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(Conditional perk. And can someone verify if the Lonesome Road perks are valid? I thought the DLCs didn't interact.)
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{{Infobox weapon gamebryo
 
{{Infobox weapon gamebryo
|game =FNVOWB
+
|games =FNVOWB
|name =LAER
+
|image =LAER.png
|image =LAER.png
+
|icon =L.A.E.R. icon.png
|icon =L.A.E.R. icon.png
+
|type =gun
|type =gun
+
|skill =Energy Weapons
|unique =no
+
|skill req =75
|skill =Energy Weapons
+
|strength req =4
|skill req =75
+
|damage =65
  +
|other effect =+50 damage against [[Fallout: New Vegas robots and computers|robots]]<br />+20 damage against [[T-51b power armor (Fallout: New Vegas)|power armor]] (excluding [[NCR salvaged power armor|NCR power armor]])
|strength req =4
 
|damage =65
+
|projectiles =1
 
|attack shots/sec =2.5
|projectiles =1
 
  +
|min spread =0.08
|attackshots/sec =2.5
 
|minspread =0.08
+
|crit dmg =15
|critdmg =15
+
|crit % mult =1.5
|crit%mult =1.5
+
|perk1 =Laser Commander
|perk1 =Laser Commander
+
|perk1 mult =0.15
|perk1mult =0.15
+
|perk2 =Bloody Mess (perk)
|perk2 =Bloody Mess
+
|perk2 mult =0.05
|perk2mult =0.05
+
|perk3 =Lord Death
|perk3 =Lord Death
+
|perk3 mult =0.04
|perk3mult =0.03
+
|perk4 =Rapid Reload
|perk4 =Rapid Reload
+
|perk4 reload mult =0.25
 
|perk5 =Fast Shot
|perk4reloadmult =0.25
 
|perk5 =Fast Shot
+
|perk5 attsec mult =0.2
  +
|perk6 =Thought You Died
|perk5attsecmult =0.2
 
|perk6 =Thought You Died
+
|perk6 mult =0.1
|perk6mult =0.1
+
|perk7 =Ain't Like That Now
|perk7 =Ain't Like That Now
+
|perk7 attsec mult =0.2
 
|ammo =Microfusion cell (Fallout: New Vegas)
|perk7attsecmult =0.2
 
|perk8 =Lonesome Road (perk)
+
|ammo use =1
|perk8mult =0.1
+
|clip rounds =20
 
|reload time =3
|ammo =Microfusion cell (Fallout: New Vegas)
 
|ammouse =1
+
|ap =32
|cliprounds =20
+
|hp =75
 
|repair =LAER<br />[[Jury Rigging#Energy rifles (other)|Energy rifles (other)]] {{icon|jury|big|link=Jury Rigging}}
|reloadtime =3
 
|ap =32
+
|weight =4
|hp =75
+
|value =8000
 
|baseid ={{DLC ID|00b9cf}}
|repair =LAER<br />[[Jury Rigging#Energy rifles (other)|Energy rifles (other)]] {{icon|jury|big|link=Jury Rigging}}
 
|weight =4
 
|value =8000
 
|baseid ={{DLC ID|00B9CF}}
 
 
}}{{Games|FNVOWB}}
 
}}{{Games|FNVOWB}}
   
The '''LAER''' ('''Laser Assisted Electrical Rifle''')<!--Same format use by the laser RCW, PLEASE DON'T RENAME THE PAGE OR CHANGE IT--> is a [[Fallout: New Vegas weapons|weapon]] in the ''[[Fallout: New Vegas]]'' [[Fallout: New Vegas add-ons|add-on]] ''[[Old World Blues (add-on)|Old World Blues]]''.
+
The '''LAER''' ('''"Laser Assisted Electrical Rifle"''')<!--Same format use by the laser RCW, PLEASE DON'T RENAME THE PAGE OR CHANGE IT--> is a [[Fallout: New Vegas weapons|weapon]] in the ''[[Fallout: New Vegas]]'' [[Fallout: New Vegas add-ons|add-on]] ''[[Old World Blues (add-on)|Old World Blues]]''.
   
