Fallout: New Vegas Weapons

This list shows the codes of weapons that can be used by the player. Companion-specific variants of any weapon will have a different code.

Legend

 * DMG: This information comes straight from the G.E.C.K. and shows the damage caused by a single click of the mouse/trigger. For most guns, that's a single bullet, but for shotguns it's a single shell (containing several small pellets), for the Gatling Laser it's a single beam, and for melee weapons its a single hit. This stat is most useful for comparing semi-automatic weapons like rifles, where you can see the full damage caused by a single shot, regardless of how long it takes to load and fire the next one.
 * DPS: This stands for damage per second, although it shows damage done in half of a second. Note: the G.E.C.K.'s DPS calculations are misleading, Vault administration is in the process of replacing them with hand calculations verified by in-game stopwatch trials.
 * AOE RADIUS: Area of effect.
 * SPRD: This is the Min Spread stat from the G.E.C.K. (the Spread stat is not used). It refers to the accuracy of a ranged weapon. 0 means the weapon can potentially fire perfectly straight, if stance, weapon skill, and weapon condition are optimal. Anything above 0 means the shots may deviate from center by that many degrees regardless of stance, skill, or condition.
 * CRIT %MULT: The multiplier applied to your character's critical hit chance. This modifier applies to each individual attack you make (e.g. each 5mm bullet fired from your Minigun). For example, if your character has a critical hit chance of 5%, and the weapon you're using has a CRIT % MULT of x2, then each shot has a 5% x 2 = 10% chance to critically hit. For automatic weapons (Assault rifles, SMGs, Miniguns, etc.) the Crit % Mult stat in the G.E.C.K. is divided by the G.E.C.K.'s Fire Rate stat, hence the very small multiplier for automatic weapons. This is done to compensate for the sheer number of bullets being fired. Note that a single V.A.T.S. attack with automatic weapons only checks for critical hit once and then applies the damage bonus for all bullets in such an attack if a critical hit occurs.
 * CRIT DMG: The amount of damage that is added when you score a critical strike. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike.
 * AMMO: The type of ammunition used by the weapon.
 * MAG: The magazine capacity of the firearm. Basically, how many shots you can fire before having to reload.
 * WG: The weight of the weapon.
 * VALUE: The value of the weapon, see here for more detail.
 * V:W: Value to Weight ratio.
 * AP: The amount of Action Points used per shot/burst in V.A.T.S.
 * DMG:AP: Damage per single Action point.
 * HP: Health points or condition is the amount of health a weapon has. The lower the condition of the weapon, the lower the damage and the more chance the weapon has to jam.
 * ATT REQ: Attribute/s value required to wield the weapon optimally, to gain full damage, attack speed for melee weapons, or full aiming stability for ranged weapons.

Pistols

 * Unique weapons are highlighted with a darker background
 * ¹ Normal holdout weapon: May be concealed regardless of Sneak skill.
 * ² Improved holdout weapon: May be concealed if Sneak ≥50
 * ³ Classic Pack pre-order exclusive add-on

Rifles

 * Unique weapons are highlighted with a darker background

Sniper Rifles (scoped by default)

 * Unique weapons are highlighted with a darker background

SMGs

 * Unique weapons are highlighted with a darker background

Shotguns

 * Unique weapons are highlighted with a darker background
 * ¹ Improved holdout weapon: May be concealed if Sneak ≥50
 * ² Caravan Pack pre-order exclusive add-on

Heavy Weapons

 * Unique weapons are highlighted with a darker background

Pistols

 * Unique weapons are highlighted with a darker background
 * ¹ May only be acquired if the player has chosen the Wild Wasteland trait.
 * ² Improved holdout weapon: May be concealed if Sneak ≥50

Rifles

 * Unique weapons are highlighted with a darker background
 * ¹ May only be acquired if the player has not chosen the Wild Wasteland trait.

Heavy Weapons

 * Unique weapons are highlighted with a darker background

Projectile

 * Unique weapons are highlighted with a darker background
 * ¹ Mercenary Pack pre-order exclusive add-on

Thrown

 * Unique weapons are highlighted with a darker background
 * ¹ Improved holdout weapon: May be concealed if Sneak ≥50
 * ² May only be acquired if the player has chosen the Wild Wasteland trait.

Placed

 * ¹ Improved holdout weapon: May be concealed if Sneak ≥50
 * ² Custom-built weapon

Bladed

 * Unique weapons are highlighted with a darker background
 * ¹ Normal holdout weapon: May be concealed regardless of Sneak skill.
 * ² Improved holdout weapon: May be concealed if Sneak ≥50
 * ³ Tribal Pack pre-order exclusive add-on

Blunt

 * Unique weapons are highlighted with a darker background
 * ¹ Improved holdout weapon: May be concealed if Sneak ≥50

Thrown

 * ¹ Normal holdout weapon: May be concealed regardless of Sneak skill.

Unarmed

 * Unique weapons are highlighted with a darker background
 * ¹ Normal holdout weapon: May be concealed regardless of Sneak skill.
 * ² Improved holdout weapon: May be concealed if Sneak ≥50
 * ³ Custom-built weapon

Bugs

 * Scoped guns will occasionally display a blank "computer terminal" screen instead of the scope. This bug completely blocks the weapon's view when using the "scope". Fix for this bug for the Xbox360 is clearing your systems cache and reloading the game. It eventually "goes away" on its own, or by restarting the console, but the cause for start/end is not yet determined. This also makes it hard to use a terminal since no screen or text appears unless you have the weapon out. This can also be similar when Lockpicking as the tumbler may disappears, although it is not impossible to still attempt to pick the lock, depending on the difficulty.
 * Can be fixed by making a new save and restarting the console.