced shotgun growers will be happy to have this barrel.


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

Accuracy:
low
Shop:
12
Weight:
5

Submachine gun cal. 22 with silencer

A sort of Thompson with a silencer and a machine gun disc. In reality, it is called American-180 and has been produced since the seventies of the 20th century for the needs of the police. Low power was conceived in case the weapon falls into the hands of criminals. It was assumed that then it would not be able to penetrate the bulletproof vests of the police. Also, it avoided accidental casualties due to the low tendency to ricochet and the inability to break through the walls. But it turned out that the huge rate of fire of the submachine gun allows you to break through the defense due to multiple bullets hitting one place. In the game, he can be found, for example, at Benny's guards. It has low lethal force, almost cannot inflict critical wounds in normal mode. But, like the .22 pistol, it has a x3 crit chance from stealth.
Due to the low single damage and the rarity of ammo, it is rarely used.


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

9 mm submachine gun

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


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

10 mm submachine gun

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


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

12.7 mm submachine gun

Another nonsense of developers. A submachine gun chambered for 12.7mm caliber of enormous power and size. It is believed to have a bullpup layout. But here it is clearly seen that this is not a bullpup, although it is compact. Unlike the 12.7mm pistol, this weapon has a barrel. Why is the FN P90 picture here? She is here because of the similarity in the design of the supply of cartridges. They are located on top and ... it's a long time to explain. You can read weapon sites. On the right is a picture of the Kriss submachine gun, from which the designers may have been inspired. Or maybe they took the appearance from some mounting gun or other tool? Some strange box sticks out in front of the handle, and at the bottom of the weapon there is a massive iron part of an incomprehensible purpose (camping anvil? O_O). And of course, this gun can be made silent with a silencer!


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

Varmint rifle

Cheap rifle of the initial stage of the game. As the name says, it is intended for shooting small pests. Even with low shooting skill, geckos, insects (mantis, cockroaches and wasps) are well killed from this rifle. In reality, for these purposes, weapons of caliber 5.6mm (.22) with a short cartridge ("small") are usually used. In the game, however, she fires 5.56x45mm (.223) live ammunition. Not that .22 cartridges are more effective, they are just much cheaper for these purposes.
The designers drilled a hole in the neck of the butt, clearly not understanding why it was needed there.


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

battle rifle

The main weapon of the NCR. In terms of ammo and lethal force, a combat rifle is similar to a varmint rifle, but with a faster rate of fire. Although it fills the niche of the Chinese and Assault Rifles in F3, here this weapon does not have an automatic fire mode. It looks like an M16A1 with a wooden butt, grip and forearm. It feels like it's not a weapon you can rely on. To quickly eliminate weak targets, it does not have automatic fire, and against thick targets it has low penetration power. Plus, she has mediocre accuracy.
The Honest Hearts add-on features a powerful version of this weapon, the Survivalist's Rifle chambered in 12.7mm. Outwardly, it differs little from a combat rifle. She uses short cartridges similar to revolvers. The 12.7mm pistol and submachine gun mentioned here shoot the same way.


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

Carbine

This automatic carbine (or simply - automatic) uses 5mm cartridges, which in F3 were only needed for a minigun. This was causing this ammo to build up in players who weren't using heavy weapons. It was logical to add a light rapid-fire weapon chambered for this cartridge as an alternative to the minigun. If you dig deeper, you can trace the resemblance to the AK-112 assault rifle from Fallout 1.2. The same caliber, features and number of rounds in the store (24 pieces).

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


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

Arrow carbine

And there are already problems in the characteristics of this carbine - with the same cartridge as a combat rifle (5.56 mm) and with a shorter barrel, it has more lethal force. Due to what? Scope or picatinny rail?
The size of the magazine is such that 30 rounds will clearly fit in there, and not 20, as in the game.
I also note that to use it, as many as 100 shooting skills are required.


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

cowboy rifle

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


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

Pathfinder Carbine

This is also a type of Winchester. It features a powerful .44 cartridge and is noticeably more tenacious. The Fallout Wikia says it comes from the Winchester M1886 and Marlin 1895G "Guide Gun". I have not found any versions of them chambered for .44, except for those chambered for the old .44-40 cartridge, which is different from the modern .44 Magnum.
It seems to be a fairly effective weapon, but the characteristics of all this junk are clearly overestimated. Well, the weapons of the cowboy era cannot be on a par with modern ones. I will not provide evidence.


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

bear gun

You guessed it - this is another "Winchester". It looks like a variant of the previous carbine, but it is a separate weapon. In the game, it deals huge damage, but wears out several times faster than the ranger's carbine. It also requires 6 strength and 100% marksmanship. Actually, this weapon wasn't all that impressive. True, then it fired black powder.
But by the way, this is still a Marlin 1895, not a Winchester. This can be seen from the shape of the bolt box (or whatever it is called) and the location of the trigger, shifted back. He was also under army cartridges. 45-70. Of course, this is a powerful ammunition, but cowboys for hunting buffalo preferred something more powerful. So, the lethal force is overestimated.


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

Machine (Rifle)

Unique weapon, which can be obtained at Camp McCarran. The prototype of this weapon was the M1 Garand, a self-loading rifle from the Second World War. Only her caliber was not .308 (7.62x51mm), a.30-06 (7.62x63mm). Most likely, this is a post-war alteration of the rifle chambered for .308. The original M1 had batch loading and it was possible to replenish the ammunition only after all the cartridges were used up. It is not difficult to "shove" shorter .308 cartridges into it, but getting rid of batch loading is more difficult.
In addition "Gun Runners Arsenal" there is also a regular (not unique) version. It is simply called "Rifle" and has slightly reduced characteristics compared to "Machine".


