WIth the second rank of the Animal Friend perk, animals will come to your aid in combat (but not against other animals).
Tired of having to drop gear to make a trip back to the store? With the Long Haul perk, you can fast travel even when you are over-encumbered.
The Slayer perk increases the speed of your attacks with all unarmed and melee weapons.
As your Unarmed skill increases, you will unlock the ability to do uppercuts (50 Unarmed) and crosses (75 Unarmed) - both inside V.A.T.S. and out.
Explosive weapons are best used when dealing with crowds or in situations where precision is not a high priority.
If you start a fight you can't finish, try putting away your weapon. Your opponent just might forgive you...
You can toggle "true" iron sights for firearms on and off in your Game Settings.
Want to prevent an enemy from fleeing? Cripple the legs.
All weapons have two Requirements: Strength and Skill. If you don't meet the requirements, the weapon may be less accurate (if a firearm) or attack more slowly (if an Unarmed or Melee Weapon).
A weapon's DAM indicates its damage per shot, and is modified by factors like the weapon's condition and its associated skill.
Most Melee Weapons are completely silent, making them excellent stealth weapons.
Most energy weapons fall into one of two categories: laser, which is fast, accurate, and low damage; and Plasma, which is slow-moving and very high damage.
Energy weapons are less common and varied than guns, but have a small number of ammunition types and can be quite potent.
Guns are the most common ranged weapons of the Mojave Wasteland. They are numerous and varied and ammunition is relatively easy to acquire.
If you see a shield next to your health HUD, it means that your Damage Threshold is absorbing an enemy weapon's damage. A broken shield means they have completely negated your Damage Threshold.
If your weapons aren't strong enough to penetrate an enemy's armor, use armor piercing ammunition, attack from stealth, or use a weapon with higher DAM!
Damage Threshold is subtracted directly from the DAM a weapon does. If DT is higher than the DAM of a weapon, very little damage gets through.
Weapon mods can increase ammunition capacity and damage, reduce spread and weight, or add special equipment like scopes.
Disable a robots combat inhibitor and the confused machine will go into a killing frenzy, attacking friend and foe alike.
Disabling the antennae of insects, like giant ants or giant mantises, will make them frenzy and attack anything nearby.
For ideal shooting conditions, make sure you stop, crouch, and aim before firing.
Talented Unarmed combatants in the Mojave Wasteland can teach specialized fighting styles to improve your abilities.
Some individuals in the wasteland have the ability to teach you special unarmed moves.
A wide variety of weapon mods are available from merchants for Guns, Energy Weapons, and even a few explosives. Attaching them is as simple as using your Pip-boy and opening the mod menu for your weapon.
Established long ago in California, the Crimson Caravan Company and the Gun Runners are two of NCR's oldest and most powerful merchant houses.
"Prospector" is a polite word for "scavenger". Prospectors can be found all over the Mojave Wasteland, usually looking for the rare unopened safe at the bottom of an irradiated mineshaft.
Troopers are volunteer and conscripted forces in the NCR's military. They vary widely in devotion, experience, and even in basic equipment. What they lack in consistency they make up for in numbers.
The NCR's military doesn't like being in the role of "peace-keeper". Crimes across the Mojave are typically punished by death.
Chief Hanlon is the head of the NCR Rangers and is one of its longest serving members. He coordinates the actions of the rangers from the headquarters at Camp Golf.
The distinctive black ranger combat armor consists of the Desert Rangers' tradiational trench coat worn with pre-War riot armor. Ranger patrol armor is hand-manufactured in the NCR.
The New California Republic Rangers are volunteer elite special forces renowned as much for their shrewd reconnaissance capabilities as their bravery and combat prowess.
The NCR has maintained an embassy on The Strip for several years, but has had little success in building friendly relations with Mr. House or the ruling families.
Explorers are Caesar's advance scouts. Typically equipped in light armor and carrying binoculars, they are the Legion's message runners and keen eyes across the Mojave.
Legionaires are the standard soldier in Caesar' Legion. Their level of experience and overall toughness can be determined by noting the color of their armor.
Not commonly seen on the front lines, the vexillarius is a standard-bearer for Caesar's Legion. Their presence on the battlefield inspires legionaries to fight to the death for the glory of Caesar.
Caesar's most trusted commanders are the centurions: battle-hardened front-line officers who dress in patchwork armor pierced together from their fallen foes.
The Followers of the Apocalypse are an organization with roots in the pre-NCR Boneyard. Dedicated to teaching the poor and healing the sick, they are also considered anarchist revolutionaries by many people in positions of power.
Due to their brutal initiation rituals, Great Khans are extremely tough. Don't expect them to go down easily.
Though they have had a rough history, the legendary Great Khans are one of the longest-lived gangs to come out of the southwest.
Mr. House is the mysterious overlord of the Strip. He controls his small empire from the confines of the Lucky 38 casino, where no other living person has set foot for over two hundred years.
The families that now run the Strip of New Vegas were little more than squabbling tribes a few decades ago.
Due to disagreements over how technology should be controlled in the wasteland, the Brotherhood of Steel waged a long and bloody war against the NCR. Despite superior equipment and training, the Brotherhood went into retreat.
Though their power in the west has diminished greatly over the years, the Brotherhood of Steel still maintains hidden, heavily fortified bunkers throughout the Mojave.
Made savage by excessive chem use, the Fiends of New Vegas are the most numerous and troublesome raiders of the Mojave Wasteland.
Though they were a powerful force in the west decades ago, the Enclave has not been seen or heard from in the Mojave Wasteland for years. Members who were not hunted down are believed to have traveled east - or successfully integrated into the NCR.
Brutalized by the NCR, the once legendary Vipers and Jackals gangs have become little more than opportunistic, petty raiders.
Super Mutants in the Mojave Wasteland are remnants of the Master's Army and the Enclave's experiments at Mariposa Military Base.
The King is dedicated to the cause of independence and personal liberty in Freeside. His gang, The Kings, attempts to keep some semblance of order in the streets.
The Boomers are said to be xenophobic tribals armed with even more firepower than the Gun Runners. No one ventures into or out of their heavily guarded lands.
Couriers for the Mojave Express regularly and rapidly carry packages between convenient (for the Mojave Wasteland) drop boxes in several communities.
With the expansion of post-apocalyptic society across the American southwest, courier groups like the Mojave Express have appeared to take on the difficult task of carrying letters and packages over enormous distances.
Aaron Kimball is a former war hero and the current president of the New California Republic. His insistence on defending Hoover Dam has kept NCR troops in Nevada for years.
Legate Lanius, the Monster of the East, is the military commander of all Caesar's forces in the field. He is legendary for his devotion to Caesar and for his ability to sense weakness in any army.
After the Legion lost the Battle of Hoover Dam, Caesar had his legate, Joshua Graham, covered in pitch, set on fire, and thrown into the Grand Canyon. Superstitious legionaries and tribals believe he lives on as the Burned Man.