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    Holdout weapons is a term used to describe weapons which can be brought into certain "weapon-free" areas — primarily the three Strip casinos (Gomorrah, The Tops, and Ultra-Luxe)— without being taken from the player. What weapons are classified as "holdouts" depends on the player's Schleichen skill, with one list for all players regardless of skill level, and another for players with a skill level of 50 or above. Internally these lists are referred to as "Holdout Weapons" and "Improved Holdout Weapons", respectively.

    Overview

    At certain points in the course of the game, the Courier may have their weapons confiscated from them. In some of these situations the player will be presented with an option to retain some of their weapons in the form of a dialogue option which usually ends with the text "<keep holdout weapons>". Selecting this option will allow the player to retain a small subset of their weapons; what weapons are retained depends on the player's Schleichen skill.

    The most common locations where the "holdout" option is offered are The Strip's three functioning casinos, but a number of other locations will offer the option when entered. The complete list of locations is:

    Holdout Weapons

    See also: Category:Fallout: New Vegas holdout weapons

    These weapons are always able to be concealed and brought into "weapon-free" areas, regardless of the player's Sneak skill. Many of these weapons can be purchased from the merchant Mister Holdout, who can be found near the entrance of the Gomorrah casino.

    Weapon name Ammunition used Weapon damage Damage per second Explosion damage Effect damage Action Point cost Damage per Action Point Weight Weapon skill Is weapon silent?
    Brass knuckles 18 36.9 18 2.0 1 Unarmed Silent
    Cosmic knife Dead Money 12 36 20 1.2 1 Melee Silent
    Cosmic knife clean Dead Money 15 45 20 1.5 1 Melee Silent
    Cosmic knife super-heated Dead Money 14 42 20 1.4 1 Melee Silent
    Figaro 8 33.2 17 0.9 1 Melee Silent
    Knife 8 24 20 0.8 1 Melee Silent
    Li'l Devil Gun Runners' Arsenal[1] 12.7mm 45 146.3 15 3.3 3 Guns Audible
    Love and Hate 30 75.8 19 3.2 1 Unarmed Silent
    MFC grenade Gun Runners' Arsenal[1] 1 52.5 75 35 2.2 0.5 Explosives Silent
    Nuka-grenade Gun Runners' Arsenal[1] 1 228 350 +2 Plasma/5s 24 15.0 0.5 Explosives Audible
    Police pistol Dead Money .357 mag 30 60 19 1.6 3 Guns Audible
    Silenced .22 pistol .22LR 9 31.5 17 0.5 3 Guns Silent
    Spiked knuckles 25 59.2 19 2.6 1 Unarmed Silent
    Straight razor 5 18.5 18 0.6 1 Melee Silent
    Switchblade 7 14 18 0.4 1 Melee Silent
    Throwing knife 15 48.2 20 0.8 0.5 Melee Silent
    Tin grenade Gun Runners' Arsenal[1] 1 65 100 35 2.9 0.5 Explosives Silent
    Note: Unique weapons are highlighted with a darker background.
    Note: Melee Weapons and Unarmed damage is doubled in V.A.T.S.

    Improved Holdout Weapons

    See also: Category:Fallout: New Vegas improved holdout weapons

    These weapons can be brought into "weapon-free" areas if the player has a Schleichen skill of 50 or above. Bonuses from temporary effects, such as ¡La Fantoma! or Stealth Boys, are counted when determining the player's skill level.

    Note that this list does not replace the "standard" list of holdout weapons; weapons from the "standard" holdout weapons list are always able to be brought into "weapon-free" areas, regardless of skill.

