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Interesting Weapons of Fallout New Vegas



Fallout New Vegas





Topics, Discussions and Guides on the popular Fallout New Vegas game produced by Bethesda Softworks.
7 posts • Page 1 of 2 • 1, 2

Interesting Weapons of Fallout New Vegas

Postby Saturn Celeste » January 14th, 2011, 6:45 pm

If anyone has favorite weapons of their own, please discuss it here! (:D

This is a port from my thread over at the Hall of Torque and I think maybe the viewers of modsreloaded might enjoy looking and hopefully trying out these awesome unique/not well known weapons of the game. What I usually do, for each new character I start out, I use one from each weapon category to try and see what does what and I've found some interesting and really fun weapons! None of these are modded, they are all from the game itself, the only thing I do is add them by either console command or the Cheat Terminal. Include in each description is the weapon player.additem and if the weapon uses ammo, that is also included as a player.additem console command. Please note, this thread is not for a should I or shouldn't I cheat discussion, this thread is about unique and unusual weapons that I DO cheat with. :Ton: You'll find my oringial thread here:
http://www.ladymoiraine.com/forum/index ... pic=1215.0

Something I find fun it when I look through my screenshots, I actually see the weapons in this post, some of them are absolutely devastaing in action! My screenshot thread is here:
new-vegas-screenshots-t2828.html

My gallery is here:
http://www.ladymoiraine.com/forum/index ... ;cat=5;u=1

If you want to add stuff and NOT use console commands because of the Steam achievements and how they work, I recommend the Cheat Terminal found here:
http://www.newvegasnexus.com/downloads/ ... p?id=35358
It's the most incredible mod!
________________

OK, I'm getting more and more creative with my characters and their weapons of choice! There are so many weapons in the game that I'll never use so I thought I would start using them and what better way than to console command them into my inventory. If I don't like them, I can console command them out or just sell the item. A trend I've been using with my last few characters is trying out different melee weapons and what I thought suited their nature. Dirty Boy used the machete, Mitki used the lead pipe, Snow Flake used the tire iron and my newest guy, Texas Blue is using 2 different ones, Knock Knock the fireman's axe and the cattle prod, being he's from Texas and all. It's been a blast! I have really gotten a kick out of the different melee weapons so I'm branching out with a few more unique weapons to the game.

The newest ones I'm trying with Texas Blue:
Click on the pics for a bigger view!

Pushy
DMG: 60 DPS: 88
player.additem 00155e6d 1
Unarmed:100 Strength:2
http://fallout.wikia.com/wiki/Pushy
Image
Pushy is the second most powerful unarmed weapon in the game, second to the ballistic fist. However, it may be considered more valuable because of its slower degradation rate (120hp compared to the ballistic fist's 80hp) and significantly lower strength requirement(2 compared to the ballistic fist's 9). When attacking with this weapon, a small explosion that looks like an explosion from a Gauss rifle happens, it doesn't hurt you at all.
____________

Cattle Prod
DMG: 8 DPS: 12
player.additem 0013316d 1
Melee:75 Strength:4
http://fallout.wikia.com/wiki/Cattle_pr ... _New_Vegas)
Image
The cattle prod is able to knock out enemies very fast because, in addition to lowering health, it causes fatigue damage. It requires 3 strength to use.
It is particularly useful against dangerous enemies because it knocks them out after a few blows. You can then attack their unconscious bodies at will.
The weapon inflicts greater damage with both Heavy Handed and Better Criticals rather than one or the other exclusively. A sneak attack critical with the weapon (using base stats listed here and both the trait and perk) will inflict 35 damage versus 31 damage with Better Criticals alone (before Ninja and Stealth Girl which increase it to 47.25 versus 41.85). This (35) is enough damage to penetrate most enemies Damage Threshold, even before applying Piercing Strike or species specific level and challenge damage perks such as Purifier, Entomologist, Abominable, etc.
_________________

