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This page lists all munitions in Fallout: New Vegas. |
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Ammunition or ammo is the term used for expendable ordnance material used in charging firearms of all kinds; such as powder, balls, shot, shells, percussion caps, rockets, missiles, energy, etc. The purpose of ammunition is to project force against a selected target or area.
Currently the Pip-Boy 3000 menu displays ammunition of any given type by the combined weight of all rounds of the same type, and not the weight per round.
Ammunition
Guns
Name | Weapons using this ammo | Weight | Type | Value | Effects | Base ID |
---|---|---|---|---|---|---|
.22LR round |
0.0076 | Standard | 1 |
|
0007EA27 | |
Hollow point | 2 |
|
0013E439 | |||
Plinking | 0 |
|
00121162 | |||
.30-30 round | none | - | - | - | - | - |
.308 round |
0.055 | Standard | 4 |
|
0006B53C | |
JSP hand load | 5 |
|
00140AA0 | |||
Hollow point | 9 |
|
0013E443 | |||
Armor piercing | 9 |
|
0013E442 | |||
.357 Magnum round |
0.035 | Standard | 2 |
|
0008ED02 | |
JFP hand load | 3 |
|
00140A9E | |||
Hollow point | 3 |
|
0013E43C | |||
.38 special round | 1 |
|
0015E8EE | |||
.44 Magnum round |
0.043 | Standard | 3 |
|
0002937E | |
Hollow point | 7 |
|
0013E437 | |||
SWC hand load | 4 |
|
0013E438 | |||
Special round | 2 |
|
0015E8ED | |||
.45 Auto |
0.065 | Standard | 3 |
|
xx00947B | |
Hollow point | 5 |
|
xx009E6A | |||
+P | 5 |
|
xx009E6B | |||
Super hand load | 8 |
|
xx009E6C | |||
.45-70 Gov't |
0.065 | Standard | 4 |
|
00121133 | |
Hollow point | 8 |
|
0013E43D | |||
SWC hand load | 5 |
|
0013E43E | |||
.50 MG |
0.25 | Standard | 6 |
|
0008ECFF | |
Explosive (GRA) | 40 |
|
xx00085B | |||
Armor piercing | 14 |
|
0013E445 | |||
Incendiary | 18 |
|
0013E444 | |||
Match hand load | 8 |
|
00140AA1 | |||
5mm round |
0.017 | Standard | 1 |
|
0006B53D | |
Armor piercing | 3 |
|
0013E43F | |||
Hollow point | 3 |
|
001613FF | |||
JSP (Hand Load) | 1 |
|
xx000871 | |||
Surplus | 0 |
|
00121150 | |||
5.56mm round |
0.026 | Standard | 2 |
|
00004240 | |
Armor piercing | 4 |
|
00140A9F | |||
Surplus | 0 |
|
0013E440 | |||
Hollow point | 4 |
|
0013E441 | |||
Match (Hand Load) | 2 |
|
xx00086F | |||
.223 caliber round | 1 |
|
00160C41 | |||
9mm round |
0.029 | Standard | 1 |
|
0008ED03 | |
+P | 3 |
|
00160C40 | |||
Hollow point | 3 |
|
0013E43A | |||
JHP (Hand Load) | 1 |
|
xx000870 | |||
10mm round |
0.033 | Standard | 2 |
|
00004241 | |
JHP hand load | 3 |
|
00140AA8 | |||
Hollow point | 5 |
|
0013E43B | |||
12.7mm round |
0.064 | Standard | 3 |
|
001429CF | |
(Junk) | TBA |
|
xx?????? | |||
JHP (Hand Load) (GRA) | 3 |
|
xx000A2B | |||
Hollow point | 7 |
|
001613D4 | |||
12 gauge shotgun shell |
0.075 | Standard | 2 |
|
0008ECF5 | |
4/0 buck (GRA) | 2 |
|
xx000861 | |||
4/0 buck mag. (Hand Loader) (GRA) | 3 |
|
xx000862 | |||
Bean bag | 3 |
