Fallout New Vegas Weapons: Every Class, Its Skill, Ammo and Best Pick

Every weapon in Fallout New Vegas answers to one of five skills, and the skill is the first thing to read on a weapon's card, before the damage. This page sorts the Fallout New Vegas weapons a player actually meets by class, gives each one's damage, ammunition and requirements, names the vendor who stocks it, and points out the pick in each class worth building toward. It is a reference for the base game and the Gun Runners' Arsenal pack; the add-on weapons are named in passing and covered on our DLC guide.

Two of our pages sit beside this one. The unique weapons page covers forty-two named guns, blades and fists and the spot each one waits in, so this page names the unique variants and leaves the directions to it. The items guide lays those locations over the skill book and magazine lists so one trip collects more. Damage figures below are per shot or per hit at full condition, from the Independent Fallout Wiki's weapon pages and Game8's class tables.

How Weapons Work

Guns covers everything that fires a bullet, from the 9mm pistol to the minigun. Energy Weapons covers lasers, plasma, Gauss rifles and flame. Explosives covers grenades, mines and launchers. Melee Weapons and Unarmed cover blades, clubs and fists, and Unarmed is the one skill seeded by two attributes, Endurance and Luck, per our attributes and skills page. Each weapon lists a skill requirement and a Strength requirement. The game's settings define a spread penalty for both, but modders who read the formula found that only the Strength one does anything in the unmodified game: each point of Strength you lack widens a firearm's spread, and melee and unarmed weapons take no accuracy penalty at all. Weapon Handling, at level 16 on our perks page, cuts every Strength requirement by two.

Condition is the other number that moves. A weapon does full damage from 100 percent down to 75 percent condition and then loses damage in a straight line to half at zero; every shot takes a flat 0.2 off the item's health, and the ammunition you load changes that rate. Repairs come from a matching weapon, from the Jury Rigging perk at Repair 90, from the weapon repair kits on our crafting page, or from the nine people on our repairers page. Ammunition subtypes are the cheapest upgrade in the game: hollow point rounds multiply damage (the .357 version by 1.75) but triple the target's Damage Threshold, armor piercing rounds take a little off the damage (.308 AP is 0.95) and 15 off the target's DT, surplus rounds do 1.15 damage and wear the gun three times as fast, and the hand-load recipes the Hand Loader perk unlocks at the reloading bench give rounds like the .357 JFP, at 1.25 damage, 3 off DT and a tighter spread. Energy cells have the same ladder: over charge is 1.25 damage and 5 off DT, max charge 1.5 and 10 off, at 1.5 and 2.5 times the wear.

Guns: Pistols and Revolvers

WeaponDamageAmmoGunsStrUnique variant
9mm pistol169mm02Maria
.357 Magnum revolver26.357 Magnum03Lucky
10mm pistol2210mm254Weathered 10mm pistol (Courier's Stash)
Silenced .22 pistol9.22LR01
.44 Magnum revolver36.44 Magnum505Mysterious Magnum
That Gun305.56mm506Itself, the 5.56mm pistol's rare sibling
12.7mm pistol4012.7mm757Li'l Devil (GRA)
Hunting revolver58.45-70 Gov't756Ranger Sequoia

The pistol to build toward is the hunting revolver, which does more per shot than most rifles and whose unique is the Ranger Sequoia. Until then, Lucky in Primm is the early standout, and the Mysterious Magnum changes hands from the Lonesome Drifter for a Barter check rather than a fight; our unique weapons page has both. The Gunslinger and Cowboy perks reward this class, and the .357 and .44 rounds it uses are also what the cowboy repeater and trail carbine fire, which keeps one ammunition stock serving a pistol and a rifle.

Guns: Rifles

WeaponDamageAmmoGunsStrUnique variant
Varmint rifle185.56mm03Ratslayer
Service rifle185.56mm252
Cowboy repeater32.357 Magnum254La Longue Carabine
Hunting rifle52.308506Paciencia (GRA)
Trail carbine48.44 Magnum755
Assault carbine135mm753
Sniper rifle45.308756Gobi Campaign Scout Rifle
Marksman carbine245.56mm1004All-American
Brush gun75.45-70 Gov't1006Medicine Stick (GRA)
Anti-materiel rifle110.50 MG1008

Rifles are where the Guns skill pays off in stages. The varmint rifle is a starting weapon whose unique, the Ratslayer, is a silenced night-scoped version in Broc Flower Cave that carries a sneak character for half the game. The hunting rifle at Guns 50 is the first serious .308 weapon, and This Machine, the semi-automatic .308 rifle earned at Camp McCarran, sits beside it. Guns 75 opens the sniper rifle and its unique, spelled Gobbi on our unique weapons page, in the locker at the Sniper's Nest. At Guns 100 the choice is between the brush gun's .45-70 rounds and the anti-materiel rifle's .50 MG, and the anti-materiel rifle's Strength 8 is the usual reason a rifle build visits Doctor Usanagi on our doctors and vendors page.