Knock Knock
DMG: 66 DPS: 125
player.additem 00156f7c 1
Melee:75 Strength:5
http://fallout.wikia.com/wiki/Knock-Knock
Image
The axe head appears to be either unpainted or the paint has been completely chipped away. Knock-Knock has a special move (50 Melee Weapons) in V.A.T.S. called Mauler, which can knock enemies down, but costs significantly more action points. Mauler will sometimes knock a weapon out of an enemies hand instead of knocking them down.
____________________

Big Boomer
DMG: 120 (8.6 x14) DPS: 61
player.additem 001673cd 1
shotgun shells:
player.additem 0008ecf5 1000
Guns:50 Strength:4
http://fallout.wikia.com/wiki/Big_Boomer
Image
Similar to the double-barreled shotgun from Point Lookout, It fires two shells with one pull of the trigger, consuming ammo twice as fast, but dealing significantly better damage in the process. The gun has its name written on the side of it and is darker in color than the normal version.
_____________________

Brush Gun
DMG: 75 DPS: 138
player.additem 00121146 1
.45-70 Gov't:
player.additem 00121133 1000
Guns:100 Strength:6
http://fallout.wikia.com/wiki/Brush_gun
Image
The rifle of the NCR Veteran Rangers, the Brush gun is a lever action rifle firing .45-70 Gov't Ammunition. High damage output, moderate firing rate and good armor mitigation make this gun a veritable powerhouse. It has a peep sight similar to the Cowboy repeater, though smaller.
It can be modified with a replacement receiver, which increases durability by 50%.
Note that the high base damage means that hollow point ammo is better than standard ammo against targets with 13 damage threshold.
______________________

La Longue Carabine
DMG: 35 DPS: 80
player.additem 000f56f5 1
.357 Mag:
player.additem 0008ed02 1000
Guns:25 Strength:5
http://fallout.wikia.com/wiki/La_Longue_Carabine
Image
It has a scope mounted on the rifle. This rifle also reloads significantly faster than a regular cowboy repeater, and does not load through the loading gate (it lacks one) but through the front of the magazine tube, somewhat similar to Lincoln's repeater. La Longue Carabine cannot be modified using cowboy repeater mods. It already has one mod attached, the extended feeder magazine, although judging by the appearance of the rifle the magazine tube on La Longue Carabine is smaller than a Cowboy Repeater with an extended magazine.
It is a unique variant of the cowboy repeater. It is carried by Corporal Sterling in Camp McCarran.
Last edited by loder on January 14th, 2011, 7:08 pm, edited 1 time in total.
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Re: Interesting Weapons of Fallout New Vegas

Postby Saturn Celeste » January 14th, 2011, 6:46 pm

Well, I got a new guy, Diesel, a raider of course, can't have too many good guys I get antsy. Anyway, I'm using an interesting array of weapons with my new bad ass. Here they are! Click on the pics for the full size!

12.7mm pistol
DAM: 40 DPS: 109
player.additem 0008f213 1
12.7mm round:
player.additem 001429cf 1000
Guns:75 Strength:7
http://fallout.wikia.com/wiki/12.7mm_Pistol
Image
The 12.7mm pistol is an excellently crafted, large, semi-automatic handgun, based on the SIG-Sauer 14mm pistol[1]. It was imported to the United States from the European Commonwealth before the war and re-chambered to fire 12.7mm (.50 caliber) rounds.
__________________

12.7mm SMG
DAM: 36 DPS: 288
ammo: 12.7mm
player.additem 001429d1 1
Guns:100 Strength:6
http://fallout.wikia.com/wiki/12.7mm_SMG
Image
More common in higher levels, the 12.7mm submachine gun is a heavy duty large caliber SMG. It features a unique top mounted magazine: the magazine lies perpendicular to the weapon.