|
0013E446 | |||
Coin shot | 40 |
|
001582DA | |||
Dragon's Breath (GRA) | 4 |
|
xx00085F | |||
Flechette (GRA) | 3 |
|
xx00085E | |||
Magnum | 3 |
|
00165E79 | |||
Pulse slug (GRA) | 5 |
|
xx00085D | |||
Slug | 2 |
|
0013E447 | |||
20 gauge shotgun shell |
0.065 | Standard | 1 |
|
000E86F2 | |
3/0 buck (GRA) | 1 |
|
xx000860 | |||
3/0 buck mag. (Hand Loader) (GRA) | 2 |
|
xx000863 | |||
Slug | 1 |
|
0013E448 | |||
Magnum | 2 |
|
00165E7A | |||
Pulse slug (GRA) | 4 |
|
xx00085C |
Explosives
Name | Weapons using this ammo | Weight | Type | Value | Effects | Base ID |
---|---|---|---|---|---|---|
25mm grenade |
0.25 | Standard | 8 |
|
00096C40 | |
High explosive | 20 |
|
0013E449 | |||
Plasma (GRA) | 8 |
|
xx00086B | |||
Pulse (GRA) | 8 |
|
xx00086A | |||
Timed (GRA) | 8 |
|
xx000869 | |||
40mm grenade |
0.5 | Standard | 12 |
|
0007EA26 | |
Incendiary | 18 |
|
00158307 | |||
Plasma (GRA) | 12 |
|
xx00086E
| |||
Pulse (GRA) | 12 |
|
xx00086D | |||
Missile |
1.5 | Standard | 50 |
|
00029383 | |
High explosive | 150 |
|
0013E44B | |||
High velocity | 150 |
|
0013E44C | |||
Hive (GRA) | 60 |
|
xx000865 | |||
Mini nuke |
3 | Standard | 250 |
|
00020799 | |
Big Kid (GRA) | 500 |
|
xx000868 | |||
Low yield (GRA) | 125 |
|
xx000866 | |||
Timed (GRA) | 250 |
|
xx000867 | |||
Tiny Tots (GRA) | 100 |
|
xx000A09 | |||
Rocket |
0.25 | Standard | 25 |
|
xx009262 | |
High explosive | 150 |
|
xx009263 | |||
Incendiary | 150 |
|
xx00925F |
Energy Weapons
Name | Weapons using this ammo | Weight | Type | Value | Effects | Base ID |
---|---|---|---|---|---|---|
Alien power cell |
0.02 | Standard | 10 |
|
00029364 | |
Archimedes II charge |
0.0001 | Standard | 0 |
|
0016AEF9 | |
Electron charge pack |
0.025 | Standard | 1 |
|
0006B53E | |
Bulk | 0 |
|
00158311 | |||
Optimized (Vigilant Recycler) (GRA) | 2 |
|
xx000874 | |||
Over charge | 2 |
|
0015830D | |||
Max charge | 2 |
|
0015830E | |||
Energy cell |
0.078 | Standard | 2 |
|
00020772 | |
Bulk | 0 |
|
00158313 | |||
Optimized (Vigilant Recycler) (GRA) | 2 |
|
xx000872 | |||
Over charge | 3 |
|
001582DF | |||
Max charge | 3 |
|
001582E0 | |||
Flamer fuel |
0.020 0.025 |
Standard | 1 |
|
00029371 | |
Homemade | 0 |
|
00166F62 | |||
Optimized (Vigilant Recycler) (GRA) | 1 |
|
xx000875 | |||
Microfusion cell |
0.1 | Standard | 3 |
|
00004485 | |
Bulk | 0 |
|
00158312 | |||
Optimized (Vigilant Recycler) (GRA) | TBA |
|
xx000873 | |||
Over charge | 5 |
|
0015830B | |||
Max charge | 5 |
|
0015830C | |||
Microfusion breeder |
0 | Standard | 0 |
|
00121155 |
Other
Name | Weapons using this ammo | Weight | Type | Value | Effects | Base ID | ||||
---|---|---|---|---|---|---|---|---|---|---|
BBs |
0.002 | Standard | 1 |
|
0002935B | |||||
Camera film |
0.01 | Standard | 1 |
|
0011A207 | |||||
Nails |
0.01 | Standard | 1 |
|
xx009261 | Flechette | 1 |
|
xx00D5CF |
- Note: camera film is actually classed as a form of gun ammunition.
