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K9000 cyberdog gun

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K9000 cyberdog gun
K9000CyberdogGun
Cyberdog gun icon
Requirements
skillGuns 75
strength req.8
Attack statistics
dmg/attack
26 (30.9)
DPS
182 (259.9)
DPS (reload)
116.7 (172.8)
crit dmg
13
crit % mult
x0.06
attacks/sec
7 (8.4)AP27
projectiles1spread1.35
Ammo & reloading
ammo type.357 magnum round
ammo/shot
1
shots/rel.
50
ammo cap.50
reload time
4 (3)
Other
weight27value
7500
item HP500
repair
K9000 cyberdog gun
FIDO
Miniguns Jury RiggingJuryRigging
base idxx00e39e
 
Gametitle-FNV OWB
Gametitle-FNV OWB

Are you MAD?! We can't give it a GUN! GUNS... wait, I said that already. Yes, I have THE Cyberdog Gun. With the little floppy metal ears and the curious nose sensor. Here.

Dr. Borous

The K9000 cyberdog gun is a weapon in the Fallout: New Vegas add-on Old World Blues.

CharacteristicsEdit

This weapon is actually an odd form of cyberdog, except instead of a robotic body in the image of a canine companion, a living dog's brain has been provided with a machine gun frame, utilizing .357 magnum ammunition. Its "canine" features include two metallic "ears" mounted on top of the weapon that move like a real dog's, and a sniffer mounted on the jar containing its preserved brain, allowing the gun to sense its surroundings. The metal ears also appear to move up and down faster if the gun is pointing in the direction of an enemy.

It will growl when the player has it equipped and comes into contact with enemies, whine (mournfully) when they un-equip it, and will bark when equipped. It also has, atypically for a machine gun, a telescopic sight (x2.43 magnification) which gives a relatively accurate aiming point and excellent precision in firing for a chain-gun type weapon. When fired the barrels reciprocate, rather than spinning like those of the minigun.

The K9000 can also detect enemies out of visual and Perception range. When the weapon and its sniffer hover in the direction of an enemy for a few seconds, it will let out a detection growl, even at extreme range or when the enemy is hidden from appearing on radar.

DurabilityEdit

The K9000 cyberdog gun can fire a total of about 2495 standard rounds, the equivalent of 50 reloads, from full condition before breaking.

Ammunition typeDurability
ShotsReloads
Standard, HP & JFP249550
.38 special332967

ModificationsEdit

VariantsEdit

ComparisonEdit

Weapon name (current weapon is highlighted)Icon gunDamage per attack (damage per projectile)Icon damageDamage per secondIcon dpsAttacks per secondIcon attackCritical Chance % multiplierIcon chanceCritical damageIcon critical damageAttacks in V.A.T.S.Icon sequenceAction Point costIcon actionDamage per action pointIcon dapWeapon spreadIcon spreadMagazine capacity (shots per reload)Assault carbine extended magazinesDurability (number of attacks before breaking)Icon repairWeightIcon weightValue in capsIcon merchantValue to weight ratioIcon ratioSkill requiredIcon abilityStrength requiredIcon fist
K9000 cyberdog gun fnvowbGametitle-FNV OWB26
1827x0.06133272.91.35502495277500277.8758
K9000 cyberdog gun With all weapon mods attachedIcon plus fnvowbGametitle-FNV OWB28
274.49.8x0.06134274.11.355024952713500500758
FIDO fnvowbGametitle-FNV OWB36
2527x0.06183283.91.5502495279500351.9859

LocationsEdit

NotesEdit

  • The K9000 cyberdog gun causes certain distress in Dr. Klein, as he is afraid that the gun may attempt to "hump his chassis".
  • When fully upgraded, the K9000 cyberdog gun will have a higher DPS than its unique variant, FIDO.
  • It is one of the rarest non-unique weapons, with a maximum of two being obtainable.
  • When received from the Think Tank after passing the Guns check of 50, if the Courier has a Guns skill of 75 or higher, he/she will be given some .357 rounds with it.
  • The K9000 cyberdog gun is the only fully automatic weapon in Fallout: New Vegas that takes .357 magnum rounds.

BugsEdit

  • ps3Icon ps3 pcIcon pc xbox360Icon xbox360 When using a Stealth Boy with the K-9000 cyberdog gun equipped, the brain case turns yellow. [verified]
  • ps3Icon ps3 pcIcon pc xbox360Icon xbox360 There is a bug in the V.A.T.S. animation whereby it shows the weapon ejecting 12 spent cartridge cases instead of the correct number of 3. A close inspection of the damage dealt during one V.A.T.S. round will show that the weapon will deal the correct damage of 3 rounds, and 3 rounds will be properly deducted from your inventory. [verified]
  • pcIcon pc xbox360Icon xbox360 There is a bug that sometimes after wearing it, the Ammo Pack will be stuck on your back. This can be fixed by restarting the Game. [verified]

GalleryEdit

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