The 12.7mm submachine gun boasts a high DPS, but it suffers from a small magazine, low rate of fire and an extremely large spread. However, it is one of only two fully automatic weapons which are capable of being silenced, the other being the Silenced .22 SMG.

Unlike other submachine guns, the 12.7mm submachine gun has a higher strength requirement; because of this, traveling with the weapon unholstered will slow the player's movement speed. This also causes the weapon to be holstered on the back, rather than on the hip as with other SMGs, and also affects it with regard to the Jury Rigging perk, putting it in the same repair class as the service rifle and light machine gun, instead of with one-handed automatics like the 10mm SMG and 9mm SMG.

The 12.7mm SMG is exactly as durable as the weaker 10mm SMG; it can fire 1244 standard rounds before breaking.
________________

This Machine
DAM: 55 DPS: 117
player.additem 000f062b 1
.308 Caliber Round:
player.additem 0006b53c 1000
Guns:75 Strength:6
http://fallout.wikia.com/wiki/This_Machine
Image
This Machine is chambered in .308 and holds eight rounds at a time. It is in excellent condition when found.

As this weapon is unique, there is no other weapon that can repair this one. The only way to repair this weapon is with Weapon repair kits or using the Jury Rigging perk with other weapons in its class (Bolt Action, Two-Handed Rifles, such as the Hunting rifle). You can also see Major Knight in the Mojave Outpost, or Raul in his shack, and pay the caps to fix it. This is a good weapon for mid-long range combat, however long range combat is somewhat difficult due to the spread of the gun.
___________________

All-American
DAM: 26 DPS: 156
player.additem 00106feb 1
5.56mm round :
player.additem 00004240 1000
Guns:100 Strength:4
http://fallout.wikia.com/wiki/All-American
Image
The All-American is classified as a Marksman carbine with woodland camouflage, a magazine capacity of 24 and a higher magnification scope. It also bears the distinctive 82nd "All American" Airborne Division badge. When fully repaired, it will do 26 DMG and 156 DPS with over 90 skill in guns.
_________________

Riot Shotgun
DAM: 67 (9.5 x7) DPS: 268
player.additem 0008ed0a 1
12 Gauge Shotgun Shell:
player.additem 0008ecf5 1000
Guns:100 Strength:7
http://fallout.wikia.com/wiki/Riot_Shotgun
Image
This riot shotgun is a semi-automatic shotgun with a drum magazine. The Riot Shotgun has very high Damage Per Second and will destroy essentially anything at very close range, especially with the Shotgun Surgeon perk. Good for fighting multiple enemies. It also reloads much faster than any other shotgun and therefore can change ammo type very quickly.
___________________


Fat Man
DAM: 10 +165 AoE DPS: 2100
player.additem 0000432c 1
Mini Nuke:
player.additem 00020799 1000
Explosives:100 Strength:8
http://fallout.wikia.com/wiki/Fat_Man_( ... _New_Vegas)
Image
The tactical nuclear catapult returns in Fallout: New Vegas. It has the same appearance as the one in Fallout 3, though unlike its predecessor, its effectiveness is governed by the user's Explosives skill, rather than Big Guns.
_______________

Chainsaw
DAM: 100 DPS: 100
player.additem 0015fe44 1
Melee:75 Strength:7
http://fallout.wikia.com/wiki/Chainsaw
Image
An old fusion-powered chainsaw makes a fine melee weapon following the nuclear holocaust. It's heavy, but deals lots of damage. Since it's so heavy, you'll need 7 Strength and 75 Melee Weapons to use it effectively.

Functionally, the Chainsaw is similar in operation and use to the Auto axe from Fallout 3. In many ways, it is used similar to the Ripper in that it can be used to either slash at an enemy or stab and continue to cause damage. Also like the Ripper, it does a catastrophic level of damage if used in VATS attacks. It possesses a special attack, called Scrap Heap that is usable in V.A.T.S.; this attack is a 2-handed downward swing with the chainsaw.