    Weapon name Ammunition used Weapon damage Damage per second Explosion damage Effect damage Action Point cost Damage per Action Point Weight Weapon skill Is weapon silent?
    .357 magnum revolver .357 mag 26 45.5 26 1.0 2 Guns Audible
    .44 magnum revolver[2] .44 mag 36 67.5 25 1.4 3.5 Guns Audible
    .45 Auto pistol Honest Hearts .45 Auto 29 79.8 17 1.7 1.5 Guns Silent when modded
    5.56mm pistol Gun Runners' Arsenal 5.56mm 28 77 21 1.3 5 Guns Audible
    9mm pistol 9mm 16 50 17 0.9 1.5 Guns Audible
    10mm pistol[2][3] 10mm 22 60.5 17 1.3 3 Guns Silent when modded
    A Light Shining in Darkness Honest Hearts .45 Auto 33 144.4 15 2.2 1.2 Guns Audible
    Bowie knife Lonesome Road 23 79.6 20 2.3 1 Melee Silent
    Blood-Nap Lonesome Road 30 110.8 17 3.5 1 Melee Silent
    C-4 plastic explosive 1 81.9 250 0.5 Explosives Silent
    Chance's knife 22 91.4 17 2.6 1 Melee Silent
    Chopper 14 54.9 22 0.6 2 Melee Silent
    Cleaver 7 17.8 22 1.3 2 Melee Silent
    Combat knife[2] 15 48.5 17 1.8 1 Melee Silent
    Compliance Regulator Honest Hearts SEC 8 30 Paralysis/10s 15 0.5 3 Melee Audible
    Corrosive glove Old World Blues (add-on) 21 22.9 28 1.5 4 Unarmed Audible
    Detonator C-4 0.5 Explosives Silent
    Dr. Klein's glove Old World Blues (add-on) 34 46.4 -5 EW/30s
    -2 ST/30s
    18 3.8 4 Unarmed Audible
    Dr. Mobius' glove Old World Blues (add-on) 28 38.2 -5 EW/30s
    -2 ST/30s
    15 3.7 3 Unarmed Audible
    Dynamite 1 30.8 75 24 3.2 0.3 Explosives Audible
    Fat mine Gun Runners' Arsenal 5 148.4 450 +10 Strahlung/12s 3.25 Explosives Silent
    Fire bomb Honest Hearts 1 12.5 20 +4 Feuer/8s 24 1.0 0.5 Explosives Silent
    Flare gun Lonesome Road FF 10 18.5 +1 Feuer/10s 30 0.4 2 Energy Audible
    Flash bang Lonesome Road 1 0.7 24 0.04 0.5 Explosives Silent
    Frag grenade 1 82.2 125 24 5.3 0.5 Explosives Silent
    Greased Lightning Gun Runners' Arsenal 32 96 28 2.3 6 Unarmed Audible
    Hatchet 16 40.6 22 1.4 2 Melee Silent
    Industrial hand Lonesome Road 50 160 65 1.5 10 Unarmed Audible
    Laser pistol SEC 12 45 15 0.8 3 Energy Audible
    Laser pistol (GRA) Gun Runners' Arsenal SEC 12 45 15 0.8 3 Energy Audible
    Lead pipe[2] 22 55.8 24 1.8 3 Melee Silent
    Long-fuse dynamite 1 30.8 75 24 3.2 0.5 Explosives Audible
    Loyal's detonator 0 0 0.5 Explosives Silent
    Lucky .357 mag 30 82.5 17 1.8 2.5 Guns Audible
    Maria 9mm 20 75 15 1.3 1.5 Guns Audible
    MF Hyperbreeder Alpha Gun Runners' Arsenal MFB 25 175 20 3.8 7 Energy Audible
    MFC cluster Gun Runners' Arsenal 6 297.4 450 0.5 Explosives Silent
    Mysterious Magnum .44 mag 42 102.4 22 1.9 4 Guns Audible
    Pew Pew SEC 75 150 35 2.1 3 Energy Audible
    Plasma grenade 1 147.4 225 24 9.4 0.5 Explosives Silent
    Plasma pistol SEC 33 57.8 30 1.1 3 Energy Audible
    Plasma pistol (GRA) Gun Runners' Arsenal SEC 33 57.8 30 1.1 3 Energy Audible
    Police baton 10 27.7 23 0.8 2 Melee Silent
    Power fist[2] 40 43.6 28 2.9 6 Unarmed Audible
    Power fist (GRA) Gun Runners' Arsenal 40 43.6 28 2.9 6 Unarmed Audible
    Pulse grenade 1 7.2 10 +200 EMP 24 0.5 0.5 Explosives Silent
    Ripper[2] 50 50 65 1.5 6 Melee Audible
    Ripper (GRA) Gun Runners' Arsenal 30 28 65 1.5 6 Melee Audible
    Salt-Upon-Wounds' power fist Honest Hearts 45 64.4 +3 Gift/10s 25 4.8 6 Unarmed Audible
    Saturnite fist Old World Blues (add-on) 35 63 25 2.8 4 Unarmed Audible
    Saturnite fist super-heated Old World Blues (add-on) 55 90.8 25 4.4 4 Unarmed Audible
    Sawed-off shotgun 12 ga 100 234.4 37 2.7 4 Guns Audible
    Scientist glove Old World Blues (add-on) 21 28.6 28 1.5 2 Unarmed Audible
    She's Embrace Honest Hearts 25 44 20 2.5 10 Unarmed Silent
    Sleepytyme Gun Runners' Arsenal 10mm 22 220 22 4.0 5 Guns Silent
    Sonic emitter - Gabriel's bark Old World Blues (add-on) SEC 55 56.9 +20 EMP 30 1.8 2 Energy Audible
    Sonic emitter - opera singer Old World Blues (add-on) SEC 55 56.9 +20 EMP 30 1.8 2 Energy Audible
    Sonic emitter - revelation Old World Blues (add-on) SEC 31 32.1 +20 EMP 30 1.0 2 Energy Audible
    Sonic emitter - robo-scorpion Old World Blues (add-on) SEC 65 67.2 +20 EMP 30 2.2 2 Energy Audible
    Sonic emitter - tarantula Old World Blues (add-on) SEC 60 62.1 +20 EMP 30 2.0 2 Energy Audible
    Sterilizer glove Old World Blues (add-on) 21 28.6 28 1.5 3 Unarmed Audible
    The Humble Cudgel 26 72 21 2.5 3 Melee Silent
    Time bomb, high yield Gun Runners' Arsenal 1 130.8 400 0.5 Explosives Silent
    Tire iron 15 34.6 27 1.1 3 Melee Silent
    Two-Step Goodbye Gun Runners' Arsenal 70 76.4 28 5.0 6 Unarmed Audible
    War club[2] Honest Hearts 19 57 21 1.8 3 Melee Silent
    Yao guai gauntlet Honest Hearts 20 32.6 22 1.8 10 Unarmed Silent
    Note: Unique weapons are highlighted with a darker background.
    Note: Melee Weapons and Unarmed damage is doubled in V.A.T.S.
    1. 1,0 1,1 1,2 1,3 Gun Runners' Arsenal "normal" holdout weapons are not included on the "improved" holdout weapon list and will be confiscated when using the "improved" holdout option.
    2. 2,0 2,1 2,2 2,3 2,4 2,5 2,6 Companion-specific variants of these weapons are not included and will be confiscated from the player's companion(s) (see Bugs).
    3. ^ The unique weathered 10mm pistol is not included.

