Sonic emitter - robo-scorpion
dmg/attack 65 ( 76.7) DPS 67.2 ( 79.3) DPS (reload) 53.4 ( 63) crit dmg 30 + 100 explosion crit % mult x1 attacks/sec 1 AP 30 projectiles 1 spread 0.1 effect +50 damage against robots outside Big MT +20 damage against Big MT robots and power armor (except NCR power armor)
ammo type Energy cell ammo/shot 3 shots/rel. 8 ammo cap. 24 reload time 2
sonic emitter - robo-scorpion is a weapon in the Fallout: New Vegas add-on .
Old World Blues
The sonic emitter - robo-scorpion is an
Energy Weapons pistol with bonus damage against robots and power armor wearers, as well as a unique "critical strike explosion" effect. The projectile fired from this modulation travels noticeably slower than other modulations and it uses 3 energy cells per shot as opposed to 1 or 2 with the other variations. This sonic emitter modulation has a yellow oscilloscope. It also has a slight firing delay.
As a one-handed Energy Weapon, the sonic emitter - robo-scorpion is affected by
The Professional perk, and counts as an improved holdout weapon.
When scoring a
Critical Hit, a large explosion occurs.
The sonic emitter - robo-scorpion can fire a total of about 495 times using standard cells, the equivalent of 62 reloads, from full
condition before breaking.
Ammunition type Durability Shots Reloads Standard 495 62 Bulk 584 73 Optimized 450 57 Over charge 329 42 Max charge 195 25
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
As with all sonic emitter modulations, it is necessary to install Blind Diode Jefferson's personality chip before this remodulation can be applied to the sonic emitter.
All cyberdogs are affected by the additional EMP damage done by this weapon.