The holorifle, along with other model types, was constructed by Father Elijah, utilizing technology that he had obtained from the Big MT and fashioned from the holograms in the Sierra Madre.
Father Elijah implies that he invented the holorifle to circumvent the security of the Sierra Madre, which disallows the importation of standard weapons; most of the other weapons in the Sierra Madre were tightly-controlled and issued only to security personnel.
The holorifle is a scoped, pump-action energy based weapon. The weapon's main body is similar in appearance to that of a grenade launcher. The scope of the weapon also appears similar to that of a laser rifle scope, but with the advantage that the holorifle's scope features integrated night vision. However, the magnification level of the holorifle scope is only 2.86x, compared to the 3.5x magnification of the laser rifle scope.
The weapon is unique in that its projectile is not a bullet, plasma, laser, flame, electromagnetic pulse, or electrical charge. Since the holorifle is based on hologram technology, it fires a solid light-based energy projectile, and so is most similar to particle-based energy weapons (i.e., lasers). On impact, the projectile applies a "holorifle damage" effect, dealing an additional 15 damage over three seconds (similar to the "flame damage" done by a flamer or incinerator) and knocking the target back. As with most other energy weapons, the holorifle's projectile will ignite any gas traps and other flammable hazards that it comes in contact with.
The holorifle uses microfusion cells for ammunition, loading up to four cells in a tubular under-barrel magazine. As the magazine is internal, the weapon must be reloaded by hand, one cell at a time, resulting in longer reload times compared to other energy weapons. However, the reloading process can be interrupted for immediate firing. The holorifle thus has the singular advantage of being able to immediately fire again if less than a full magazine is needed.
Due to the unique nature of the holorifle, it cannot be repaired by any other weapon, even with the Jury Rigging perk, this is because there are no other pump action energy weapons like the holorifle available. It can be repaired only by weapon repair kits, merchants, or through ED-E with at least one rank of the Camarader-E perk.
The holorifle can fire a total of about 495 times using standard cells, the equivalent of 124 reloads, from full condition before breaking. Because of a bug, the reinforced components only improve overall weapon durability by 8 more shots, requiring only 2 more reloads.
|Ammunition type||Unmodified||W/ Reinforced components|
- Holorifle focus optics, increase the holorifle's damage by 25.
- Holorifle advanced calibration, reduces the holorifle's spread by 0.25.
- Holorifle reinforced components, improves the maximum condition of the holorifle by 1.5% (see bugs).
|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 second||Weapon spread||- Weapon spread|
|Area of effect damage||- Area of effect damage||Magazine capacity (shots per reload)||- Magazine capacity (shots per reload)|
|Effect damage & duration||- Effect damage & duration||Durability (number of attacks before breaking)||- Durability (number of attacks before breaking)|
|Bonus effects||- Bonus effects||Weight||- Weight|
|Attacks per second||- Attacks per second||Value in caps||- Value in caps|
|Critical chance % multiplier||- Critical chance % multiplier||Value to weight ratio||- Value to weight ratio|
|Critical damage||- Critical damage||Skill required||- Skill required|
|Critical effect damage & duration||- Critical effect damage & duration||Strength 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 second||Attacks per second||Critical Chance % multiplier||Critical damage||Action Point cost||Damage per action point||Weapon spread||Magazine capacity (shots per reload)||Durability (number of attacks before breaking)||Weight||Value in caps||Value to weight ratio||Skill required||Strength required|
|Holorifle With all weapon mods attached fnvdm||105||116.7||1.11||x1||80||30||3.5||0.15||4||503||8||3650||456.3||50||4|
The player is given the holorifle at the beginning of Dead Money. It is not possible to subsequently obtain any additional holorifles without the use of console commands.
- There are no other holorifle variants in Dead Money, or Old World Blues, despite Elijah's dialogue referencing them.
- A fully modified holorifle used with a high Energy Weapons skill is, in terms of damage, better than the anti-materiel rifle, and on par with the Gauss rifle, although the holorifle's increased spread limits its long range capabilities.
- The holorifle makes efficient use of ammunition, using only one microfusion cell per shot, in comparison to the five used by the standard Gauss rifle, or four by the YCS/186 Gauss rifle. This, along with higher damage than a Tesla cannon, means it is the most powerful weapon in terms of damage per cell.
- When viewed in V.A.T.S. or through the scope, the projectiles fired by the holorifle appear to be small clusters of glowing holographic cubes.
- pc ps3 xbox360 With the reinforced components modification and 100% condition, the holorifle will not take damage while firing regular microfusion cells. With Raul as an active companion applying the Full Maintenance companion perk, the holorifle will not take any damage even while firing over charged, max charge or optimized cells, and even with the Built to Destroy perk.
- ps3 xbox360 When using Weapon repair kit on a fully repaired holorifle, it is possible to raise the weapon's value to high amounts, thus increasing it's total hit points. In other words, the more repair kits you use, the higher its value and total HP becomes.
- xbox360 Despite being a rifle, the holorifle is not affected by the Commando perk.
- ps3 Unlike laser, plasma or Gauss rifles, the holorifle doesn't count towards the Beam Me Up challenge. It does, however, count towards the Condition Critical and The Rifleman challenges, meaning that it is considered a rifle-grip (in general) instead of a rifle-grip energy weapon for the purpose of these challenges. However, the holorifle does count as an energy weapon for the More Energetic and Energetic challenges.
- ps3 The holorifle will sometimes be affected by the same scope bug as many other weapons: while aiming with the scope, brightly colored shapes will appear instead of the standard scope image, obscuring much of the screen.
- Fix: unequip the rifle and then reequip it.
- xbox360: Rarely, during VATS, it will not fire. You will be stuck in VATS, leaving you vulnerable. You must reload a save to fix it.
- ↑ From Elijah's radio signal - "Wish I... still had that damn holorifle. Spent forever making it..."
- ↑ 2.0 2.1 From Elijah's dialogue files - "It is a holorifle, a weapon I constructed when I arrived... I have since made superior models - and modifications."
- ↑ From Elijah's dialogue files - "Big Empty's a treasure box, a scientific graveyard of Old World misery. Like the Sierra Madre... there's treasures there, sleeping. Some, awake. The holorifle, the Saturnite alloy... the hologram technology, hibernation chambers, Securitrons, the collars...even the suits attached to those things stalking the Villa... that's only the surface of what's there.
- ↑ From Elijah's dialogue files - " I fashioned it from the holograms of the Villa and used it against the Villa's... living inhabitants."