 
==Characteristics==
 
==Characteristics==
The LAER resembles a mix of many existing energy weapons; the barrel looks like the [[Pulse gun (Fallout: New Vegas)|pulse gun]], the [[Microfusion cell (Fallout: New Vegas)|microfusion cell]] is held in a basket on the bottom like a [[Plasma rifle (Fallout: New Vegas)|plasma rifle]], the stock is similar to a [[laser rifle (Fallout: New Vegas)|laser rifle]], and it displays capacitors similar to a [[recharger rifle]]. It also offers very high damage (on par with the [[plasma caster]]) for low ammunition consumption making it a great all-round weapon.
+
The LAER resembles a mix of many existing energy weapons; the barrel looks like the [[Pulse gun (Fallout: New Vegas)|pulse gun]], the [[Microfusion cell (Fallout: New Vegas)|microfusion cell]] is held in a basket on the bottom like a [[Plasma rifle (Fallout: New Vegas)|plasma rifle]], the stock is similar to a [[laser rifle (Fallout: New Vegas)|laser rifle]], and it displays vacuum tubes similar to a [[recharger rifle]]. It also offers very high damage (on par with the [[plasma caster]]) for low ammunition consumption making it a great all-round weapon.
   
The only drawbacks of this weapon are its low critical hit damage and low item HP, so the player may have to rely on the [[Jury Rigging]] perk or [[weapon repair kit]]s, especially if using over or max charged ammunition. One can use bulk ammunition to increase the weapon's life span, and, due to its high damage and decent fire rate, the reduced damage from bulk ammunition is a small cost. It's worth noting that it has a very high spread for an energy rifle, equivalent to the [[laser RCW]], limiting its usefulness at longer ranges.
+
Drawbacks of this weapon include its low critical hit damage and low item HP, so the player may have to rely on the [[Jury Rigging]] perk or [[weapon repair kit]]s, especially if using over or max charged ammunition. It's worth noting that it has a very high spread for an energy rifle, equivalent to the [[laser RCW]], limiting its usefulness at longer ranges.
   
 
When compared to its variant, [[Elijah's advanced LAER]], the standard model could be viewed as the more practical version as it has 50% more HP, although it does shoot slower.
 
When compared to its variant, [[Elijah's advanced LAER]], the standard model could be viewed as the more practical version as it has 50% more HP, although it does shoot slower.
  +
  +
===Durability===
  +
The LAER can fire a total of about 370 times using standard cells, the equivalent of 19 reloads, or 14 reloads when modified with the auxiliary recharger chip, from full [[Condition#Equipment condition in Fallout 3 and Fallout: New Vegas|condition]] before breaking.
  +
{{Durability table
  +
| game =FNV
  +
| ammo =Microfusion cell (Fallout: New Vegas)
  +
| hp =75
  +
| ammo use =1
  +
| clip rounds =20
  +
}}
  +
  +
===Modifications===
 
* [[LAER mod - auxiliary recharger chip]] - recycles one round per four shot.
 
* [[LAER mod - prismatic lens]] - splits the beam into three beams increasing total damage by 30% similar to the [[Laser rifle beam splitter]].
   
 
==Variants==
 
==Variants==
 
* [[Elijah's advanced LAER]]
 
* [[Elijah's advanced LAER]]
  +
{{clear}}
 
==Modifications==
+
===Comparison===
  +
{{Weapon comparison table
* [[LAER mod - auxiliary recharger chip]] -Recycles one round per four shot.
 
  +
|game =FNV
* [[LAER mod - prismatic lens]] -Splits the beam into three beams increasing total damage by 30% similar to the [[Laser rifle beam splitter]].
 
  +
|skill =energy weapons
  +
|name1 =LAER
  +
|ammo use1 =1
  +
|ap1 =32
  +
|attack shots/sec1 =2.5
  +
|clip rounds1 =20
  +
|crit % mult1 =1.5
  +
|crit dmg1 =15
  +
|damage1 =65
  +
|dlc1 =fnvowb
  +
|hp1 =75
  +
|min spread1 =0.08
  +
|mod ammo use1 =.75
  +
|mod damage1 =19.5
  +
|mod projectiles1 =3
  +
|mod value1 =5500
  +
|projectiles1 =1
  +
|skill req1 =75
 