Note that the Chainsaw, along with the Ripper, is one of two weapons in Fallout: New Vegas that computer-controlled NPCs use differently than the player. Rather than use the thrust attack, they use the VATS-styled slash. This is something to be feared, since this slash deals truly catastrophic levels of damage; if an enemy using it gets a lucky strike, they can kill a low-to-medium-leveled Courier in a single blow.
________________


Oh, Baby!
DAM: 80 DPS: 138
player.additem 00156968 1
Melee: 100 Strength:8
http://fallout.wikia.com/wiki/Oh_Baby!
Image
Characteristics
    [li]A unique, rusted version of the Super Sledge; Oh, Baby! is much more powerful than standard Super Sledges and boasts the same "Mauler" unique attack in V.A.T.S.[/li]
    [li]Oh, Baby! is also larger than a regular Super Sledge, in length and in width, as well as the pads on the striking surface of the weapon, it also has a rusted metal look, that makes it more appealing to the eye.[/li]
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Re: Interesting Weapons of Fallout New Vegas

Postby Saturn Celeste » January 14th, 2011, 6:47 pm

Well, I put Diesel on the side for a little bit. I found out how do to the Followers to get accepted and all but Diesel was being way too nice and I didn't want that for him so I made, Di Kwan Hu, yup, just run it all together and say it fast. He is using some energy weapons because he's not a cannibal and I can play around with him and piles of ash vs piles of goo. I'm loving his weapons set also!

CZ57 Avenger
DAM: 14 DPS: 420
player.additem 001629b6 1
5mm Round ammo:
player.additem 0006b53d 1000
Guns:100 Strength:10
http://fallout.wikia.com/wiki/CZ57_Avenger
Image
The CZ57 Avenger is a unique weapon in Fallout: New Vegas. It is a stronger version of the regular minigun.
Rockwell designed the CZ57[1] Avenger as the replacement for their aging CZ53 personal minigun. The Avenger's design improvements include improved gel-fin cooling and chromium plated barrel-bores. This gives it a greater range and lethality
____________________

Alien Blaster
Dam: 75 DPS: 249
player.additem 00004322 1
Alien Power Cell
player.additem 00029364 1000
Energy Weapons:75 Strength:1
http://fallout.wikia.com/wiki/Alien_bla ... _New_Vegas)
Image
It is identical in appearance to the Alien Blaster in Fallout 3. It is one of the most powerful pistols in the game, requiring only 1 strength to use effectively. It always critically hits, combined with maximum Energy Weapons it can become extremely powerful versus any enemy in the game.
___________________

YCS/186
DAM: 140 DPS: 420
player.additem 0015b38d 1
MF Cell:
player.additem 00004485 1000
Energy Weapons:75 Strength:5
http://fallout.wikia.com/wiki/YCS/186_Gauss_rifle
Image
The YCS/186 is a unique version of the Gauss rifle. Although it seems to be rather decrepit, it does have a sandy texture along the barrel and stock which can be beneficial in the Mojave Wasteland. Additionally, the reticle (crosshairs) is amber in color instead of the green color found inside the Gauss rifle's scope. Also, it has 4 more coils around the barrel, possibly explaining the greater damage (11 coils around default Gauss rifle, 15 on YCS/186). This weapon uses 4 microfusion cells per shot, instead of 5 like the Gauss rifle.
________________________

Tesla-Beaton Prototype
DAM: 55 +80 AoE DPS: 213.16
player.additem 0015a47f 1
EC Pack
player.additem 0006b53e 1
Energy Weapons:100 Strength:8
http://fallout.wikia.com/wiki/Tesla-Beaton_prototype
Image
The design was named after Nikola Tesla, but his work was never publicized until after his death because the US Government developed the cannon. When used, the cannon projects a blast that will damage the enemy on impact with an aftermath of electricity reducing the enemy's health.
_________________

