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* BribingYourWayToVictory: The ''Courier's Stash'' and ''Gun Runners' Arsenal'' DLC, the former moreso than the latter. ''Courier's Stash'' is a compilation of several pre-order bonus packs which gives the player four full item sets at the start of the game, including a bottomless water canteen which reduces the amount of water you need to drink. No matter which set of armor you choose, you're a lot better off than in the vanilla game. ''Gun Runners' Arsenal'' adds a ton of new weapons to be purchased from shops, as well as weapon mods for them. At least these you actually have to buy in-game.

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* BribingYourWayToVictory: The ''Courier's Stash'' and ''Gun Runners' Arsenal'' DLC, the former moreso than the latter. ''Courier's Stash'' is a compilation of several pre-order bonus packs which gives the player four full item sets at the start of the game, including a bottomless water canteen which reduces the amount of water you need to drink. No matter which set of armor you choose, you're a lot better off than in the vanilla game. ''Gun Runners' Arsenal'' adds a ton of new weapons to be purchased from shops, as well as weapon mods for them. At least these you actually have to buy in-game.in-game, and they are ''friggin' EXPENSIVE!''
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** Every faction ending in the main game is this, with (excluding Caesars's Legion, who are undoubtedly evil any way you look) [[spoiler:The NCR ruling as a democracy, but every town suffers their overbearing presence, leading to exoduses and thriving towns dying out. Mr. House establishing a benevolent dictatorship that prospers, but it is heavily implied he has been playing the PC to establish a Big Brother type scenario. The independent is possibly the worst AND best, with New Vegas being an independent city free from control, but anarchy spreading to the main wasteland outside of it's walls, with (depending on the player's choices) every big town being a safe haven, but the rest an anarchic land controlled by several factions]]
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** The requisite BFG, the Anti-Material Rifle, is 10 gallons of ass-kicking for anyone that's maxing out their Guns skill. The problem is that the 10 gallons of ass-kicking comes in a 100 pound barrel: the AMR weighs in at a hefty 25 pounds, and the ammunition for it is, somehow, even heavier. 25 rounds of .50MG will hit you for ''thirteen pounds'' of weigh. It is the second most damaging non-energy, non-explosive weapon in the game, (surpassed only by the [[SawedOffShotgun Big Boomer]] and the Gun Runner's Arsenal DLC adds ''explosive'' bullets, but you're not going to be carrying much else with it. The only advantage is that by the time you're able to get and ''regularly'' use the gun, ''you don't need any other weapon''.

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** The requisite BFG, the Anti-Material Rifle, is 10 gallons of ass-kicking for anyone that's maxing out their Guns skill. The problem is that the 10 gallons of ass-kicking comes in a 100 pound barrel: the AMR weighs in at a hefty 25 pounds, and the ammunition for it is, somehow, even heavier. 25 rounds of .50MG will hit you for ''thirteen pounds'' of weigh. It is the second most damaging non-energy, non-explosive weapon in the game, (surpassed only by the [[SawedOffShotgun Big Boomer]] Boomer]]) and the Gun Runner's Arsenal DLC adds ''explosive'' bullets, but you're not going to be carrying much else with it. The only advantage is that by the time you're able to get and ''regularly'' use the gun, ''you don't need any other weapon''.
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** The requisite BFG, the Anti-Material Rifle, is 10 gallons of ass-kicking for anyone that's maxing out their Guns skill. The problem is that the 10 gallons of ass-kicking comes in a 100 pound barrel: the AMR weighs in at a hefty 25 pounds, and the ammunition for it is, somehow, even heavier. 25 rounds of .50MG will hit you for ''thirteen pounds'' of weigh. It is, without a doubt, the single most damaging non-energy, non-explosive weapon in the game, and the Gun Runner's Arsenal DLC adds ''explosive'' bullets, but you're not going to be carrying much else with it. The only advantage is that by the time you're able to get and ''regularly'' use the gun, ''you don't need any other weapon''.

