- “The variety of weapons and apparel have been greatly increased. Fight with dozens of new homemade weapons and armor as well as repurposed Unique and DLC items scattered throughout enemy levelled lists.[..] Most weapons and apparel you come across will be in terrible condition.”
- —Fallout: DUST author
Some weapons of Fallout: New Vegas and its add-ons have been renamed or slightly modified, while many remain unaltered. Individual pages for weapons not listed here can be found in the Weapons Category.
Weapons in DUST
All weapons in DUST suffer from increased wear. Vanilla wears weapons at a rate of 0.2 weapon health per attack, whereas DUST sets this rate to 0.5. Usage of Junk rounds, the predominant type of ammunition available in DUST, will generally increase the wear by 50%, while reducing the damage output by 25%..
Weapon spread is now also a function of weapon condition, a factor ignored by vanilla.
Quoting the general skill requirements for weapons as stated on the DUST Nexus mod page:
- “All weapons have standardized skill requirements. To be used without any sway pistols require 50, rifles require 65, automatics require 75, and scoped weapons require 100. Melee weapons are standardized based on size and whether they are bladed/blunted.”
- —Fallout: DUST mod page
- Name: Name of the Weapon as it appears in-game.
- Damage (D): Base Damage. The full base damage can be dealt only, if the corresponding skill is at 100. Note, that the dealable damage for Guns also varies with the type of ammunition used.
- DPS: Maximum damage per second, calculated from maximum base damage per attack count possible attacks per second. Clip size, reload times and other factors are currently not taken into account, so actual sustained DPS might prove to be substantially lower.
- Spread (Spr): Spread (Min. Spread rounded up to two decimals), which describes the maximum angle projectiles can deviate from the intended trajectory. Note, that sway does not correspond to spread. Sway simply makes aiming harder by constantly moving the weapons visual aim, while spread is an unavoidable, inherent characteristic of the combination of ammo, weapon and game character properties . In other words: Spread is how straight a line the Survivor can shot the weapon (the lower spread is, the straighter), while sway decides on the magnitude of wobble experienced while aiming.
- Health (H): Health of the weapon, if repaired to 100%. The maximum number of attacks possible, before the weapon breaks in DUST is health * 2.
- Ammo: The type of ammunition used by the weapon. For brevity, variations like Junk, SWC, and others have been omitted. DUST introduces Junk rounds for any calibre, while still allowing Survivors choosing the Hand Loader perk to craft custom rounds. This perk is bugged in DUST, visit the Known Bugs page for more information and a workaround.
- Clip Size (Clp): The number of rounds of a clip for the weapon at hand can hold.
- Weight (Wgt): Weight of the weapon in lbs.
- Skill: The skill requirement as per above quote to reduce sway and lower spread. Note that even a skill of 100 may not completely eliminate sway.
- Strength (Str): Being below the required strength threshold for a weapon will increase sway, even if the corresponding skill is at 100.
- BaseID: The Form ID of the weapon. xx denotes the position of DUST in the load order.
Please consult Fallout: New Vegas Weapons on the Nukapedia for more information.
The following tables describe DUST specific weapons governed by the Guns skill.
|Courier's Grand .50||87||186.43||0.50||120||.50MG||5||10.00||65||5||xx0311EF|
|Gambler's Pal||26||45.50||2.00||90||.375mag, .38spc||6||0.50||50||2||xx002602|
|Henry 1860 Repeater||45||96.92||0.05||150||.44||11||5.00||65||5||xx001FF6|
|Makeshift Assault Rifle||18||222.91||0.55||300||5.56mm, .223||24||6.00||75||3||xx000DBF|
|Makeshift Grenade Launcher1||30||64.29||15.00||200||40mm grenade||1||9.00||65||0||xx006119|
|Makeshift Harpoon Gun||115||345.00||0.70||90||Harpoon||1||20.00||100||8||xx00800B|
|Makeshift Machinegun||30||213.15||0.55||150||5.56mm, .223||64||12.50||75||5||xx003216|
|Makeshift Sniper Rifle1||55||106.07||0.02||60||.47-70 Gov't||1||8.00||100||5||xx002609|
|Makeshift Submachine Gun||12||198.72||1.50||250||9mm||20||3.00||0||3||xx0010AB|
|McCallum Rifle||70||135.00||0.02||150||.47-70 Gov't||12||8.00||65||7||xx003221|
|Revolving Carbine||40||67.60||0.06||100||.375mag, .38spc||6||5.00||65||4||xx0013FA|
|Volcanic Pistol||36||63.00||0.50||90||.375mag, .38spc||8||2.00||50||3||xx00261A|
1 This weapon is craftable at a Workbench
2 Despite sharing their names, these weapons do in fact have different characteristics. Despite a weight of 2.0 lbs being shown in the Workbench recipe for the craftable variant, the finished Makeshift Pistol will weigh 1.50 lbs.
