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YCS/186

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For an overview of Gauss rifle models in the Fallout series of games, see Gauss rifle.
YCS/186
Gauss rifle FNVUnique
Gauss rifle icon
Requirements
skillEnergy Weapons 75
strength req.5
Attack statistics
dmg/attack
140 (166.6)
DPS
420 (599.8)
DPS (reload)
52.5 (82.2)
crit dmg
70
crit % mult
x2
attacks/sec
3 (3.6)AP40
projectiles1spread0.0275
Ammo & reloading
ammo typeMicrofusion cell
ammo/shot
4
shots/rel.
1
ammo cap.4
reload time
2.3 (1.7)
Other
weight8value
3000
item HP100
repair
Gauss rifle
Energy rifles (other) Jury RiggingJuryRigging
base id0015b38d
 
Gametitle-FNV
Gametitle-FNV

The YCS/186 is a unique weapon in Fallout: New Vegas.

BackgroundEdit

This section is transcluded from Gauss rifle. To change it, please edit the transcluded page.

The Gauss rifle, also called a "coil gun," is a device used to propel a ferromagnetic projectile by accelerating it through a process of magnet induction. The Gauss rifle (and Gauss gun) are named after German mathematician Carl Friedrich Gauss, who formulated mathematical descriptions of the magnetic effect demonstrated by magnetic accelerators.

CharacteristicsEdit

The YCS/186 is a unique variant of the Gauss rifle. It looks like a standard Gauss rifle, but with a sandy or rusted texture along the barrel and main body, and it sports black stripes on the wooden stock. It has 4 more coils around the barrel, possibly explaining the greater weight and damage, while remaining the same length. The lens of the scope is tinted an unusual shade of red. The YCS/186 uses 4 microfusion cells per shot, instead of the normal 5 of a standard Gauss rifle. It is slightly more accurate and has 20 more item HP than the standard variety. Its only drawback over the base model is a slightly increased weight, 8 pounds instead of 7.

Like the standard Gauss rifle, it boasts several advantages over the anti-materiel rifle. In addition to its increased damage output, it tends to cripple limbs on a direct hit, providing you do not kill the enemy immediately. When using max charge microfusion cells, this weapon can deal a devastating 210 base damage. With all related perks, this can be increased to 247.8 per shot.

DurabilityEdit

The YCS/186 can fire a total of about 495 times using standard cells from full condition before breaking.

Ammunition typeDurability
ShotsReloads
Standard495495
Bulk584584
Optimized450450
Over charge329329
Max charge195195

VariantsEdit

Icon cut contentThe following is based on developer test content cut from Fallout: New Vegas and has not been confirmed by canon sources.
Icon cut contentEnd of information based on developer test content cut from Fallout: New Vegas.

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 damageAction 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
Gauss rifle 120
3603x2604030.035(1)39573000428.6755
YCS/186 140
4203x270403.50.02754(1)49583000375755

LocationEdit

The YCS/186 Gauss rifle is found at the mercenary camp east of Brooks Tumbleweed Ranch. A hostile mercenary with reinforced combat armor or reinforced combat armor mark 2 is carrying this weapon and will attack the player character on sight.

Perk wild wastelandThe following is based on the Wild Wasteland trait and has not been confirmed by canon sources.

If the player has the Wild Wasteland trait, the mercenaries are replaced with aliens who have the alien blaster instead, making the YCS/186 unobtainable during gameplay.

Perk wild wastelandEnd of information based on the Wild Wasteland trait.

NotesEdit

  • Like the Gauss rifle, the magnification is 3.5x for the scope of this weapon.
  • Companions may pick up this weapon without the player noticing. Check companion inventories if the weapon cannot be found after assaulting the mercenary camp.
  • The mercenaries may not be hostile when you approach them. Killing them to loot the YCS/186 results in no gain or loss of karma.
  • A single shot in Hardcore mode will use 0.4 pounds of ammunition, costing at a combined value of 12 caps per shot.
  • Because the YCS/186 uses 4 microfusion cells per blast (which only accounts the fact that you fire once), it's only possible to get 1 empty microfusion cell from firing the Rifle, the same with all energy weapons that uses more than 1 cell per shot.
  • It is not possible to obtain if you change your traits at the Sink Auto Doc in Old World Blues if you have already retrieved the alien blaster. This only applies if you have the Wild Wasteland trait.
  • The DMG points, and the DPS of the weapon can vary greatly depending on the player character's Energy Weapons skill, the type of ammunition used, and perks taken.

Behind the scenesEdit

The YCS/186 is a reference to the now-defunct "Your Console Sucks" section of the The Something Awful Forums. Additionally, 186 was the forum ID number of YCS.

BugsEdit

  • pcIcon pc xbox360Icon xbox360 ps3Icon ps3 The Pip-Boy's displayed damage per second (DPS) for the gun doesn't account for the need to reload every shot, unlike other single shot weapons such as the missile launcher. This is due to the game mechanics not taking into consideration the weapon's use of more than 1 microfusion cell per shot. [verified]
  • pcIcon pc xbox360Icon xbox360 ps3Icon ps3 Extremely rarely a projectile is fired, but no hit is detected although the projectile can clearly be seen to travel through the target. On the Xbox 360, this occurs primarily at long-range and most frequently against deathclaws.[verified]
  • xbox360Icon xbox360 In very rare circumstances the projectile will not fire at all, but still depletes the loaded ammunition. Possibly similar to the aforementioned bug. [verified]
  • pcIcon pc xbox360Icon xbox360 An incorrect normal map texture is specified for this weapon when it is equipped by the player, resulting in highly irregular shading across the weapon. Additionally, the weapon uses lower-resolution textures than most other weapons found in the game. [verified]
  • xbox360Icon xbox360 pcIcon pc ps3Icon ps3 The impact power of the gun is very high, resulting in the enemies being knocked through solid objects and into the terrain or through the game world (falling beneath it) making retrieval of their bodies and any goods impossible. Surprisingly, Meltdown does not exacerbate this problem, but somewhat remedies it by changing the trajectory of the corpse or causing the impact force of the shot to dissipate when the energy explosion occurs. [verified]
  • pcIcon pc xbox360Icon xbox360 Sometimes if given to a companion (i.e. Arcade Gannon) it may disappear from their inventory and they will not have it equipped either. [verified]
  • xbox360Icon xbox360 The weapon may become stuck at maximum condition. Even using max charge ammunition won't reduce the weapon's condition. [verified]
  • xbox360Icon xbox360 The weapon may stay scoped in the center of the screen after scoping. [verified]
  • pcIcon pc ps3Icon ps3 xbox360Icon xbox360 The Gauss rifle in Fallout: New Vegas is almost identical to the one found in Fallout 3, and thus suffers from similar bugs, including the one that affects its damage output when fired via V.A.T.S. When used in V.A.T.S., any hit will do exactly 95.244% of the maximum damage, regardless of enemy damage threshold, critical hits, or sneak attack criticals. This means, that with an Energy Weapons skill of 100, the Gauss rifle shot will do 114.29 points of damage with every V.A.T.S. shot. This is still lower than free aiming, and no bonuses are applied to head shots. The damage bug is related to the Gauss rifle projectile's "explosive" effect: the projectile is the only hitscan projectile that is also marked as explosive, which affects its V.A.T.S. damage calculations. [verified]
    • The displacer glove, which applies a similar visual effect on impact, is not affected by this bug, as it is not marked as explosive.

SoundsEdit

SingleShotVB
ReloadVB
JamVB

GalleryEdit

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