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** The requisite BFG, the Anti-Material Rifle, is 10 gallons of ass-kicking for anyone that's maxing out their Guns skill. The problem is that the 10 gallons of ass-kicking comes in a 100 pound barrel: the AMR weighs in at a hefty 25 pounds, and the ammunition for it is, somehow, even heavier. 25 rounds of .50MG will hit you for ''thirteen pounds'' of weigh. It is, without a doubt, is the single second most damaging non-energy, non-explosive weapon in the game, (surpassed only by the [[SawedOffShotgun Big Boomer]] and the Gun Runner's Arsenal DLC adds ''explosive'' bullets, but you're not going to be carrying much else with it. The only advantage is that by the time you're able to get and ''regularly'' use the gun, ''you don't need any other weapon''.
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** It should be noted that several mods rename all of the above guns to their inspirations.
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** LesserOfTwoEvils: On the other hand, while the NCR is Grey, the Legion is such a darker shade it's almost Black. The radio stories about the Legion include stories of Lanius ordering his men to kill each other while the NCR stories include troop redeployment reports. Furthermore, while few people are welcoming NCR with open arms, general opinion among the wasteland inhabitants is that the Legion taking control of them instead would be far worse.

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** LesserOfTwoEvils: On the other hand, while the NCR is Grey, the Legion is such a darker shade it's almost definitely Black. The radio stories about the Legion include stories of Lanius ordering his men to kill each other while the NCR stories include troop redeployment reports. Furthermore, while few people are welcoming NCR with open arms, general opinion among the wasteland inhabitants is that the Legion taking control of them instead would be far worse.
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** According to Sergeant Bitter-Root, many of the Great Khans killed by the NCR at Bitter Springs had it coming.
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** The Jury Rigging perk needs 90 Repair to be unlocked (not impossible if you allow points in it since level 1). What does it do ? Instead of having to use an exact copy of a weapon to fix yours, it classes every armor and weapon in families and allows you to use any item of a family to fix another. Need to repair your precious anti-materiel rifle ? Use ''a varmint rifle'' since they're both in the "bolt rifle" family.
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* AllAmazonsWantHercules: Red Lucy, who was probably named after [[TheRedSonja Red Sonja]], but doesn't quite fit that trope. You can sleep with her, but only after you've brought back eggs from the most dangerous creatures in the Mojave, which typically means raiding their nests.

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* AllAmazonsWantHercules: Red Lucy, who was probably named after [[TheRedSonja Red Sonja]], but doesn't quite fit that trope.Comicbook/RedSonja. You can sleep with her, but only after you've brought back eggs from the most dangerous creatures in the Mojave, which typically means raiding their nests.
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** Part of the job description for raider gangs like the Jackals, Vipers, Scorpions, and ''especially'' the [[CompleteMonster Fiends]].

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** Part of the job description for raider gangs like the Jackals, Vipers, Scorpions, and ''especially'' the [[CompleteMonster Fiends]].Fiends.



** [[LargeHamRadio Tabitha]], [[EverythingsDeaderWithZombies the Vault 34 Overseer]], [[HumanoidAliens the Alien Captain]], and [[CompleteMonster Jean-Baptiste Cutting]] are all quite tough, each of them being a fairly worthy boss encounter.

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** [[LargeHamRadio Tabitha]], [[EverythingsDeaderWithZombies the Vault 34 Overseer]], [[HumanoidAliens the Alien Captain]], and [[CompleteMonster Jean-Baptiste Cutting]] Cutting are all quite tough, each of them being a fairly worthy boss encounter.
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*** With the introduction of Old World Blues, the bonus that the trait gives can be tripled, with still no change in the penalty.
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* BottleFairy: Cass.

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Arcade\'s best ending is pretty much entirely good. He helps out refugees for many years, before peacefully retiring to the NCR to become a teacher. It\'s possible to get an entirely good ending by siding with the NCR.