Blade of the East
DAM: 41 DPS: 60
player.additem 0013e4de 1
Melee:100 Strength:7
http://fallout.wikia.com/wiki/Blade_of_the_East
Image
The Blade of the East has an effect of -2hp for 10 seconds. It appears that the only cosmetic difference between The Blade of the East and a bumper sword is that it does not have a license plate on the underside of the sword. Legate Lanius can be seen hitting NCR (non-veteran) rangers with it, dismembering and getting one-hit kills. The weapon can also cause your enemies to fly backwards and be knocked out.
__________________________

Dress Cane
DAM: 22 DPS: 50
player.additem 0011a8a0 1
Melee: 50 Strength: 2
http://fallout.wikia.com/wiki/Dress_Cane
Image
The Dress Cane is a melee weapon primarily carried by members of the White Glove Society.
________________________

Throwing knife
DAM: 15 DPS: 192
player.additem 00161246 100
Melee:0 Strength:1
http://fallout.wikia.com/wiki/Throwing_ ... _New_Vegas)
Image
The deadly weapon of choice for assassins, thieves and killers. A silent and cunning weapon. They are small, light weight, quick and quiet. They are about five inches in length, made of light weight alloy with a wrapped handle.
________________________


Mantis Gauntlet
DAM: 30 DPS: 73
player.additem 001524b3 1
Unarmed:75 Strength:4
http://fallout.wikia.com/wiki/Mantis_Gauntlet
Image
Visibly the weapon consists of a severed mantis foreleg, reinforced with metal bars and leather straps and fitted to the wielder's forearm by a medical brace or something similar. A handle on the "blade" allows stability.
Similar to the Deathclaw gauntlet from Fallout 3 (which ignored damage resistance) and the Cram Opener, the mantis gauntlet ignores all damage threshold.
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Re: Interesting Weapons of Fallout New Vegas

Postby Saturn Celeste » January 14th, 2011, 6:48 pm

Well, with my new gal, Misery, comes company, in high ordinance weaponry! :eyelash:

Mysterious Stranger's .44 Magnum
DAM: 9000 DPS: 16875
player.additem 00050f92 1
.44 Mag ammo:
player.additem 0002937e 1000
Guns:100 Strength:0
http://fallout.wikia.com/wiki/Mysteriou ... .44_Magnum
Image
The Mysterious Stranger's .44 magnum differs from the standard scoped .44 magnum in that it does not have a scope but has a ridiculously high damage stat. With this stat the Stranger's magnum can destroy or kill anything in one shot. It is only attainable via console command.
___________________

And in case the Mysterious Stranger gun gets bugged, Misery has:
Mysterious Magnum
DAM: 42 DPS: 102
player.additem 00127c6c 1
Guns:50 Strength:6
http://fallout.wikia.com/wiki/Mysterious_Magnum
Image
The Mysterious Magnum is a unique .44 magnum pistol which plays the Mysterious Stranger's theme whenever it is drawn or holstered. This revolver is unique in that it features a silver finish with intricate engravings etched into its barrel, cylinder, hammer and trigger, with a grip made of pearl.
With various perks such as Cowboy, Hand Loader and others, this weapon can be made to do a base damage of 65 damage per shot with a -6 Damage Threshold.
__________________

Assault Carbine
DAM: 12 DPS: 144
player.additem 0008f21e 1
5mm Round
player.additem 0006b53d 1000
Guns:75 Strength:3
http://fallout.wikia.com/wiki/Assault_Carbine
Image
The assault carbine sports a very compact size compared to the R91, which was the United States' primary combat rifle. The assault carbine can be equipped with an extended magazine which is identical to that used on the regular marksman carbine, except that it has a black rather than aluminum finish. It has a high rate of fire and a moderate spread, best employed at close to medium range.
While its 5mm ammunition is not as powerful as the 5.56mm round or the .308 caliber round, it is found in larger quantities since it is used for the minigun as well. Its AP ammo can be bought in abundance from the gun runners, making it a decent anti armor weapon.
___________________

