Varmint Rifle

The Varmint Rifle is a weapon $$

Gameplay
The Varmint Rifle is a low-powered hunting rifle, designed for hunting varmint and small game such as geckos. It utilizes a magazine-fed bolt-action system and is chambered for 5.56mm caliber rounds.

Although its damage and damage-per-second (DPS) are low, it can be very accurate at long ranges if used to manually target outside of V.A.T.S. With good Guns and Sneak skills, one-shot kills with Sneak Attack Critical headshots are possible against low level non-player characters. With the addition of the night scope and silencer modifications, its usefulness later in the game is extended.

The Varmint Rifle has one of the best scope modifications for low light vision. Though it doesn't always make the opponent light up, it does let the player character make out their details.

Durability
The Varmint Rifle can fire a total of about 595 standard rounds, the equivalent of 119 reloads, or 75 reloads when modified with extended magazines, from full condition before breaking.

Modifications

 * Varmint Rifle Night Scope: Adds 2.86x magnification night vision scope.
 * Varmint Rifle Silencer: Silences the weapon.
 * Varmint Rifle Extended Mags: +3 rounds per magazine.

Variant
Ratslayer, a unique version found in broc flower cave with all the mods pre-attached. It boasts better damage, critical damage, critical chance, spread, rate of fire and lower Action Points for usage in V.A.T.S. and a synthetic black stock.

Locations

 * Cap counterfeiting shack - on the shelves opposite the entrance.
 * Dixon carries one.
 * Goodsprings - one is given to the player character by Sunny Smiles during the quest Back in the Saddle.
 * Lucky Jim Mine - on the shelves in the corner of the mine house.
 * NCR Correctional Facility - Located in the northwest watchtower.
 * Powder Gangers commonly carry these.
 * Primm - in the sheriff's office, behind the table in the corner opposite the bed with the corpses of Sheriff McBain and Mrs. McBain
 * Carried by convicts in the Bison Steve Hotel.
 * Sometimes carried by recruit legionaries.
 * Silver Peak Mine - located inside the shack on the shelves.
 * Viper gunslingers will sometimes carry one at lower levels.
 * Vikki and Vance Casino - on top of the wall of safes in the casino cashier's office.
 * Wolfhorn ranch - on the shelves in the shack.
 * Jackal gang members generally carry these.
 * One can be bought from the Vendortron at the Gun Runners kiosk.
 * Fiends will usually carry them.
 * The NCR trooper who greets the player character when arriving at Primm for the first time carries one.

Behind the scenes

 * During development, the Varmint Rifle was chambered in .22LR and did much lower damage before being changed to 5.56mm when the "pathetic damage" made the weapon unpopular. Several remnants of this original chambering survive in the final game.
 * Prior to patch 1.3.0., the "Reduced Limb Damage" effect shown in the Pip-Boy for both the silenced .22 pistol and the silenced .22 SMG was named "DummyNVVarmintRifle".
 * The UV map for the weapon's magazine still shows the original format.
 * Dixon (Fallout: New Vegas) and his unused Thugs carry .22 LR ammo, but not 5.56, alongside their Varmint Rifles.
 * Ranger Milo refers to the use of a Varmint Rifle as being "plinked" ("plinking" being casual .22 shooting) and implies death from one is not quick.
 * The unique variant is named Ratslayer. Rats are common targets of .22 LR, but not 5.56.

Bugs

 * After applying the silencer to an already scoped rifle, aiming towards the Freeside's north gate from next to the Mick & Ralph's crier causes the screen to completely glitch out; however it returns to normal after exiting zoomed mode or by looking away.
 * While zooming in with the weapon holstered with the scope, a black line will run across the screen.
 * While carrying multiple rifles, attempting to access them in the pip boy will show only one rifle. Dropping or otherwise removing the rifle from your inventory will cause the remaining rifles to be shown. The hidden rifles will also be at 100% condition no matter what condition they were previously at. This can make repairing a Varmint Rifle problematic.