** The entire game. Not accounting for evil factions like the Fiends and Powder Gangers, there is no way to make the world 100% peaceful and happy no matter what ending you take due to how quests conflict. Some quests don't have a happy ending regardless of who you side with, there's just terrible endings and less-bad ones.
** The "best case scenarios" for Arcade, Veronica and Lily qualify big time. For Arcade, [[spoiler:the only endings where he ends up in a somewhat good position are the NCR and Wild Card endings, and even then he ends up somewhat disappointing with the negative aspects of each outcome, but nevertheless resolves to continue helping the Wasteland any way he can]]. Veronica, [[spoiler:she either stays with the Brotherhood and reluctantly keeps her mouth shut about her disagreements with their methods, or she leaves, willingly or they banish her, and she wanders the wastelands as a lone tinkerer fearful of getting close to people in case the Brotherhood is monitoring her]]. As for Lily, her "good" endings either have her [[spoiler:go off to find her grandchildren, who are almost assuredly dead by now, or finally having her mental state stabilized at the cost of the memories of her past.]]
** The best ending you can hope for in ''Honest Hearts'' is [[spoiler:The Sorrows and Dead Horses are safely evacuated from Zion and the White Legs' threat is neutralized [[TalkingTheMonsterToDeath one way]] [[KillEmAll or another]], And Joshua Graham finally makes peace with his inner demons, but Zion itself is lost forever (polluted, conquered, and ravaged), and Daniel spends the rest of his days wondering if abandoning it was the right decision after all...]] Or, you can [[spoiler: help Graham crush the White Legs. If you convince him to spare Salt-Upon-Wounds, or at the very least make it a fair fight, then the only "good" character who gets a sad ending is Daniel who, as mentioned above, is so idealistic that he's screwed no matter what happens.]]

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** The entire game. Not accounting for evil factions like the Fiends and Powder Gangers, there is no way to make the world 100% peaceful and happy no matter what ending you take due to how quests conflict. Some quests don't have a happy ending regardless of who you side with, there's just terrible endings and less-bad ones.
** The "best case scenarios" for Arcade, Veronica and Lily qualify big time. For Arcade, [[spoiler:the only endings where he ends up in a somewhat good position are the NCR and Wild Card endings, and even then he ends up somewhat disappointing with the negative aspects of each outcome, but nevertheless resolves to continue helping the Wasteland any way he can]]. Veronica, [[spoiler:she either stays with the Brotherhood and reluctantly keeps her mouth shut about her disagreements with their methods, or she leaves, willingly or they banish her, and she wanders the wastelands as a lone tinkerer fearful of getting close to people in case the Brotherhood is monitoring her]]. As for Lily, her "good" endings either have her [[spoiler:go off to find her grandchildren, who are almost assuredly dead by now, or finally having her mental state stabilized at the cost of the memories of her past.]]
** The best ending you can hope for in ''Honest Hearts'' is [[spoiler:The Sorrows and Dead Horses are safely evacuated from Zion and the White Legs' threat is neutralized [[TalkingTheMonsterToDeath one way]] [[KillEmAll or another]], And Joshua Graham finally makes peace with his inner demons, but Zion itself is lost forever (polluted, conquered, and ravaged), and Daniel spends the rest of his days wondering if abandoning it was the right decision after all...]] Or, you can [[spoiler: help helping Graham crush the White Legs. If you convince him to spare Salt-Upon-Wounds, or at the very least make it a fair fight, then the only "good" character who gets a sad ending is Daniel who, as mentioned above, is so idealistic that he's screwed no matter what happens.]]
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* BlingBlingBang: All of the unique handguns.

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* BlingBlingBang: All of the unique handguns.handguns, especially Maria, Lucky and the Ranger Sequoia.
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** The HuntingRifle comes back in all its BoringButPractical glory. It has enough counterbalances to higher-tier precision-specialized Guns-category weapons to stay in your pack all the way to endgame. Though the Sniper Rifle has rate of fire and silencer fitting in its favor, the Hunting Rifle (after mods) has a higher-zoom scope, longer magazine, and far greater durability (allowing it to fire the higher-wear-and-tear Jacketed Soft Point handloader ammo for far longer). The Anti-Materiel Rifle may have sheer damage in its favor, but the Hunting Rifle doesn't weigh as much as a railroad tie and has far cheaper ammo.