3 Despite sharing their names, these weapons do in fact have different characteristics.
|Auto-Materiel Rifle||Auto-Mat. Rifle Suppressor (does not silence the weapon), BaseID: xx06D62F|
|Courier's Grand .50||--|
|Desert Eagle||44 Magnum Pistol Extended Mags (clip size +4), BaseID: xx0013F7|
|Gambler's Pal||Gambler's Pal Long Barrel (spread -0.9), BaseID: xx002604
Gamblerk's Pal Custom Body (health +200), BaseID: xx002603
|Grand .50||Grand .50 Scope, BaseID: xx017B22|
|Henry 1860 Repeater||Henry 1860 Repeater Scope, BaseID: xx001FF7|
|Makeshift Assault Rifle||--|
|Makeshift Crossbow||Homemade Crossbow Scope (craftable at a Workbench), BaseID: xx00F7C1|
|Makeshift Grenade Launcher||--|
|Makeshift Harpoon Gun||Plasma Caster HS Electrode (rate of fire +25%), BaseID: 0010C855|
|Makeshift Machinegun||Makeshift Machine Gun Duel Mag (clip size +64), BaseID: xx0109AF
Makeshift Machine Gun Suppressor (does not completely silence the weapon), BaseID: xx0109AE
|Makeshift Minigun||Sniper Rifle Suppressor (does not completely silence the weapon), BaseID: 0010c864
Sniper Rifle Carbon Fiber Parts (weight -5 lbs), BaseID: 0010c865
Note: Despite the names hinting to the Sniper Rifle, the game files also name these as modificiations for the Makeshift Minigun.
|Makeshift Shotgun||Makeshift Shotgun Choke (spead -0.7), BaseID: xx004423
Makeshift Shotgun Bayonet (VATS Bonus+25, exact effect of this value, if any, is unknown to me), BaseID: xx005525
|Makeshift Sniper Rifle||Makeshift Sniper Reinforced Parts (health +100), BaseID: xx002608|
|Makeshift Submachine Gun||--|
|McCallum Rifle||McCallum Rifle Tin Can Silencer (can be crafted at a Workbench), BaseID: xx003223
McCallum Rifle Long Barrel (damage +10), BaseID: xx003224
McCallum Rifle Scope, BaseID: xx003222
|Revolving Carbine||1873. RevCarb. Maple Stock (weight -2.5 lbs) BaseID: xx0013FE
1873. RevCarb. Scope, BaseID: xx0013FF
Energy Weapons skill
The following tables describe DUST specific weapons governed by the Energy Weapons skill.
|Experimental Cryo-Gun||5||12.50||0.08||75||MF cell||5||4.00||75||4||xx00C1B8|
|Makeshift Flamer1,2||30||240.00||15.00||100||Flamer fuel||40||9.00||75||5||xx033EBC|
|Makeshift Flamer2||30||240.00||15.00||50||Flamer fuel||40||6.00||65||4||xx05E1F5|
|Makeshift Flamethrower1||30||240.00||15.00||65||Flamer fuel||40||6.00||75||4||xx00322C|
|Makeshift Incinerator||25||300.00||2.20||60||Flamer fuel||9||8.00||50||3||xx001C2B|
|Makeshift Ion Blaster1||10||145.20||2.02||50||MF cell||24||7.50||75||3||xx003228|
|Makeshift Laser Repeater||23||38.92||0.06||120||MF cell||7||5.00||65||4||xx00260F|
|Makeshift Laser Revolver||21||36.75||2.50||200||EC pack||6||3.00||50||3||xx00261C|
|Makeshift Particle Pistol||70||164.06||0.10||70||EC pack||2||4.00||50||4||xx00441A|
|Makeshift Particle Rifle||90||50.00||0.20||100||EC pack||4||12.00||65||5||xx00441F|
|Makeshift Plasma Rifle||60||167.14||0.50||70||Energy Cell||12||9.00||65||6||xx0019A3|
|Stun Gun||1||3.75||0.10||100||MF breeder||5||3.00||50||1||xx001FFC|
1 This weapon is craftable at a Workbench
2 Despite sharing their names, these weapons do in fact have different characteristics
3 DUST lists this weapon as requiring the Energy Weapons skill, despite being a 9mm revolver. Nonetheless, it is treated as ballistic weapon (one-hand pistol) by game mechanics, notably perks.
