Sonic emitter - revelation
crit % mult
8's sonic-soundwave-emitter-projecto-gun, able to broadcast sound at lethal frequencies. It also gives a great biogel massage.
” — Doctor Dala
sonic emitter - revelation is a weapon in the Fallout: New Vegas add-on .
Old World Blues
The pistol's chassis is composed of a grey metallic tube outfitted with four vacuum tubes, a housing for a small energy cell, a conical muzzle, and a rear-mounted oscilloscope, all attached to a pistol grip. It shares some visual features with other pistol-grip energy weapons, such as the
pulse gun, Euclid's C-Finder, and the recharger pistol. When the trigger is pulled, the vacuum tubes light up as the weapon charges for a moment before firing concentric rings of blue energy at the target.
It can be upgraded to disable force fields throughout the
Big MT facility, unlocking otherwise-inaccessible areas. With the assistance of Blind Diode Jefferson, it can also be reprogrammed with other audio samples found on holotapes throughout the facility that alter the color of the oscilloscope and energy rings, as well as introducing unique effects when the weapon scores a critical hit.
The sonic emitter - revelation is an
Energy Weapons pistol with bonus damage against robots and power armor wearers, and a unique "critical strike paralysis" effect, temporarily knocking down smaller robots (such as protectrons and cyberdogs), rooting larger robots, and paralyzing non-robotic targets. This modulation of the sonic emitter has a blue oscilloscope.
As a one-handed Energy Weapon, the sonic emitter - revelation is affected by
The Professional perk, and counts as an improved holdout weapon.
When scoring a
Critical Hit, the target is paralyzed for 10 seconds, similar to the Compliance Regulator.
The sonic emitter - revelation can fire a total of about 495 times using standard cells, the equivalent of 21 reloads, from full
condition before breaking.
Ammunition type Durability Shots Reloads Standard 495 21 Bulk 584 25 Optimized 450 19 Over charge 329 14 Max charge 195 9
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 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 Bonus effects Attacks per second Critical Chance % multiplier Critical damage Critical effect damage and duration 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 Sonic emitter - Gabriel's bark fnvowb 55 56.9 +20 emp 1.03 x1 25 Knockback 30 1.8 0.1 24(12) 495 2 3500 1750 50 2 Sonic emitter - opera singer fnvowb 55 56.9 +20 emp 1.03 x1 25 Dismember 30 1.8 0.1 24 495 2 3500 1750 50 2 Sonic emitter - revelation fnvowb 31 32.1 +20 emp 1.03 x1 18 Paralyze/10s 30 1 0.1 24 495 2 3500 1750 50 2 Sonic emitter - robo-scorpion fnvowb 65 67.2 +20 emp 1.03 x1 30 +100 explosion 30 2.2 0.1 24(8) 495 2 3500 1750 75 2 Sonic emitter - tarantula fnvowb 60 62.1 +20 emp 1.03 x1 30 +2 fire/5s 30 2 0.1 24(8) 495 2 3500 1750 75 2
The sonic emitter will be almost fully repaired when recalibrating it with Blind Diode Jefferson. This provides unlimited free repair, though not to 100% condition.
Once the player upgrades the sonic emitter, all modulations will be able to break force fields within Big MT.
The sonic emitter has a limited range. V.A.T.S. will not reflect this and may show good odds of hitting a target even when the target is out of range.
While using a Stealth Boy, the oscilloscope stays visible. However, the radiant light does not affect sneaking, like most weapons/armor that have the same exterior glow.
This weapon does the most damage per energy cell in the game.
All cyberdogs are affected by the additional EMP damage done by this weapon.
pc When using alternate cell types (Optimized, etc.), it may be unable to break forcefields. Simply changing to standard energy cells will fix this.
[verified] pc Within the third-person view, if the emitter is holstered, the wave on the oscilloscope will remain 'frozen'. It will begin functioning correctly only if the weapon has been drawn.