|strength req1 =4
  +
|value1 =8000
  +
|vats attacks1 =1
  +
|weight1 =4
  +
|name2 =Elijah's advanced LAER
  +
|ammo use2 =1
  +
|ap2 =32
  +
|attack shots/sec2 =2.75
  +
|clip rounds2 =15
  +
|crit % mult2 =1.5
  +
|crit dmg2 =15
  +
|damage2 =65
  +
|dlc2 =fnvowb
  +
|hp2 =50
  +
|min spread2 =0.08
  +
|mod ammo use2 =.75
  +
|mod damage2 =19.5
  +
|mod value2 =5500
  +
|projectiles2 =1
  +
|skill req2 =75
  +
|strength req2 =4
  +
|value2 =8500
  +
|vats attacks2 =1
  +
|weight2 =4
  +
}}
   
 
==Locations==
 
==Locations==
Seven LAER's can be found in total:
+
Seven LAERs can be found in total:
* One can be found in the [[Big MT north tunnel]], toward the northern most side of the lower level below the force field.
+
* One can be found in the [[Big MT north tunnel]], toward the northernmost side of the lower level below the force field.
* Another can be found at the [[X-8 research center]] on the corpse of [[Gabe]].
+
* Another one can be found at the [[X-8 research center]] on [[Gabe]]'s corpse.
 
* One can be found at [[X-7a "Left Field" artillery launch]] on the corpse of the unique sentry bot, [[RY-589 Ultimo bot]].
 
* One can be found at [[X-7a "Left Field" artillery launch]] on the corpse of the unique sentry bot, [[RY-589 Ultimo bot]].
* Another is in [[The Forbidden Zone Dome]], in the second floor room, just left of the brain tank.
+
* Another one is in the [[Forbidden Zone dome entrance|Forbidden Zone dome]], in the second floor room, just left of the brain tank.
* One can be found on top of the [[X-13 research facility]]. To reach it, you must jump down from the cliff to the north. The cliff can be climbed by jumping up a pile of rocks just to the west of the [[Big MT west tunnel]].
+
* One can be found on top of the [[X-13 research facility]]. In order to reach it, the player character must jump down from the cliff to the north. The cliff can be climbed by jumping up a pile of rocks just to the west of the [[Big MT west tunnel]].
* One is also in the [[X-42 Robo-Warfare Facility]] on the corpse of the [[Robo-scorpion#X-42 giant robo-scorpion|giant robo-scorpion]].
+
* Another one is in the [[Forbidden Zone dome entrance|X-42 robo-warfare facility]] on the corpse of the [[Robo-scorpion#X-42 giant robo-scorpion|giant robo-scorpion]].
* The last, along with various energy weapon ammunition, is in the same room as above in a chamber connected to the exit platform. It is on a table in the middle of the room, and is in good condition. This one requires a force field to be disabled in order to gain access to it.
+
* The last one, along with various energy weapon ammunition, is in the same room as above in a chamber connected to the exit platform. It is on a table in the middle of the room, and it is in good condition. This one requires a force field to be disabled in order to gain access to it.
   
 
==Behind the scenes==
 
==Behind the scenes==
 
* The LAER use the same electric beam weapons technology also developed in the [[Secret Vault]].
 
* The LAER use the same electric beam weapons technology also developed in the [[Secret Vault]].
* It was at first a cut [[energy weapon]] of ''[[Fallout: New Vegas]]'', appearing in the concept art section of the ''[[Fallout: New Vegas Official Game Guide]]'' Collector's edition and with already its own icon in the game file.
+
* It was at first a cut [[energy weapon]] of ''[[Fallout: New Vegas]]'', appearing in the concept art section of the ''[[Fallout: New Vegas Official Game Guide]]'' Collector's edition complete with its own icon in the game file.
 
* The name implies a function like modern attempts at making electrolasers which use lasers to create a conductive plasma conduit in the air and then discharge an electrical differential across the conduit. While practical devices do not yet exist, the concept has been proven and the effect on the target is dependent upon the amount of energy delivered. At lower powers the effect would be much like a stun gun and higher energies being more like a bolt of lightning.
 