|Experimental Cryo-Gun||LAER Mod - Auxiliary Recharger Clip (recycles one round per four shots), BaseID: yy0155C4
LAER mod - prismatic lens (2 more projectiles per shot, total damage +30%), BaseID: yy0155C3
yy denotes the load order position of the Old World Blues add-on
|Makeshift Incinerator||Plasma Rifle Mag. Accelerator (projectilie speed +200%), BaseID: 0010C86B|
|Makeshift Ion Blaster||--|
|Makeshift Laser Repeater||--|
|Makeshift Laser Revolver||--|
|Makeshift Particle Pistol||Particle Laser Pistol Beam Splitter (2 more projectiles per shot, total damage +30%), BaseID: xx00441B
Particle Laser Pistol Recycler (recycles one round per four shots), BaseID: xx004419
|Makeshift Particle Rifle||Particle Laser Rifle Beam Splitter (2 more projectiles per shot, total damage +30%), BaseID: xx00441E|
|Makeshift Plasma Rifle||--|
Melee Weapons skill
The following tables describe DUST specific weapons governed by the Melee Weapons skill.
1 This weapon is craftable at a Workbench
2 This weapon is craftable at a Workbench, but the recipe is named Makeshift Sword. The crafted weapon will be named Junk Sword.
None of the DUST weapons requiring the Melee Weapons seems to be modifiable.
The following tables describe DUST specific weapons governed by the Explosives skill.
Damage numbers shown exclude effects.
|Dirty Bomb||1+34||20 RADs for 30 seconds in blast radius area||300||5||0.40||25||2||xx0063F3|
|Dirty Mine||1+34||20 RADs for 30 seconds in blast radius area||300||50||5.00||50||1||xx05CF41|
|Homemade Concussion Grenade1||1+15||--||600||5||0.25||25||2||xx00A4F7|
|Homemade Frag Grenade1||1+125||--||900||5||0.50||25||2||xx00A509|
|Homemade Incendiary Grenade1||1+50||6 fire damage for 15 seconcs||450||5||0.50||50||2||xx00A50A|
|Homemade Multiblast Grenade||1+350||2 fire damage for 5 seconds, frightens abominations||450||5||0.50||25||2||xx001667|
|Homemade Pipe Bomb3||1+160||--||600||5||0.75||60||4||xx002A86|
|Improvised Pulse Grenade1||1+10||+200 damage against robots outside Big MT, +100 damage against robots in Big MT, +80 damage against power armor (except NCR power armor)||750||5||0.50||40||2||xx001F0B|
|Molotov Cocktail (Nuka)1,2||1+50||2 fire damage for 5 seconds, frightens abominations||450||5||0.30||0||1||xx00A4FD|
|Molotov Cocktail (Sasparila)1,2,4||1+50||2 fire damage for 5 seconds, frightens abominations||450||5||0.50||50||2||yy00BCB4|
|Molotov Cocktail (Scotch)1,2||1+50||2 fire damage for 5 seconds, frightens abominations||450||5||0.50||40||2||xx0027A7|
|Pepper Powder Bag1||1||100 Fatigue Damage||450||5||0.30||20||2||xx00194A|
|Poison Grenade||1+2||12 poison damage for 10 seconds||200||5||0.50||40||2||xx0069CE|
|Stun Grenade||1+15||100 Fatigue Damage||450||5||0.50||25||2||xx00A4F8|
1 This weapon is craftable at a Workbench
2 This weapon is craftable using the Crafting Kit.
3 This weapon is craftable at a Workbench, but the recipe is named Pipe Bomb. The crafted weapon will be named Homemade Pipe Bomb.
4 yy denotes the load order position of the Honest Hearts add-on.
None of the DUST weapons requiring the Explosives skill seems to be modifiable.