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** The HuntingRifle Hunting Rifle comes back in all its BoringButPractical glory. It has enough counterbalances to higher-tier precision-specialized Guns-category weapons to stay in your pack all the way to endgame. Though the Sniper Rifle has rate of fire and silencer fitting in its favor, the Hunting Rifle (after mods) has a higher-zoom scope, longer magazine, and far greater durability (allowing it to fire the higher-wear-and-tear Jacketed Soft Point handloader ammo for far longer). The Anti-Materiel Rifle may have sheer damage in its favor, but the Hunting Rifle doesn't weigh as much as a railroad tie and has far cheaper ammo.
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** The HuntingRifle comes back in all its BoringButPractical glory. It has enough counterbalances to higher-tier precision-specialized Guns-category weapons to stay in your pack all the way to endgame. Though the Sniper Rifle has rate of fire and silencer fitting in its favor, the Hunting Rifle (after mods) has a higher-zoom scope, longer magazine, and far greater durability (allowing it to fire the higher-wear-and-tear Jacketed Soft Point handloader ammo for far longer). The Anti-Materiel Rifle may have sheer damage in its favor, but the Hunting Rifle doesn't weigh as much as a railroad tie and has far cheaper ammo.

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These aren\'t Big Bads; Kimball and Oliver are Hero Antagonists, not villains. House is not the Big Bad as he doesn\'t drive the central conflict and is usually disposed of early. Lanius is The Dragon.


* BigBad: We have plently of contenders...
** Ceasar, as the leader of Legion, who are basically Roman Nazis hellbent on assimilating Mojave. However, none of the storylines requires you to deal with, since he's lesser evil compared to Legate Lanius.
** Legate Lanius, TrueFinalBoss for three out of four storylines. Ruthless and brutal leader of Legion's army.
** Mr. House, lord of New Vegas. Even tough everyone wants him dead (or disabled), he is only interesed in Platinium Chip and maintaing his control in New Vegas.
** Aaron Kimball, president of the NCR. Only for Legion storyline.
** General Olivier, officer of NCR army tasked with protecting the Hoover dam. Acts as FinalBoss for three out of four sides.

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* BigBad: We have plently of contenders...
** Ceasar,
Caesar, as the leader of Legion, who are basically Roman Nazis Nazi slavers hellbent on assimilating Mojave. However, none Mojave and bringing their genocidal reign of terror on the storylines requires inhabitants. While you never actually ''have'' to deal with, since with him (unlike TheDragon, Legate Lanius), he's lesser evil compared to Legate Lanius.
** Legate Lanius, TrueFinalBoss for three out of four storylines. Ruthless and brutal leader of Legion's army.
** Mr. House, lord of New Vegas. Even tough everyone wants him dead (or disabled), he is only interesed in Platinium Chip and maintaing his control in New Vegas.
** Aaron Kimball, president
clearly the most villainous of the NCR. Only for Legion storyline.
** General Olivier, officer of NCR army tasked with protecting
main faction leaders and drives the Hoover dam. Acts as FinalBoss for three out main conflict of four sides.the game. Although, unique among Fallout Big Bads, it's possible to kill him far before the final battle actually happens. If you do, then Lanius steps into the position of BigBad.



** For ''Honest Hearts,'' it's Salt-Upon-Wounds, chief of White Legs.
** For ''Old World Blues'', it's [[spoiler: the Think Tank, rather than Dr Mobius]]. However, none of them are truly villanious.
** For ''Lonesome Road'', it's Ulysses, former courier, who has personal grudge against Courier, and it's a good one.

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** For ''Honest Hearts,'' it's Salt-Upon-Wounds, chief of White Legs.
Legs, with Caesar as the BiggerBad who gave the White Legs machine guns and ordered them to commit genocide due to a personal grudge on Caesar's part.
** For ''Old World Blues'', it's [[spoiler: Dr. Klein, leader of the Think Tank, rather than Dr Dr. Mobius]]. However, none of them are truly villanious.
villainous. Just really, really deranged and delusional.
** For ''Lonesome Road'', it's Ulysses, former courier, courier and Legion agent, who has personal grudge against Courier, Courier. He has a plan to [[spoiler: nuke all of the major factions, which would kill thousands and it's a good one.doom thousands of others to poverty, anarchy, and radiation sickness.]]

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* TheAggressiveDrugDealer: Dixon in Freeside, who spikes his alcohol with addictive chems in order to ensure customer loyalty.



** Two former Followers of the Apocalypse. Both of them know they're addicted and ''really'' want to quit, but the withdrawal is too much for them - they've tried several times, already. Whether they recover or not, is up to you.

