Holorifle

The holorifle is a weapon in the Fallout: New Vegas add on Dead Money.

Background
The Holorifle, along with other model types, was constructed by Father Elijah, utilizing technology that he had obtained from the Big Empty and fashioned from the holograms in the Sierra Madre.

Father Elijah implies that he invented the holorifle to circumvent the security of the Sierra Madre, which disallows the importation of standard weapons; most of the other weapons in the Sierra Madre were tightly-controlled and issued only to security personnel.

Characteristics
It is a scoped, pump-action energy weapon. The scope is similar in effect to that of night-vision scope modifications obtainable for other weapons. During the day the holorifles' scope is similar to a laser rifles' (with scope modification) but at night the scope turns into a night vision lens. The holorifle appears to be a grenade launcher jury-rigged to several electronic components.

The weapon is unique in the sense that its projectile is neither bullet, plasma, laser, flame, pulse, or electricity. Since the holorifle is based on hologram technology, it most likely fires a solid light-based energy projectile, meaning it is more along the level of a particle weapon. On impact the projectile does a special "Holorifle damage" effect, causing an additional 15 damage over a duration of 3 seconds (similar to the "flame damage" done by a Flamer or Incinerator) along with a knock-back effect. As with most other energy weapons, the Holorifle's projectile will ignite any gas traps and other flammable hazards that it passes through.

The Holorifle uses microfusion cells as ammunition, with loading taking place via an under-barrel tubular magazine, where up to four microfusion cells are loaded. Due to the gun having an internal magazine, it is reloaded by hand one cell at a time, so expect longer reload times when compared to other energy weapons, even with the rapid reload perk. However, it can be interrupted mid-way through reloading and fired if needed. Because of this, it gives the weapon the advantage of being quickly available to fire again if only a single or few rounds are needed.

Due to the uniqueness of the Holorifle and its technology, it cannot be repaired by any other weapon even with the Jury Rigging perk. The only available options for repair are weapon repair kits and merchants.

Modifications

 * Holorifle focus optics, increase the Holorifle's damage by 25.
 * Holorifle adv. calibration, reduces the Holorifle's spread by 0.25.
 * Holorifle reinf. components, improve the maximum condition of the Holorifle by 50%.

Location
The player is given the Holorifle at the beginning of Dead Money. Otherwise, it is unobtainable.

Bugs

 * With the reinforced components modification and 100% condition, the Holorifle will not take damage while firing regular Microfusion Cell. This will still work if the player character has the Built to Destroy trait. In other words, the Holorifle is unbreakable and will never degrade in condition unless an enemy attacks and damages it. But it will still take damage while firing off a(n) overcharge or max charge Microfusion cell (Fallout: New Vegas).
 * When you have Raul in your Party and have Full Maintenance you can fire off an overcharge and max charge Microfusion cell (Fallout: New Vegas), and the Holorifle will not take any damage while firing, even with Built to Destroy.
 * When using Weapon repair kit on a fully repaired Holorifle, it is possible to raise the weapon's value to high amounts, thus increasing it's total hit points. In other words, the more repair kits you use, the higher its value and total HP becomes.
 * Despite being a rifle, the Holorifle is not affected by the Commando perk.
 * Unlike laser, plasma or the gauss rifle, it doesn't aid in completing the Beam Me Up challenge. It does, however, affect the Condition Critical and The Rifleman, meaning that it is considered a rifle-grip Gun instead of a rifle-grip energy weapon. It does count as an energy weapon for (More) Energetic, however.
 * It will sometimes suffer from the same scope bug as other weapons, where while aiming with the scope, brightly colored shapes will appear instead of the standard scope image, obscuring 3/4 of the screen.
 * When chambering a new round and looking down the scope, the ejected Microfusion cell can be seen.
 * If the Holorifle is broken and the reinf. components modification has not been added to the rifle, upgrading the weapon will increase its condition enough to make it repairable with either a weapon repair kit or by a non-player character.
 * When cycling through ammo types from Microfusion Cell, Max Charge to Microfusion Cell, Over Charge, the PC will never stop inserting a new cell into the tubular magazine. This can be interrupted, however, if the player tries to fire the Holorifle.
 * Sometimes, if you use V.A.T.S. mode while reloading, or a little after, the player will sit still and not fire. Additionally, after reloading, the player will hold the gun with one hand, this can be fixed by firing the gun.
 * When playing "Old World Blues" the ammo can get stuck on Microfusion Cell Bulk and not change back to any other Microfusion Cell type (Microfusion Cell, Over Charge) . When the player returns to the Mojave it seems to fix itself and you can once again change to any other Microfusion Cell type.