Guns

Guns is a Fallout: New Vegas skill. It is the successor to the Small Guns skill of previous Fallout games, though it has inherited some weapons which would have previously been categorized under Big Guns (such as miniguns, but not missile launchers or Gatling lasers).

The skill determines your accuracy and damage with every kind of conventional firearm, from pistols and rifles to miniguns. With higher Guns skill the player will be more accurate (have reduced sway with the larger rifles) and deal more damage (100 skill level deals twice the damage compared to 0 skill).

Initial level

 * $$\text{Initial level}=2+(2\times\text{Agility})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Agility of 5 and Luck of 5.


 * $$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$$

Ways to increase Guns skill

 * Permanent
 * Levelling up (up to +15)
 * Guns and Bullets (+3 or +4 with the Comprehension perk)
 * Permanent/temporary
 * Anything that increases Agility, will improve Guns by +2 per point of increased Agility (up to +10)
 * Temporary
 * Milsurp Review (+10 or +20 with the Comprehension perk)
 * Elite riot gear (+10)
 * Riot gear (+5)
 * Regulator Duster (+5)
 * Sheriff's Duster (+5)
 * Bounty hunter duster (+5)
 * Merc outfit (+2)

Affected weapons
Fallout: New Vegas Guns skill weapons, 2

Interactions that require Guns skill

 * 40 Guns to access Alexander's inventory at 188 trading post.
 * 45 Guns and 45 Explosives to train the Misfits for the quest Flags of Our Foul-Ups at Camp Golf.
 * 50 Guns and 60 Survival to receive Schematics - .44 Magnum Hand Load from Jules in North Vegas Square.
 * 45 Guns to point out to Ricky that there is no such thing as an 11mm submachine gun (Honest Hearts).
 * 50 Guns to procure a K9000 cyberdog gun, then 75 Guns to receive extra ammunition, from the think tanks of Big MT (Old World Blues).
 * 50 Guns to convince Dean Domino that you have the skills to defeat the ghost people of the Sierra Madre (Dead Money).

Perks/traits that improve Guns weapons damage

 * Lvl 1: Built to Destroy - +3% critical hit chance, weapons degrade 15% faster.
 * Lvl 2: Black Widow/Lady Killer - +10% damage versus opposite sex humans and non-feral ghouls.
 * Lvl 2: Cherchez La Femme/Confirmed Bachelor - +10% damage versus same sex humans and non-feral ghouls.
 * Lvl 2: Hunter - +75% critical hit damage versus animals.
 * Lvl 4: Entomologist - +50% damage versus insects (cazador, radscorpion, bloatfly, mantis and giant ant).
 * Lvl 6: Bloody Mess - +5% damage versus all targets.
 * Lvl 8: Cowboy - +25% damage with dynamite, knives, hatchets, revolvers and lever-action guns.
 * Lvl 8: Living Anatomy - +5% damage versus all humans and non-feral ghouls.
 * Lvl 8: Grunt - +25% damage with 9mm and .45 Auto pistols and SMGs, service rifles, assault and marksman carbines, light machine guns, frag grenades, grenade rifles and launchers, and combat knives.
 * Lvl 10: Finesse - +5% critical hit chance with all weapons.
 * Lvl 12: Robotics Expert - +25% damage versus robots.
 * Lvl 16: Better Criticals - +50% damage with critical hits.

Notable Guns experts

 * Benny, head of the Chairmen.
 * Craig Boone, ex-1st Recon sniper and possible companion of the Courier.
 * Dean Domino, pre-War King of Swing and a companion of the Courier.
 * Joshua Graham, co-founder of the Caesar's Legion and ex-legate.
 * Lee Oliver, NCR Army general and commanding officer in the Mojave Wasteland.
 * Raul Tejada, old vaquero and possible companion of the Courier.
 * Rose of Sharon Cassidy, owner of Cassidy Caravans and possible companion of the Courier.

Behind the scenes

 * An identical skill - titled Firearms - was to be used in Van Buren, Black Isle Studios' canceled Fallout 3 project.
 * The Vault Boy image for the Guns skill is the same image of the Small Guns skill in Fallout 3.

Оружие (навык)