    Notes

    • If choosing the holdout dialogue option, weapons carried by companions will be confiscated based on the player's Sneak skill, not that of their companion(s).
    • There are only two holdout weapons which companion Lily Bowen is capable of using: frag grenades and plasma grenades. This is due to a restriction placed on Lily which limits what weapons she can use, primarily limiting her to heavy weapons such as the minigun.
    • When you are disarmed when entering "weapon-free" areas, all confiscated weapons are stripped of their associated keybinding(s). As a result, you must re-keybind your weapons when you retrieve them.
    • Players can bring their own weapons without being confiscated into the casinos, after following the correct path of their quest.
    Being seen with a weapon drawn in the casinos without completing the appropriate quest or task will make the families hostile and affect the reputation with White Glove Society if you are in Ultra-Luxe, but you can draw any weapon when confronting Silus or in The Fort.

    Bugs

    • Playstation 3 Xbox 360 PC The companion-specific versions of some improved holdout weapons are not included in these lists, and will be confiscated when these companions enter casinos. This includes melee weapons such as Cass's combat knife and Raul's lead pipe, which differ from the normal versions only in that they cannot be taken by the player.
    • Playstation 3 PC ED-E's integrated weapons can be brought into weapons-free areas as holdout weapons, but only if the player's Sneak skill is below 50. This is caused by ED-E's weapons being included on the holdout weapons list but not the improved holdout weapons list.
    • Playstation 3 Xbox 360 PC Rex's Bite "weapon" is not classified as a holdout weapon and will be confiscated.