* The name implies a function like modern attempts at making electrolasers which use lasers to create a conductive plasma conduit in the air and then discharge an electrical differential across the conduit. While practical devices do not yet exist, the concept has been proven and the effect on the target is dependent upon the amount of energy delivered. At lower powers the effect would be much like a stun gun and higher energies being more like a bolt of lightning.
   
 
==Gallery==
 
==Gallery==
 
<gallery>
 
<gallery>
L.A.E.R. 940x1466.jpeg|3D model summary
+
L.A.E.R. concept art.jpg|3D model summary
 
LAER hi-res.png
 
LAER hi-res.png
 
LAER hi-res.jpg
 
LAER hi-res.jpg

Revision as of 15:36, 28 March 2014

 
Gametitle-FNV OWB
Gametitle-FNV OWB

The LAER ("Laser Assisted Electrical Rifle") is a weapon in the Fallout: New Vegas add-on Old World Blues.

Characteristics

The LAER resembles a mix of many existing energy weapons; the barrel looks like the pulse gun, the microfusion cell is held in a basket on the bottom like a plasma rifle, the stock is similar to a laser rifle, and it displays vacuum tubes similar to a recharger rifle. It also offers very high damage (on par with the plasma caster) for low ammunition consumption making it a great all-round weapon.

Drawbacks of this weapon include its low critical hit damage and low item HP, so the player may have to rely on the Jury Rigging perk or weapon repair kits, especially if using over or max charged ammunition. It's worth noting that it has a very high spread for an energy rifle, equivalent to the laser RCW, limiting its usefulness at longer ranges.

When compared to its variant, Elijah's advanced LAER, the standard model could be viewed as the more practical version as it has 50% more HP, although it does shoot slower.

Durability

The LAER can fire a total of about 370 times using standard cells, the equivalent of 19 reloads, or 14 reloads when modified with the auxiliary recharger chip, from full condition before breaking.

Ammunition typeUnmodifiedW/ Auxiliary recharger chip
ShotsReloadsShotsReloads
Standard3701937014
Bulk4372243717
Optimized3361733613
Over charge2451324510
Max charge14581456

Modifications

Variants

Comparison

Legend 
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 secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength 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 secondAttacks per secondCritical Chance % multiplierCritical damageAction Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
LAER Old World Blues (add-on)65
162.52.5x1.5153220.0820370480002000754
LAER With all weapon mods attached Old World Blues (add-on)84.5
(28.2x3)
211.32.5x1.515322.60.0820(26.7)3704135003375754
Elijah's advanced LAER Old World Blues (add-on)65
178.82.75x1.5153220.0815245485002125754
Elijah's advanced LAER With all weapon mods attached Old World Blues (add-on)84.5
232.42.75x1.515322.60.0815(20)2454140003500754

Locations

Seven LAERs can be found in total:

  • One can be found in the Big MT north tunnel, toward the northernmost side of the lower level below the force field.
  • Another one can be found at the X-8 research center on Gabe's corpse.
  • One can be found at X-7a "Left Field" artillery launch on the corpse of the unique sentry bot, RY-589 Ultimo bot.
  • Another one is in the Forbidden Zone dome, in the second floor room, just left of the brain tank.
  • One can be found on top of the X-13 research facility. In order to reach it, the player character must jump down from the cliff to the north. The cliff can be climbed by jumping up a pile of rocks just to the west of the Big MT west tunnel.
  • Another one is in the X-42 robo-warfare facility on the corpse of the giant robo-scorpion.
  • The last one, along with various energy weapon ammunition, is in the same room as above in a chamber connected to the exit platform. It is on a table in the middle of the room, and it is in good condition. This one requires a force field to be disabled in order to gain access to it.

Behind the scenes

  • The LAER use the same electric beam weapons technology also developed in the Secret Vault.
  • It was at first a cut energy weapon of Fallout: New Vegas, appearing in the concept art section of the Fallout: New Vegas Official Game Guide Collector's edition complete with its own icon in the game file.
  • The name implies a function like modern attempts at making electrolasers which use lasers to create a conductive plasma conduit in the air and then discharge an electrical differential across the conduit. While practical devices do not yet exist, the concept has been proven and the effect on the target is dependent upon the amount of energy delivered. At lower powers the effect would be much like a stun gun and higher energies being more like a bolt of lightning.

Gallery