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

hunting rifle

With the stylization of the appearance of this rifle "under the post-apocalypse" they obviously went too far. It looks as if it has lain for many years in a swamp, and before that it was used as a digging stick. But this appearance is deceiving - a hunting rifle is a very strong and accurate weapon. And the game model was taken from the previous game in the series - Fallout 3, where it has more modest characteristics.
In the game, you can put an optical sight on it, and then the rifle will be comparable in capabilities to a sniper rifle. Such weapons are now usually used with optics.
From a similar weapon, you can bring the Remington 700 - now widespread in the United States.


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

Sniper rifle

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


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

Large caliber sniper rifle

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


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

Minigun and CZ57 Avenger

In F3, these weapons were quite common - there they were armed with super mutants and various people in power armor. In New Vegas, meeting a minigun is more difficult. For normal use requires as much as 10 strength. But even with these claims, its credibility is in doubt. The weight of real miniguns is more than 30 kg. They are used on helicopters and have a caliber of 7.62mm. They require an electrical power source. And the return is such that no person can hold it when shooting. But still, miniguns are used in the troops - this is the XM214 "Microgun" chambered for 5.56x45mm. But no one shoots from his hands and even from bipods - only from a rigidly fixed turret.
But still, it is impossible to completely exclude the possibility of firing a minigun from the hands. Recall the films "Predator" and "Terminator 2". Yes, they fired blanks and they were attached so that they would not be thrown back. But what if?


light machine gun

NKR-sheep weapon chambered for 5.56mm. Looks like machine guns M60 and M249. It has increased power compared to a combat rifle. And in general, it is much more effective - it is no longer scary to penetrate the lairs of various creatures with it. A line at the head of a human enemy - and it is guaranteed to be torn off. Ammunition can be doubled with the help of modifications. This weapon was sorely missed in Fallout 3 by fans of heavy weapons. After all, miniguns and rocket launchers are not always convenient. And a light machine gun would allow you to fight in ordinary skirmishes. They did not wait - in New Vegas there is no "heavy weapon" skill.
For normal use, you need 100 shooting skills and 8 strength. With skill, everything is clear, but why as many as 8 forces? The return is clearly not overwhelming. And characters with a strength of 8 are rarely archers.


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

2. Energy weapons

laser weapons

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


RCW laser

A special laser with a high rate of fire. Looks like a Thompson submachine gun, powered by electronic batteries. Very effective against small animals and people without armor. Throws out in a matter of seconds large groups such enemies. But it's useless against armored targets - it spends a lot of charge without a visible effect. They are armed, for example, some of the Devils.


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

Gatling laser

Heavy version of the laser. Requires 100 skill to energy weapons and 8 strength (which is somewhat strange - there is no return, after all). Very fast fire, but quickly spends safety. Without skill it is better not to use - there will be many misses. It is ineffective against armored targets. In general, an incomprehensible bulky gun.


Ammunition:
EU
Damage:
10
Rate of fire:
very high
Accuracy:
average
Shop:
240
Weight:
18

Plasma weapons

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


Plasmoliv

Plazmoliv (plasma caster) outwardly is a copy of the turboplasma weapons from Fallout 1.2. The damage is noticeably higher than that of a regular plasma rifle, but it breaks faster, and also requires 100 skill and 8 strength.


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

Weapons with recharge

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


Pulse Pistol

An effective tool for destroying robots and turrets. This specialized weapon is not suitable against living targets, which deal almost no damage. But this gun does monstrous damage to robots. It also works against power armor (but only on the one that is not "restored"). When firing, the shot does not occur immediately, but after half a second. Uses up battery quickly - one battery is enough for 5 shots.


Ammunition:
EU
Damage:
5 (+250 against robots, +110 against power armor)
Rate of fire:
average
Accuracy:
high
Shop:
25
Weight:
5

Gauss rifle

"Sniper" among energy weapons. Deals massive damage to any targets and can effectively shoot at long range. According to the principle of operation, it is an electromagnetic projectile accelerator. Consumes only batteries, but shoots small caliber metal projectiles (apparently, they already have a lot of them inside the rifle). Although the rate of fire is normal, you need to aim carefully and not waste charges. So it is not suitable for close combat. There is a unique version - YCS / 186, which reloads every shot.


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

Flamethrower

Regular flamethrower. Shoots a combustible mixture that is released by compressed gas. Feels like it was made too weak. When used, almost nothing is heard, the flame barely escapes. I would like to hear a frightening roar of combustion and a large, long flame. And so, it turned out a burner for slow frying food. Against armored targets, the action is simply shameful - it does no damage at all.


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

incinerator

This is a type of flamethrower that releases "fireballs" over a considerable distance with the help of a charge (most likely, gunpowder). Such a weapon existed in reality. For example, some tank flamethrowers of the Second World War. Upon hitting the ground (or the target), the fire continues to burn for several seconds, dealing damage. Shooting from an incinerator resembles archery with fire arrows - you can correct it visually. The regular one doesn't require many stats (which is strange, since it weighs a little less), but the heavy version requires 100 energy weapon skills and 8 strength.
They look almost the same - both bulky gizmos.


Tesla gun

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


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

3. Explosives

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

4. Melee weapons

Now for the shortest chapter. Although in NV lovers hand-to-hand combat life is not so bad, I will not give a description of knives and clubs here. There are too many of them, and the article is already long. I'll just name a few of the most lethal gizmos. Cold (melee): chainsaw, fire axe, thermal lance, super sledgehammer. Unarmed: A ballistic fist with variants. I also note that nothing prevents melee players from sometimes using shooting weapons (especially since they accumulate enough cartridges).

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