Marksman Carbine
DAM: 24 DPS: 136
player.additem 00106fea 1
5.56mm round
player.additem 00004240 1000
Guns:100 Strength:4
http://fallout.wikia.com/wiki/Marksman_Carbine
Image
The marksman carbine is a semi-automatic, medium-power Rifle with a 20-round magazine. It is mounted with an enhanced-zoom scope that shares a Mil-Dot reticle with the Anti-materiel rifle and Sniper rifle. It is highly accurate and deadly at long range with 100 gun skill. It is extremely versatile and can be used as your primary weapon against any enemy. If your character has the perk Jury Rigging, Service rifle can be used to repair it.
______________________

Hunting Shotgun
DAM: 70 (10 x7) DPS: 109
player.additem 0008ed0b 1
12 Gauge Shotgun Shell
player.additem 0008ecf5 1000
Guns:75 Strength:5
http://fallout.wikia.com/wiki/Hunting_Shotgun
Image
A shotgun, also called a "scattergun", is a firearm designed to shoot a multitude of projectiles. This makes it very effective at hunting game, greatly increasing the weapon's hit potential. However, the accuracy and power found at close range diminish rapidly as you get farther away from the target. Shotguns designed for military use are often titled "combat shotguns".
_____________________

Holy Frag Grenade
DAM: 1 +500 AoE DPS: 326
player.additem 0014ea5a 100
Explosives:0 Strength:2
http://fallout.wikia.com/wiki/Holy_Frag_Grenade
Image
They appear to be identical in power to a mini nuke, in a throwable form.
Characters with Loose Cannon may be unable to escape the blast, even if thrown max distance. This becomes particularly difficult if you also have Splash Damage. Obviously, these should not be used in tight, confined spaces. The grenades are best utilized in open areas or places with hard cover such as hotel rooms, where it's possible to escape the explosion.
In appearance they look similar to a normal frag grenade with the exception of a painted white cross on them.
_____________________

Shishkebab
DAM: 40 DPS: 92
player.additem 0000434e 1
Melee:75 Strength:6
http://fallout.wikia.com/wiki/Shishkeba ... _New_Vegas)
Image
The Shishkebab is a flaming melee weapon which sets the target on fire upon impact. Although it appears to run on fuel from the tank on the player's back, it actually uses no fuel at all. Even though its blade is wreathed in fire, you can still apply poisons to the blade of the Shishkebab. The damage over time from the applied poison stacks with the immolation damage.
If a character has the Pyromaniac perk and all the other related melee perks and they equip a poison-coated Shishkebab, it becomes the most damaging melee weapon in the game.
________________________

Nephi's Golf Driver
DAM: 21 DPS: 48
player.additem 000f56f6 1
Melee: 25 Strength: 0
http://fallout.wikia.com/wiki/Nephi%27s_Golf_Driver
Image
    Characteristics
      [li]A unique driver golf club. [/li]
      [li]Has a special VATS attack named 'Fore!' that always knocks down target. [/li]
      [li]While in third person makes the sound of hitting a golf ball when doing a charge attack.[/li]
      [li]The model for this weapon is a driving wood, rather than a 9-iron despite the game treating it as a unique version of the latter. [/li]
_______________________

Throwing Hatchet
DAM: 20 DPS: 83
player.additem 0014de1d 100
Melee:25 Strength:1
http://fallout.wikia.com/wiki/Throwing_hatchet
Image
Throwing hatchets require 1 Strength and 25 in Melee Weapons to be used effectively. Like their non thrown counterparts, throwing hatchets inflict an additional 50% in Limb Damage and are the most damaging thrown weapons with exception to Explosives. However they are extremely heavy when compared to Throwing spears and knives and less common.
_________________

