Fallout Wiki
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Revision as of 19:52, 5 May 2012

Holdout weapons is a term used to describe weapons which can be brought into certain "weapon-free" areas — primarily the three Strip casinos (Gomorrah, The Tops, and Ultra-Luxe)— without being taken from the player. What weapons are classified as "holdouts" depends on the player's Sneak skill, with one list for all players regardless of skill level, and another for players with a skill level of 50 or above. Internally these lists are referred to as "Holdout Weapons" and "Improved Holdout Weapons", respectively.

Overview

At certain points in the course of the game, the Courier may have their weapons confiscated from them. In some of these situations the player will be presented with an option to retain some of their weapons in the form of a dialogue option which usually ends with the text "<keep holdout weapons>". Selecting this option will allow the player to retain a small subset of their weapons; what weapons are retained depends on the player's Sneak skill.

The most common locations where the "holdout" option is offered are The Strip's three functioning casinos, but a number of other locations will offer the option when entered. The complete list of locations is:

"Standard" Holdout Weapons

See also: Category:Fallout: New Vegas holdout weapons

These weapons are always able to be concealed and brought into "weapon-free" areas, regardless of the player's Sneak skill. Many of these weapons can be purchased from the merchant Mr. Holdout, who can be found near the entrance of the Gomorrah casino.

Name Skill Ammo DAM DPS Weight Silent
Brass knuckles Unarmed 18 36 1 Yes
Cosmic knife Dead Money Melee Weapons 12 35 1 Yes
Cosmic knife clean Dead Money Melee Weapons 15 44 1 Yes
Cosmic knife super-heated Dead Money Melee Weapons 14 41 1 Yes
Figaro Melee Weapons 11 51 1 Yes
Knife Melee Weapons 8 23 1 Yes
Li'l Devil Gun Runners' Arsenal Guns 12.7mm 45 146.3 2 No
Love and Hate Unarmed 30 75.78 1 Yes
MFC grenade Gun Runners' Arsenal Explosives 1 + 90 48 0.5 No
Nuka-grenade Gun Runners' Arsenal Explosives 1 +350 AoE +2 for 5s 228 0.5 No
Police pistol Dead Money Guns .357 magnum 30 80 3 No
Silenced .22 pistol Guns .22LR 9 31 3 Yes
Spiked knuckles Unarmed 25 25 1 Yes
Straight razor Melee Weapons 5 18 1 Yes
Switchblade Melee Weapons 9 41 1 Yes
Throwing knife Melee Weapons 15 192 0.5 Yes
Tin grenade Gun Runners' Arsenal Explosives 1 + 100 65 0.5 No

Improved Holdout Weapons

See also: Category:Fallout: New Vegas improved holdout weapons

These weapons can be brought into "weapon-free" areas if the player has a Sneak skill of 50 or above. Bonuses from temporary effects, such as ¡La Fantoma! or Stealth Boys, are counted when determining the player's skill level.

Note that this list does not replace the "standard" list of holdout weapons; weapons from the "standard" holdout weapons list are always able to be brought into "weapon-free" areas, regardless of skill.

