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The zap glove is a weapon in Fallout: New Vegas.

Characteristics[]

An unarmed weapon consisting of a blue and yellow-colored metal gauntlet over an electrical glove with a metallic plate wrapped around the fingers. When an enemy is struck, a burst of electricity is emitted, with a Critical Hit causing a more powerful blast. It deals a low-to-moderate amount of damage per strike at a moderate attack speed. It also deals a low-to-moderate amount of critical hit damage at a 1x critical chance multiplier. It has a moderate AP cost, moderate weight and a high-end caps value, but also low-end durability. Attacks with this weapon deal bonus damage to robots and a lower amount of bonus damage to non-player characters wearing power armor. It requires a 75 Unarmed skill level and 4 Strength attribute level to use effectively.

V.A.T.S. Special Attacks[]

Legend
Type of attack- Type of attackSkill required- Skill required
Damage per attack in V.A.T.S.- Damage per attack in V.A.T.S.Action point cost- Action point cost
Damage per action point- Damage per action pointAdditional effects- Additional effects
Type of attackSkill requiredDamage per attack in V.A.T.S.Action point costDamage per action pointAdditional effects
Normal070282.5
Stomp50140207Only on knocked down enemies
Uppercut5080.5204.03
Cross7577203.852.5x damage to limbs
Note: Unarmed weapons do double normal damage in V.A.T.S.

Durability[]

The zap glove can successfully strike about 495 times from full condition before breaking.

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 secondBonus effectsAttacks per secondCritical Chance % multiplierCritical damageCritical effect damage and durationAction Point costDamage per action pointDurability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Ballistic fist 80
87.31.09x180285.73956780013001009
Two-Step Goodbye Gun Runners' Arsenal70
76.41.09x410175Explosion2853956200003333.31009
Displacer glove 50
68.21.36x150283.649563500583.31004
Pushy 60
88.41.47x160284.3595642007001002
Zap glove 35
57.3+50Electromagnetic pulseRobots
+20Electromagnetic pulsePower armor
1.64x135282.549565200866.7754
Paladin Toaster 41
67.1+50Electromagnetic pulseRobots
+20Electromagnetic pulsePower armor
1.64x141282.9395668001133.3754
Note: Unarmed damage is doubled in V.A.T.S.

Locations[]

Notes[]

  • Despite a small energy cell being visible on the forearm unit, the weapon does not require nor consume any ammunition to use (see the BTS section below).
  • Both the weapon and its unique variant Paladin Toaster can be used to destroy Securitrons and other robots often in one punch, with or without succeeding at a Critical Hit, making it very useful for an unarmed-focused character.

Behind the scenes[]

Joshua Sawyer stated that the developers intended for several unarmed weapons to be capable of using and consuming ammunition as a way to distinguish their use against other weapons, but problems with implementing such a system ultimately resulted in the idea being scrapped and weapons like the ballistic fist and zap glove simply having an independent, invisible, infinite ammo supply.[1]

Bugs[]

  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 The zap glove uses the same icon as the Fallout 3 version of the power fist, despite the game files containing a specific icon for this weapon. [verified]
  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 Sometimes repairing the zap glove with another one will cause them both to disappear. [verified]
  • PCPC Playstation 3Playstation 3Playstation 3 Xbox 360Xbox 360 The zap glove, along with the Paladin Toaster, will not do reduced EMP damage against Big MT robots. Additionally, the weapons will not do any EMP damage against Cyberdogs found in the Big MT. [verified]
  • PCPC The zap glove can sometimes glitch out after being confiscated by NPCs while it is equipped, resulting in the part with the pistons disappearing, though the strap on the fist will not be changed. This can be fixed by re-equipping the glove. [verification overdue]

Sounds[]

Power fist icon

Gallery[]

References[]

  1. "Did you ever intend for the Ballistic Fist in Fallout: New Vegas to use shotgun shells as ammo?"
    J.E. Sawyer: I intended for several of the Unarmed weapons to use ammo, but we encountered some problems with implementing it. I would have liked to continue with it because I think ammo use/reloading could have helped distinguish those weapons in more interesting ways."
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