Ballistic Fist
DAM: 80 DPS: 87
player.additem 0015ba03 1
Unarmed:100 Strength:9
http://fallout.wikia.com/wiki/Ballistic_Fist
Image
The ballistic fist is a gauntlet with a small, pressure plate-activated shotgun welded to it. It is similar to the punch gun found in Fallout Tactics. The Heavy Handed trait greatly affects the ballistic fist because it does not rely on critical hits to deal damage. However, a temporary Critical chance of 53% is possible with the weapon.
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Re: Interesting Weapons of Fallout New Vegas

Postby Saturn Celeste » January 14th, 2011, 6:50 pm

[quote author=Illusionary Wraith link=topic=1215.msg19370#msg19370 date=1293850056]
i have a feeling the mysterious stranger's .44 magnum is even more retardedly powerful than the barrett m82... so much for that i suppose...
[/quote]
Oh yeah! But it's still a handgun and when I'm 1000 up in the air, it just doesn't have the range. Before to much time goes by my LadyM working girl, I want to show her weapons off, they were a lot of fun and actually a couple of them are what I had in real life. I was a haircutter so I used the straight edge razor and I had an "official" illegally obtained police baton--even smuggled it and a couple other illegal weapons back when I was a truck driver. So, I felt it only fitting to credit LadyM with her personal weapons of choice. Also, some of these guns are repeats I've shown before but I had always reverted to the Barret or my Heartseeker instead, this time I didn't have them in my inventory. I did use the Heartseeker once eary on, when I took out the Powder Gangers at the prison and that was the only time I used it--I needed a really fast, powerful gun so the NCR Troopers wouldn't get killed. And don't forget to click on the pics!
_________

Mysterious Stranger's .44 Magnum
DAM: 9000 DPS: 16875
player.additem 00050f92 1
.44 Mag ammo:
player.additem 0002937e 1000
Guns:100 Strength:0
http://fallout.wikia.com/wiki/Mysteriou ... .44_Magnum
Image
The Mysterious Stranger's .44 magnum differs from the standard scoped .44 magnum in that it does not have a scope but has a ridiculously high damage stat. With this stat the Stranger's magnum can destroy or kill anything in one shot. It is only attainable via console command.
_____________

Brush Gun
DMG: 75 DPS: 138
player.additem 00121146 1
.45-70 Gov't:
player.additem 00121133 1000
Guns:100 Strength:6
http://fallout.wikia.com/wiki/Brush_gun
Image
The rifle of the NCR Veteran Rangers, the Brush gun is a lever action rifle firing .45-70 Gov't Ammunition. High damage output, moderate firing rate and good armor mitigation make this gun a veritable powerhouse. It has a peep sight similar to the Cowboy repeater, though smaller. It can be modified with a replacement receiver, which increases durability by 50%. Note that the high base damage means that hollow point ammo is better than standard ammo against targets with 13 damage threshold.
_________________________________

All-American
DAM: 26 DPS: 156
player.additem 00106feb 1
5.56mm round :
player.additem 00004240 1000
Guns:100 Strength:4
http://fallout.wikia.com/wiki/All-American
Image
The All-American is classified as a Marksman carbine with woodland camouflage, a magazine capacity of 24 and a higher magnification scope. It also bears the distinctive 82nd "All American" Airborne Division badge. When fully repaired, it will do 26 DMG and 156 DPS with over 90 skill in guns.
______________________

Dinner Bell
DAM: 75 (10.7 x7) DPS: 124
player.additem 000f0b12 1
12 gauge ammo:
player.additem 0008ecf5 1000
Guns:75 Strength:5
http://fallout.wikia.com/wiki/Dinner_Bell
Image
The model of the Dinner Bell is that of the Hunting shotgun, the only exceptions being that the metal of the barrel, receiver, and shell ejection port seem to be more well-maintained, and that the stock and grip pump are synthetic with a mossy oak break up hunting camo pattern. A permanent choke tube is visible at the muzzle.
_____________________