Ammunition boxes
Name | Weight | Value | Box Qty | Base ID |
---|---|---|---|---|
Ammo box, .223¹ | 5 | 20 | 20 rounds | 0016664E |
Ammo box, .22LR plinking | 10 | 25 | 100 rounds | 00166640 |
Ammo box, .38 special² | 5 | 50 | 50 rounds | 0016664F |
Ammo box, 5.56mm surplus | 5 | 100 | 250 rounds | 00166651 |
Ammo box, 5mm surplus | 5 | 100 | 250 rounds | 00166650 |
Ammo box, electron charge pack, bulk | 5 | 50 | 100 rounds | 00166653 |
Ammo box, microfusion cell, bulk | 5 | 100 | 100 rounds | 00166655 |
Ammo box, small energy cell, bulk | 5 | 100 | 100 rounds | 00166654 |
- Note: Weight only applies while playing on Hardcore mode.
- ¹ Compatible with weapons that use 5.56mm rounds.
- ² Compatible with weapons that use .357 Magnum rounds.
Notable vendors
These are vendors carrying large amounts of certain ammunition types.
- .308 round: Daniel Contreras at Camp McCarran and Quartermaster Bardon at Hoover Dam.
- 12.7mm round: Daniel Contreras at Camp McCarran and Quartermaster Bardon at Hoover Dam.
- 12 gauge shotgun shell: Quartermaster Bardon at Hoover Dam.
- 25mm grenade, .50 MG: Vendortron at Gun Runners, Alexander at 188 Trading Post, and Quartermaster Bardon at Hoover Dam
- 40mm grenade: Cliff Briscoe at Novac, Vendortron at Gun Runners, Lacey at Mojave Outpost, Boomer munitions manager at Nellis Air Force Base, and Quartermaster Bardon at Hoover Dam.
- Flamer fuel: Chet at Goodsprings and Johnson Nash at Primm.
- Great Khan armorer at Great Khan armory has large quantities of all ammunition except missiles and flamer fuel.
- HE and HV missiles: Vendortron.
Loading
To load different ammunition, go into the Pip-Boy, scroll to the "Ammunition" section and select from the list any compatible ammunition type for the currently equipped weapon. Outside of the Pip-Boy menu, pressing hotkey "2" on PC or "Up" on the Xbox or PS3 d-pad will change ammunition; this will also cause the weapon to be reloaded with the new ammunition.
Bugs
- To correct this, you need to switch over to another weapon that is hotkeyed.
- Alternatively, you can drop all ammunition of the currently loaded type. The gun should then switch to the other ammunition type and then you can pick back up the first set of ammunition.
- Alternatively, you can unequip the weapon in the Pip-Boy, then change ammunition types.
Occasionally when switching between types of ammunition for a gun, the loaded ammunition may become "stuck" and not allow you to switch. [verified]
- player.additem, the game may crash. This is especially evident when adding .50 MG incendiary rounds. [verified] When adding large amounts of ammunition using the console command
- Hardcore mode and you get a message that the transfer will overload them (which is correct), try reducing the amount you're giving them at once. For instance, Boone might not like you lumping 200 microfusion cells on him at once, so try maybe 20 or 50 at a time. You can keep trickling them in at this reduced amount until they're all transferred. You can then proceed to transfer in different ammunition types in the same trade session, but once you exit, you'll have to take some weight off him to bring him under 220WG to 'overload' him with ammunition again. Note: On the character wheel, it will still display his maximum full weight (220/220 WG) though what he's truly carrying could now be far exceeding this. [verified] When transferring ammunition to a companion in
- Vault 3, the repercussion sounds of bullets won't stop until you have exited the Vault.[verified] While using .22LR, plinking ammunition in
- While using special ammo, if the magazine capacity of the weapon you're using is greater than the number of default weapon rounds you have in your inventory you won't be able to reload past that number after fast travels and savegame loads. Usually happens when breaking down default ammo to make special ammo. Bug will persist until the number of default weapon rounds in your inventory surpasses the magazine capacity. [verified]