Fallout: Dust Wikia
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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


DUSTSurvivor StartingLocation Shack 7

Dang. No fork.

DUST introduces a variety of new, non-craftable and craftable weapons to Fallout: New Vegas. This page tries to cover the characteristics of all weapons DUST adds to Fallout: New Vegas.

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.

The information in this article was last reviewed for DUST Version 2.0 as of 2019/04/05. All weapons and mods were checked using the G.E.C.K and FNVEdit.

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


Legend[]

  • 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.

Guns skill[]

The following tables describe DUST specific weapons governed by the Guns skill.

Weapons[]

Name D DPS Spr H Ammo Clp Wgt Skill Str Base ID
Auto-Materiel Rifle 80 900.00 0.01 95 .50MG 8 14.00 100 8 xx06D632
Battle Rifle 48 102.86 0.50 600 .308 8 9.50 65 6 xx018CC9
Courier's Grand .50 87 186.43 0.50 120 .50MG 5 10.00 65 5 xx0311EF
Desert Eagle 43 118.25 0.80 92 .44 12 4.00 50 5 xx0013F6
Dust Musket1 20 51.43 0.80 300 9mm 1 7.00 65 5 xx00782C
Gambler's Pal 26 45.50 2.00 90 .357mag, .38spc 6 0.50 50 2 xx002602
Grand .50 77 165.00 0.70 100 .50MG 8 9.50 65 7 xx017B21
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 Crossbow1 56 120.00 0.00 50 Bolt 1 5.00 65 4 xx006E18
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 Minigun1 12 155.52 1.40 50 BB 201 14.00 75 8 xx006E1F
Makeshift Pistol2 11 34.38 1.70 50 .22LR 10 1.50 0 2 xx000DBD
Makeshift Pistol1,2 17 53.13 1.70 50 .22LR 2 1.50 50 2 xx00A507
Makeshift Rifle 25 26.05 0.12 100 10mm 12 6.50 65 3 xx000ADF
Makeshift Shotgun 80 171.43 5.00 50 12ga 6 9.50 65 6 xx004424
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
Never Misses 52 88.00 0.00 140 .44 7 9.00 100 5 xx001404
Pipe Rifle1,3 16 41.14 1.00 150 10mm 1 7.00 0 5 xx00A4FE
Pipe Rifle3 16 41.14 1.00 150 9mm 1 7.00 65 5 xx02DABB
Revolving Carbine 40 67.60 0.06 100 .357mag, .38spc 6 5.00 65 4 xx0013FA
Volcanic Pistol 36 63.00 0.50 90 .357mag, .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.

Mods[]

Name Available Mods
Auto-Materiel Rifle Auto-Mat. Rifle Suppressor (does not silence the weapon), BaseID: xx06D62F
Battle Rifle --
Courier's Grand .50 --
Desert Eagle 44 Magnum Pistol Extended Mags (clip size +4), BaseID: xx0013F7
Dust Musket --
Gambler's Pal Gambler's Pal Long Barrel (spread -0.9), BaseID: xx002604

Gambler'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 Pistol --
Makeshift Rifle --
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: xx004425

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

Never Misses --
Pipe Rifle --
Revolving Carbine 1873. RevCarb. Maple Stock (weight -2.5 lbs) BaseID: xx0013FE

1873. RevCarb. Scope, BaseID: xx0013FF

Volcanic Pistol --

Energy Weapons skill[]

The following tables describe DUST specific weapons governed by the Energy Weapons skill.

Weapons[]

Name D DPS Spr. H Ammo Clp Wgt S Str Base ID
9mm Revolver3 18 31.50 0.50 50 9mm 6 2.00 50 3 xx0013F2
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.

Mods[]

Name Available Mods
9mm Revolver --
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 Flamer --
Makeshift Flamethrower --
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 --
Stun Gun --

Melee Weapons skill[]

The following tables describe DUST specific weapons governed by the Melee Weapons skill.

Weapons[]

Name D DPS Spr H Ammo Clp Wgt Skill Strength Base ID
Claw Hammer 24 45.47 0.00 50 n/a 1 7.00 25 7 xx001943
Cultist Greatsword 28 39.79 0.00 120 n/a 12 12.00 75 8 xx00260D
Cultist Naginata 24 45.47 0.00 150 n/a 1 10.00 75 7 xx002614
Cultist Scepter 24 43.20 0.00 150 n/a 1 8.00 50 7 xx002C18
Cultist Spatha 18 54.00 0.00 75 n/a 1 2.00 75 4 xx002616
Femur1 15 38.08 0.00 50 n/a 12 1.00 0 5 xx001946
Junk Sword2 23 48.30 0.00 40 n/a 12 3.00 50 5 xx00A4FA
Makeshift Axe1 20 64.62 0.00 40 n/a 12 2.50 50 3 xx00A4FB
Makeshift Scythe1 25 52.50 0.00 175 n/a 12 8.00 75 5 xx00A4FC
Skull Hammer 24 43.20 0.00 50 n/a 1 6.00 25 7 xx001380

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.

Mods[]

None of the DUST weapons requiring the Melee Weapons seems to be modifiable.

Explosives skill[]

The following tables describe DUST specific weapons governed by the Explosives skill.

Weapons[]

Damage numbers shown exclude effects.

Name D Effect(s) Radius H Wgt Skill Str Base ID
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
Toaster Mine1 1+250 -- 400 5 1.00 0 1 xx004A20

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.

Mods[]

None of the DUST weapons requiring the Explosives skill seems to be modifiable.

Unreachable weapons[]

DUST includes weapon variants seemingly unreachable by other means than using the game console.

Name D DPS Spr H Ammo Clp W Skill Str Base ID
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
Gnome Mine3 100 32.61 0.00 50 n/a 12 0.50 50 1 xx004A28
Grand .501 77 165.00 0.70 100 .50MG 8 9.50 65 7 xx05E1FB
Harpoon Gun2 105 315.00 0.70 50 Harpoon 1 20.00 100 8 xx05E1F7
Homerun Rifle6 12 155.52 1.40 50 BB 201 8.00 75 6 xx05E1F6
Hunting Crossbow4 56 120.00 0.00 70 n/a 1 5.00 40 4 xx05E1FA
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
Tin Bomb3 110 71.74 0.00 5 n/a 12 0.50 25 2 xx004A2B
Torch3 10 25.38 0.00 50 n/a 12 3.00 50 5 xx067B02
Torch3 5 11.54 0.00 30 n/a 12 2.00 25 3 xx0745A6
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.

Locations[]

Spoilers as to where to find some of the Weapons of Dust, especially those appearing in special locations.

Name Base ID Location
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.

Location verified.

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.

Location verified.

Courier's Grand .50 xx0311EF Found on an NPC named The Courier in the cave formerly known as Lake Mead cave.

Location verified.

Experimental Cryo-Gun xx00C1B8 Weapon located on the first floor of the Lucky 38.

Location verified.

Gambler's Pal xx002602 Found on an NPC named Skeleton inside of what was formerly known as the Atomic Wrangler.

Location verified.

Henry 1860 Repeater xx001FF6 Survivor in the Survivor's cave, formerly known as Cannibal Johnson's cave.

Location verified.

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.

Location verified.

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.

Locations verified.

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.

Location verified.

Never Misses xx001404 A unique variant of the cowboy repeater can be found on the upper floor of an abandoned building in Vegas Square.

Location verified.

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)

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