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The displacer glove is a weapon in Fallout: New Vegas.

Characteristics[]

An unarmed weapon consisting of a black-and-red-colored electrical glove with a mounted technological apparatus that can push the target back upon impact of a punch, possibly done via a concentrated sonic blast emitted from the speaker situated on the knuckle. It deals a high-end amount of damage per strike, albeit at a low-end attack speed. It also deals a high-end amount of critical hit damage, albeit at a moderate AP cost as well as having moderate durability, a moderate weight, and a high-end caps value. It requires 100 Unarmed skill level and 4 Strength to use effectively.

V.A.T.S. Special Attacks[]

Legend
Type of attack- Type of attackSkill required- Skill required
Damage per attack in V.A.T.S.- Damage per attack in V.A.T.S.Action point cost- Action point cost
Damage per action point- Damage per action pointAdditional effects- Additional effects
Type of attackSkill requiredDamage per attack in V.A.T.S.Action point costDamage per action pointAdditional effects
Normal0100283.57
Stomp502002010Only on knocked down enemies
Uppercut50115205.75
Cross75110205.52.5x damage to limbs
Note: Unarmed weapons do double normal damage in V.A.T.S.

Durability[]

The displacer glove can successfully strike about 495 times from full condition before breaking.

Variants[]

Comparison[]

Legend 
Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondBonus effectsAttacks per secondCritical Chance % multiplierCritical damageCritical effect damage and durationAction Point costDamage per action pointDurability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Ballistic fist 80
87.31.09x180285.73956780013001009
Two-Step Goodbye Gun Runners' Arsenal70
76.41.09x410175Explosion2853956200003333.31009
Displacer glove 50
68.21.36x150283.649563500583.31004
Pushy 60
88.41.47x160284.3595642007001002
Zap glove 35
57.3+50Electromagnetic pulseRobots
+20Electromagnetic pulsePower armor
1.64x135282.549565200866.7754
Paladin Toaster 41
67.1+50Electromagnetic pulseRobots
+20Electromagnetic pulsePower armor
1.64x141282.9395668001133.3754
Note: Unarmed damage is doubled in V.A.T.S.

Locations[]

Notes[]

  • Despite a small energy cell being clearly visible on the top of the glove's apparatus, it does not require nor consume any type of ammunition (see the BTS section below).
  • If one has learned the Ranger Takedown from Ranger Andy, when performing the leg sweep, the same wave of energy is created when the leg comes into contact with the target even though the fist isn't technically used, which is visible in the third-person view.
  • The shock wave blast produced by the weapon is similar to that of a Gauss rifle.

Behind the scenes[]

Joshua Sawyer stated that the developers intended for several unarmed weapons to be capable of using and consuming ammunition as a way to distinguish their use against other weapons, but problems with implementing such a system ultimately resulted in the idea being scrapped and weapons like the ballistic fist and displacer glove simply having an independent, invisible, infinite ammo supply.[1]

Gallery[]

References[]

  1. "Did you ever intend for the Ballistic Fist in Fallout: New Vegas to use shotgun shells as ammo?"
    J.E. Sawyer: I intended for several of the Unarmed weapons to use ammo, but we encountered some problems with implementing it. I would have liked to continue with it because I think ammo use/reloading could have helped distinguish those weapons in more interesting ways."
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