Annabelle
DAM: 20 +200 AoE DPS: 1300 275 0.2 Missile 1 15 5200 346.6 47 4.68 100
player.additem 00162019 1
Missiles:
player.additem 00029383 1000
Explosives:75 Strength:5
http://fallout.wikia.com/wiki/Annabelle
Image
Unlike its counterpart, it comes with a built in Miss. Launcher Guidance Sys. and target sight and some drawings on the side. The drawings on the front show a maple leaf with four markings and the stars from the Chinese flag, thus indicating that the weapon was used during the annexation of Canada and at least in one military campaign in China. The markings and stars may denote casualties caused by the weapon. The drawing on the back of the launcher simply reads "Annabelle".
________________________

Figaro
DAM: 11 DPS: 51
player.additem 0014d2a7 1
Melee:0 Strength:1
http://fallout.wikia.com/wiki/Figaro
Image
A unique variant of the straight razor, it features a slightly tarnished metal handle with a polished silver blade decorated with ornate etchings and it is also a nail filer. It can be snuck into casinos.
__________________

Police baton
DAM: 10 DPS: 27
player.additem 00004345 1
Melee: Strength:1
http://fallout.wikia.com/wiki/Police_ba ... _New_Vegas)
Image
A weapon meant to keep order, used by long-gone police. Now used by peacekeepers and trouble-makers alike. Has a charge attack called 'Lights Out', also accessible in VATS. When used the player charges forward, jumps with the weapon raised above his/her head and strikes downward. Needs good timing to ensure a hit on the enemy, especially if the target is moving as well. This attack is not as useful in VATS, since to use the attack you have to be in melee range, and thus cannot benefit from the charge. The character will just run in place before performing the jump-attack.
____________________

Cram Opener
DAM: 28 DPS: 47
player.additem 00151d0c 1
Unarmed:25 Strength:5
http://fallout.wikia.com/wiki/Cram_Opener
Image
It appears much darker in color than the normal bladed gauntlet. It deals 7.693% more regular damage, 10% greater critical hit damage, 25% more durability, and has identical weapon critical hit multipliers and AP costs. Also like the bladed gauntlet, the Cram Opener bypasses damage threshold.
______________________

And the absolute BEST weapon, EVAH:

Craig Boone
race: Human
gender: Male
affiliation: NCR (formerly)
role: Novac Town Sniper
2 of Hearts (with Manny)
location: Novac [5.18]
family: Carla Boone - wife (deceased) Unborn child (deceased)
http://fallout.wikia.com/wiki/Craig_Boone
Image
Born in 2255, Boone is a town guard and former NCR sharpshooter in the 1st Recon Sniper Battalion, a unit which has a reputation for being the best of the best. He is bitterly whiling away the hours until he can find out who's responsible for the death of his wife, Carla, and kill them. Hardened and psychologically troubled from his time in the NCR military, Boone vacillates between being a stone-cold killer and a decent human being. Venturing out from the relative safety of Novac brings Boone into close contact with his old life until he is forced to deal with the tragic events that caused him to leave the military.

After completing several quests with Boone as a follower, it is possible to gain more information about Boone's wife. When she was kidnapped, he tracked down the slaving party in hopes of rescuing her, only to find her being auctioned off with hundreds of other slaves to Legion soldiers. All he had was his rifle and the distance between them. Instead of subjecting her to the horrors of Legion slavery, he chose to take her life in a mercy killing. As a result of the psychological trauma of having to kill his own wife, he has become suicidal. He has no goal, purpose, or desire in life but to euthanize Legionnaires (preferably by assisting with cranial perforation) until the Legion finally catches up to and murders him. It is also revealed he was part of the NCR attack on Bitter Springs, where he and his squad were ordered to shoot members of the Great Khans, including women and children.
Hall of Torque
Cutlass of the Damned
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