Name Skill Ammo DAM DPS Weight Silent
.357 magnum revolver Guns .357 magnum 28 45 2 No
.44 magnum revolver[1] Guns .44 magnum 36 67 3.5 No
.45 Auto pistol Honest Hearts Guns .45 Auto 29 79 1.5 Modded
5.56mm pistol Gun Runners' Arsenal Guns 5.56mm round 28 77 5 No
9mm pistol Guns 9mm 16 49 1.5 No
10mm pistol[1][2] Guns 10mm 22 60 3 Modded
A Light Shining in Darkness Honest Hearts Guns .45 Auto 33 144 1.2 No
Bowie knife Lonesome Road (add-on) Melee Weapons 23 79 1 Yes
Blood-Nap Lonesome Road (add-on) Melee Weapons 30 110 1 Yes
C-4 plastic explosive Explosives 152 152 0.5 Yes
Chance's knife Melee Weapons 22 91 1 Yes
Chopper Melee Weapons 14 56 2 Yes
Cleaver Melee Weapons 7 17 2 Yes
Combat knife[1] Melee Weapons 15 48 1 Yes
Compliance Regulator Honest Hearts Energy Weapons Energy cell 8 29 3 No
Corrosive glove Old World Blues (add-on) Unarmed 21 22 4 No
Detonator Explosives C-4 plastic explosive 0.5 Yes
Dr. Klein's glove Old World Blues (add-on) Unarmed 34 46 4 No
Dr. Mobius' glove Old World Blues (add-on) Unarmed 28 38 3 No
Dynamite Explosives 50 32.61 0.3 Yes
Fat mine Gun Runners' Arsenal Explosives 5 +450 AoE 1400 3.25 No
Fire bomb Honest Hearts Explosives 1 + 8 8 0.5 Yes
Flare gun Lonesome Road (add-on) Energy Weapons Flamer fuel 10 19 2 No
Flash bang Lonesome Road (add-on) Explosives 15 15 0.5 Yes
Follows-Chalk's .45 Auto pistol Honest Hearts Guns Companion 29 79 1.5 No
Frag grenade Explosives 50 48 0.5 Yes
Gas grenade Cut content Explosives 0 0 0.5 Yes
Greased Lightning Gun Runners' Arsenal Unarmed 32 96 6 Yes
Hatchet Melee Weapons 16 40 2 Yes
Industrial hand Lonesome Road (add-on) Unarmed 50 160 10 No
Laser pistol Energy Weapons Energy cell 12 44 3 No
Laser pistol (GRA) Gun Runners' Arsenal Energy Weapons Energy cell 12 45 3 No
Lead pipe[1] Melee Weapons 13 32 3 Yes
Long-fuse dynamite Explosives 1 +75 AoE 30 0.5 No
Loyal's detonator Explosives 0 0 0.5 Yes
Lucky Guns .357 magnum 30 82 2.5 No
Maria Guns 9mm 20 74 1.5 No
MF Hyperbreeder Alpha Gun Runners' Arsenal Energy Weapons Microfusion breeder 25 175 7 No
MFC cluster Gun Runners' Arsenal Explosives 1 + 75x6 600 0.5 No
Mysterious Magnum Guns .44 magnum 42 102 4 No
Pew Pew Energy Weapons Energy cell 75 149 3 No
Plasma grenade Explosives 95 0.5 Yes
Plasma pistol Energy Weapons Energy cell 22 38.5 3 No
Plasma pistol (GRA) Gun Runners' Arsenal Energy Weapons Energy cell 22 38.5 3 No
Police baton Melee Weapons 10 10 2 Yes
Power fist[1] Unarmed 43 28 6 Yes
Power fist (GRA) Gun Runners' Arsenal Unarmed 43 28 6 Yes
Pulse grenade Explosives 280 0.5 Yes
Ripper[1] Melee Weapons 30 28 6 Yes
Ripper (GRA) Gun Runners' Arsenal Melee Weapons 30 28 6 Yes
Salt-Upon-Wounds' power fist Honest Hearts Unarmed 45 61 6 Yes
Saturnite fist Old World Blues (add-on) Unarmed 35 63 4 No
Saturnite fist super-heated Old World Blues (add-on) Unarmed 55 90 4 No
Sawed-off shotgun Guns 12 gauge 126 50 4 No
Scientist glove Old World Blues (add-on) Unarmed 21 28 2 No
She's Embrace Honest Hearts Unarmed 25 44 10 Yes
Sleepytyme Gun Runners' Arsenal Guns 10mm 22 226.8 5 Yes
Sonic emitter - Gabriel's bark Old World Blues (add-on) Energy Weapons Energy cell 55 56 2 No
Sonic emitter - opera singer Old World Blues (add-on) Energy Weapons Energy cell 55 56 2 No
Sonic emitter - revelation Old World Blues (add-on) Energy Weapons Energy cell 31 42 2 No
Sonic emitter - robo-scorpion Old World Blues (add-on) Energy Weapons Energy cell 65 67 2 No
Sonic emitter - tarantula Old World Blues (add-on) Energy Weapons Energy cell 60 62 2 No
Sterilizer glove Old World Blues (add-on) Unarmed 21 28 3 No
The Humble Cudgel Melee Weapons 26 52 3 Yes
Time bomb, high yield Gun Runners' Arsenal Explosives 1 +400 AoE 1536 0.5 No
Tire iron Melee Weapons 15 34 3 Yes
Two-Step Goodbye Gun Runners' Arsenal Unarmed 70 67.2 6 Yes
Waking Cloud's yao guai gauntlet Honest Hearts Unarmed 20 32 10 Yes
War club[1] Honest Hearts Melee Weapons 19 56 3 Yes
Yao guai gauntlet Honest Hearts Unarmed 20 32 10 Yes
  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Companion-specific variants of these weapons are not included and will be confiscated from the player's companion(s) (see Bugs).
  2. The unique weathered 10mm pistol is not included.

Notes

  • If choosing the holdout dialogue option, weapons carried by companions will be confiscated based on the player's Sneak skill, not that of their companion(s).
  • There are only two holdout weapons which companion Lily Bowen is capable of using: frag grenades and plasma grenades. This is due to a restriction placed on Lily which limits what weapons she can use, primarily limiting her to heavy weapons such as the minigun.
  • When you are disarmed when entering "weapon-free" areas, all confiscated weapons are stripped of their associated keybinding(s). As a result, you must re-keybind your weapons when you retrieve them.
  • Players can bring their own weapons without being confiscated into the casinos, after following the correct path of their quest.
Being seen with a weapon drawn in the casinos without completing the appropriate quest or task will make the families hostile and affect the reputation with White Glove Society if you are in Ultra-Luxe, but you can draw any weapon when confronting Silus or in The Fort.
  • Weapons which are also Quest Items (such as the missing laser pistol) cannot be confiscated regardless of sneak skill.

Bugs

  • Playstation 3Playstation 3Playstation 3 The companion-specific versions of some improved holdout weapons are not included in these lists, and will be confiscated when these companions enter casinos. This includes melee weapons such as Cass's combat knife and Raul's lead pipe, which differ from the normal versions only in that they cannot be taken by the player.
  • Playstation 3Playstation 3Playstation 3 ED-E's integrated weapons can be brought into weapons-free areas as holdout weapons, but only if the player's Sneak skill is below 50. This is caused by ED-E's weapons being included on the holdout weapons list but not the improved holdout weapons list.
  • Playstation 3Playstation 3Playstation 3 Rex's Bite "weapon" is not classified as a holdout weapon and will be confiscated.