Fallout: New Vegas Weapons

Legend

 * DMG: This information comes from the G.E.C.K. and shows the damage caused by a single click of the mouse/trigger. For most guns, this is a single bullet, but for shotguns it is a single shell (containing several small pellets), for the Gatling laser it is a single beam, and for melee weapons it is a single hit. This stat is most useful for comparing semi-automatic weapons such as 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. E.G. a gun has a DMG of 10 and fires 3 bullets per second. Therefore the gun's DPS is 30.
 * AOE RADIUS: Area of effect. 64 units is equal to 1 yard.
 * 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''.
 * 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. Also this determines how many times a weapon can be fired.
 * ATT REQ: Attributes required to wield the weapon optimally: to gain full attack speed for melee weapons, or full aiming stability for ranged weapons. Note that further increases in weapon skill beyond the requirements will continue to increase the weapon's damage (and DPS).

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

Rifles

 * Unique weapons are highlighted with a darker background
 * ¹ Scoped by default.

SMGs

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

Shotguns

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

Heavy Weapons

 * Unique weapons are highlighted with a darker background
 * ¹ Scoped by default

Energy 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.
 * ³ Frightens abominations.

Energy Rifles

 * Unique weapons are highlighted with a darker background
 * ¹ May only be acquired if the player has not chosen the Wild Wasteland trait.
 * ² Scoped by Default.

Energy Heavy Weapons

 * Unique weapons are highlighted with a darker background

Projectile

 * Unique weapons are highlighted with a darker background
 * ¹ Scoped by default.

Thrown

 * 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 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 Ignores DR/DT.
 * ⁴ Includes double normal weapon damage in V.A.T.S.

Blunt

 * Unique weapons are highlighted with a darker background
 * ¹ Improved holdout weapon: May be concealed if Sneak ≥50
 * ² Includes double normal weapon damage in V.A.T.S.

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 Includes double normal weapon damage in V.A.T.S.

Other

 * Quest items are highlighted with a darker background

Cut Content

 * ¹ Available in all add-ons.

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 disappear, 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.
 * Combining any scoped rifle and the regulator duster (Or sheriff's duster) can cause a purple line to obscure your zooming, when the rifle is holstered. The line goes from the left ro right and only takes up a thin stretch of the screen, but there is no known solution, besides unequiping either the rifle or apparel.
 * Occasionally weapons dropped by the player will have the red "Press A to steal x" marking as if the weapon was previously owned, regardless of whether or not it ever was owned by an npc.
 * With heavy energy weapons that use a backpack as an ammunition supply as well as the katana with a sheath, removing a weapon that has one will cause it to remain on your back. This happens with multiple backpacks, so they clip through each other. This can be corrected by equipping the weapon that caused this, than unequipping it.
 * Sometimes, when using melee weapons, when you get blood splatter on the melee weapons, the blood refuses to come off of the weapon. You can fix this by leaving the game and coming back.

ru:Оружие Fallout: New Vegas