Guns: Shotguns, Submachine Guns and Heavy Weapons

WeaponDamageAmmoGunsStrUnique variant
Caravan shotgun4520 gauge253Sturdy caravan shotgun (Courier's Stash)
Lever-action shotgun4812 gauge504
Hunting shotgun7012 gauge755Dinner Bell
Sawed-off shotgun120 (all pellets)12 gauge504Big Boomer
9mm submachine gun149mm253Vance's 9mm submachine gun
10mm submachine gun1910mm505Sleepytyme (GRA)
12.7mm submachine gun3612.7mm1006
Light machine gun215.56mm1008
Minigun125mm10010CZ57 Avenger

Shotgun damage is the sum of the pellets, which is why Big Boomer's 120 at Old Lady Gibson's scrap yard reads so high; the Shotgun Surgeon perk is what makes the class work against armor. The submachine guns trade damage per shot for volume and share their ammunition with the pistols. The heavy end asks for Strength that only an implant or Weapon Handling provides: the minigun wants Strength 10, holds 240 rounds and is sold by the Gun Runners' Vendortron from level 16 or taken from NCR heavy troopers, and its unique, the CZ57 Avenger, is on our unique weapons page.

Energy Weapons

WeaponDamageAmmoRequirementsUnique variant
Laser pistol12Energy cellPew Pew
Plasma pistol22Energy cell
Plasma defender36Energy cell
Laser rifle15Microfusion cellEnergy Weapons 25, Str 3AER14 Prototype
Laser RCW15Electron charge pack
Plasma rifle32Microfusion cell, 2 per shotEnergy Weapons 25, Str 3Q-35 Matter Modulator
Tri-beam laser rifle52Microfusion cell
Multiplas rifle105Microfusion cell
Gauss rifle120Microfusion cell, 5 per shotEnergy Weapons 75, Str 5YCS/186
Tesla cannon40Electron charge packEnergy Weapons 100Tesla-Beaton Prototype
Plasma caster65Microfusion cell
Gatling laser7Electron charge packEnergy Weapons 100Sprtel-Wood 9700 (GRA)
Flamer16Flamer fuel

Energy weapons start slow because the cells are scarce and the early guns are weak, which is why the two uniques reachable at Energy Weapons 25 matter: the AER14 Prototype in Vault 22 and the Q-35 Matter Modulator, which our unique weapons page puts behind a locked shipment room at REPCONN headquarters. Gloria Van Graff at the Silver Rush in Freeside and Cliff Briscoe in Novac both sell plasma rifles, and the Fiends drop laser rifles. The class's ceiling is the Gauss rifle, sold by Knight Torres at the Hidden Valley bunker once the Brotherhood trusts you and carried by their paladins, and its unique, the YCS/186 at the mercenary camp, does 140 a shot on four cells instead of five. The wiki notes that the YCS/186 and the Alien Blaster occupy the same spot and the Wild Wasteland trait decides which one exists; our unique weapons page lists both. Laser Commander, Meltdown and Plasma Spaz are the perks this class is built on, and the laser rifle's three mods, focus optics for damage, a scope and a beam splitter, are the model for how mods work: bought from vendors and attached from the weapon's inventory entry.

Explosives

WeaponDamageAmmoRequirementsUnique variant
Frag grenade, plasma grenade, pulse grenade, incendiary grenadeBlast damage; the Holy Frag Grenade is the strongest thrown weapon in the gameThrownHoly Frag Grenade (Wild Wasteland)
Frag mine, plasma mine, pulse mine, bottlecap mineBlast damage on a triggerPlaced
Dynamite, C-4C-4 stacks with mines and can be planted on a pickpocketed targetPlaced; C-4 needs a detonatorC-4: Explosives 50
Grenade rifle35 plus blast40mm grenadeThump-Thump
Grenade launcher45 plus blast40mm grenade
Grenade machinegunAutomatic blast fire25mm grenadeMercy
Missile launcher125 plus a 200 blastMissileExplosives 75, Str 6Annabelle
Fat Man200 blast per mini nukeMini nukeExplosives 100Esther (GRA)

The missile launcher is the workhorse: Black Mountain's storage building holds one, the Vendortron, the arms merchant at the 188 Trading Post and Sergeant Contreras at Camp McCarran sell them, and Annabelle, its unique, is the reason our items guide sends you up Black Mountain, where a sniper on the summit carries it. The Fat Man is the ceiling, and our unique weapons page files one under a mislabelled heading at Quarry Junction. Demolition Expert and Splash Damage are the class's perks, and the Patriot's Cookbook magazines on our skill magazines page lend the ten points that make the 75 and 100 requirements reachable early.