DUST includes weapon variants seemingly unreachable by other means than using the game console.
|Elixer of Paralysis3||1||0.65||1.00||5||n/a||12||0.50||40||2||xx00BC8E|
|Frosty 50005||5||12.50||0.08||55||MF cell||5||4.00||75||4||xx05E1FC|
|Incendiary Frag Grenade7||1||0.65||1.00||5||n/a||12||0.50||25||2||xx00A508|
|Makeshift Grenade Rifle9||16||67.20||0.02||120||40mm grenade||1||5.50||0||5||xx05E806|
|Makeshift Laser Musket||40||369.60||0.02||120||Energy Cell||1||5.50||0||3||xx001F0A|
|Molotov Cocktail (Nuka)8||1||0.41||1.00||5||n/a||12||0.50||50||2||xx035CA0|
|Unstable Microfusion Cell10|
|Unstable Microfusion Cell10|
1 Probably was used as the base for the corresponding, lootable Grand .50.
2 Probably was used as the base for the corresponding, lootable Makeshift Harpoon Gun.
3 Does not appear to be used in-game.
4 Probably was used as the base for the corresponding, lootable and craftable Makeshift Crossbow.
5 Probably was used as the base for the corresponding, lootable Experimental Cryo-Gun.
6 Probably was used as the base for the corresponding, lootable Makeshift Minigun.
7 Probably was used as the base for the corresponding, lootable and craftable Homemade Incendiary Frag Grenade.
8 Probably was used as the base for the corresponding, lootable and craftable Molotov Cocktail (Nuka).
9 Probably was used as the base for the corresponding, lootable and craftable Makeshift Grenade Launcher.
10 Both sharing their name, they have different properties, with one of them having a defective Workbench recipe. None of them is available in game as an actual weapon.
Spoilers as to where to find some of the Weapons of Dust, especially those appearing in special locations.
|9mm Revolver||xx0013F2||The 9mm revolver behaves similarly to Fallout 3’s .32 pistol, but requires the Energy Weapons skill. Found with two bullets at the Field's Shack starting location, and in the hands of many survivors in the Mojave Wasteland.
|Auto-Materiel Rifle||xx06D632||Fully automatic 50-calibre sniper rifle, held by an NCR trooper inside White-Bird's Cave in Zion. Almost identical in appearance to the anti-materiel rifle, but with an attached bipod and metal stock.
|Courier's Grand .50||xx0311EF||Found on an NPC named The Courier in the cave formerly known as Lake Mead cave.
|Experimental Cryo-Gun||xx00C1B8||Weapon located on the first floor of the Lucky 38.
|Gambler's Pal||xx002602||Found on an NPC named Skeleton inside of what was formerly known as the Atomic Wrangler.
|Henry 1860 Repeater||xx001FF6||Survivor in the Survivor's cave, formerly known as Cannibal Johnson's cave.
|Makeshift Crossbow||xx006E18||Next to a dead survivor in Captain Dean Boat Rentals, as well as a chance of obtaining it by confronting Tribals and Sun Children. This weapon seems to be vastly underrated by many players. It is silent, can be fitted with a (craftable) scope and the weapon itself as well as the ammunition are craftable, with its Bolt ammunition being the only other ammunition craftable using the Crafting Kit besides BB: One Throwing Spear gives 3 Bolts. Note, that a Throwing Knife Spear will give 5 Bolts, but requires a Workbench.
|Makeshift Grenade Launcher||xx006119||Note, that this weapon can be crafted at a Workbench. Safehouse (former Legion Safehouse) starting location and a dead survivor inside of the former Great Khan Armory. The survior also holds the Tesla Power Armor.
|McCallum Rifle||xx003221||Semi-automatic, high caliber rifle with a good magazine size to boot. One can be found in a building labeled Train Station just outside of Repconn headquarters, along with some weapon mods and ammo.
|Never Misses||xx001404||A unique variant of the cowboy repeater can be found on the upper floor of an abandoned building in Vegas Square.
|Stun Gun||xx001FFC||Only one exists, and it is held in the footlocker on the roof of the El Rey Motel just west of Camp Mccarran. It requires either a key or a hard lock skill. It is perhaps one of the most useful weapons in dust as it is able to paralyze almost any enemy in the game. However, since it is using MF breeder ammo, it starts with zero ammo when equipped and is extremely slow to charge, so it is useless in a near death scenario. But, its stun can be used to escape from anything form Deathclaws to Tunnelers.
Location verified (roof adjacent to the second floor of the El Rey)