Melee Weapons

WeaponDamageRequirementsNotes
Combat knife15Unique: Chance's Knife, 22, with a x2 critical
Machete11The Legion's weapon; Liberator is the unique, 18 with a x3 critical
Baseball bat, lead pipe, dress cane22The early clubs; The Humble Cudgel is the lead pipe's unique
9 iron17Nephi's Golf Driver, 30, at REPCONN headquarters
Sledgehammer24
Ripper30Chainsaw-style, rapid hits
Shishkebab40Fire damage with a x2 critical
Rebar club42
Fire axe55Knock-Knock, 66, in the Camp Searchlight fire station
Bumper sword32Blade of the East, 65, carried by Legate Lanius
Super sledge70Melee Weapons 100, Str 8Oh, Baby!, 80, same requirements
Chainsaw100Ignores Damage Threshold
Thermic lance100Ignores Damage Threshold; the class's top damage

Melee has two ceilings. The chainsaw and the thermic lance both do 100 a hit and ignore Damage Threshold, which makes them the answer to deathclaws and power armor. Oh, Baby! is the heavier hitter per swing but slow, and it shares the super sledge's Strength 8, which Knight Torres at Hidden Valley, NCR heavy troopers and the arms merchant at the 188 all supply. Every melee weapon gains a special V.A.T.S. attack at Melee Weapons 50; the super sledge's Mauler costs 10 extra action points, does half damage and can knock a target down. Piercing Strike, Super Slam and Slayer are the perks, and Grognak the Barbarian on our skill books page is the permanent skill gain.

Unarmed

WeaponDamageRequirementsNotes
Brass knuckles18
Spiked knuckles25Love and Hate, 30, from the Viper gang leader at Bonnie Springs (Unarmed 50, Str 3)
Bladed gauntlet25Cram Opener, 28, on Little Buster at Camp McCarran
Dog tag fist20Recompense of the Fallen, 25, on Aurelius's desk at Cottonwood Cove
Mantis gauntlet30x3 critical; Embrace of the Mantis King! (GRA)
Zap glove35Paladin Toaster, 41, in Black Rock Cave
Power fist40Veronica's weapon of choice
Displacer glove50Pushy, 60, Unarmed 100 and Str 2, on a dead Jackal in Ruby Hill Mine
Ballistic fist80Unarmed 100, Str 9Two-Step Goodbye (GRA); Stomp special does 320 to a downed target
Golden Gloves1Fatigue damage that knocks people out

The ballistic fist is the class's top damage and is sold by Blake at the Crimson Caravan Company, Knight Torres and Mick at Mick and Ralph's, and carried by Caesar's praetorian guard. Pushy is the interesting alternative: less damage, a Strength requirement of 2, and a hit that throws whatever it kills across the room. Our builds page walks an unarmed character from Love and Hate to Pushy, and our perks page lists the four unarmed moves that are taught rather than picked, Legion Assault, Ranger Takedown, Khan Trick and Scribe Counter, the last from Veronica once she has formal wear, which is on our companions page.

Where to Buy

VendorWhereStocks
The VendortronGun Runners, New VegasThe widest stock of guns and explosives, including the minigun from level 16 and missile launchers, and the Gun Runners' Arsenal stock once that pack is installed
Gloria Van GraffSilver Rush, FreesideEnergy weapons: laser and plasma rifles and their ammunition
Cliff BriscoeDino Bite Gift Shop, NovacPlasma rifles among his weapons; That Gun is in his storage room
Knight TorresHidden Valley bunker, once the Brotherhood trusts youGauss rifles, super sledges, ballistic fists
Arms merchant188 Trading PostMissile launchers and super sledges among the rest
Sergeant Daniel ContrerasCamp McCarranNCR surplus, including missile launchers
BlakeCrimson Caravan CompanyBallistic fists among general stock
MickMick and Ralph's, FreesideBallistic fists, and a repair skill of 75 on our repairers page

Whatever the class, the unique variant is usually the better weapon and is usually found rather than bought, which is why the forty-two entries on our unique weapons page are worth reading before you spend caps on the ordinary version.