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** Two former Followers of the Apocalypse. Both of them know they're addicted and ''really'' want to quit, but the withdrawal is too much for them - they've tried several times, already. Whether they recover or not, is up to you. Subverted in this case as their booze supplier has been spiking his product with addictive chems.



* AltumVidetur: Caesar's Legion uses ''a lot'' of Latin. Latin names, ranks, currency, uniforms, punishments, etc. You need to use it for a small side-quest against [[spoiler: a captured Legion Centurion POW that the NCR captured, provided your Intelligence is high enough.]] They're also pronounced correctly (Caesar is pronounced with a hard C).

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* AltumVidetur: Caesar's Legion uses ''a lot'' of Latin. Latin names, ranks, currency, uniforms, punishments, etc. You need to can even use it for a small side-quest against [[spoiler: a captured Legion Centurion POW that the NCR captured, provided your Intelligence is high enough.]] They're also pronounced correctly (Caesar is pronounced with a hard C).
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** The Powder Gangers get pretty close, being anarchistic at best and downright bullies at worst. They tend to rob or attack anyone they don't like, which is almost everyone. They do trade with at least one town (which happens to be full of degenerates lowlifes anyway).

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** The Powder Gangers get pretty close, being anarchistic at best and downright bullies at worst. They tend to rob or attack anyone they don't like, which is almost everyone. They do trade with at least one town (which happens to be full of degenerates degenerate lowlifes anyway).
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** The Powder Gangers get pretty close, being anarchistic at best and downright bullies at worst. They tend to rob or attack anyone they don't like, which is almost everyone. They do trade with at least one town (which happens to be full of degenerates lowlifes anyway).

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** Dead Money perk "And Stay Back" grants 10% chance per shotgun shot of throwing the target back. The sawed-off fires 14 buckshot per blast, practically guaranteeing an airborne ragdoll if fired at close range.

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** Dead Money ''Dead Money'' perk "And Stay Back" grants 10% chance per shotgun shot of throwing the target back. The sawed-off fires 14 buckshot per blast, practically guaranteeing an airborne ragdoll if fired at close range.



* BombThrowingAnarchists: Averted by the Followers of the Apocalypse who, despite being derided as anarchists by some, arguably are the only "truly good" faction in the game, next to the Kings.

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* BombThrowingAnarchists: BombThrowingAnarchists:
**
Averted by the Followers of the Apocalypse who, despite being derided as anarchists by some, arguably are the only "truly good" faction in the game, next to the Kings.



** 'Honest Hearts' introduces the 'Fight the Power!' that gives the bonus in combat with members of 'lawful' factions. It is accompanied by the picture of stereotypical rioter with a scarf on his face and holding Molotov cocktail.
* BonusBoss: The four Legendary monsters. The toughest of them, the Legendary Deathclaw, is by far the most powerful thing in the entire game, with almost as much health as the final boss ''and'' an insanely high armor rating (significantly more than a full suit of the best power armor available!). Like all deathclaws, it is also very, very fast. He also [[OneHitKill one hit kills]] pretty much all but the toughest and most heavily armored of characters. [[DeadpanSnarker Nice knowing you.]]

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** 'Honest Hearts' introduces the perk 'Fight the Power!' that which gives the bonus in a combat with bonus against members of 'lawful' factions. It is accompanied by the picture of stereotypical rioter with a scarf on his face and holding Molotov cocktail.
* BonusBoss: The four Legendary monsters. The toughest of them, the Legendary Deathclaw, is by far the most powerful thing in the entire game, with almost as much health as the final boss ''and'' an insanely high armor rating (significantly more than a full suit of the best power armor available!). Like all deathclaws, it is also very, very fast. He also [[OneHitKill one {{one hit kills]] kill}}s pretty much all but the toughest and most heavily armored of characters. [[DeadpanSnarker Nice knowing you.]]



* BonusDungeon: Up to three are added by ''Lonesome Road,'' the Courier's Mile, the NCR Long 15, and the Legion Dry Wells. The latter two are only accessible if [[spoiler: you decided to nuke them.]] None of these are particularly long, but they're overflowing with radiation and irradiated ghoul soldiers (causing them to hyper-regenerate) with some chests of high-grade equipment hidden in back.

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* BonusDungeon: Up to three are added by ''Lonesome Road,'' Road''-- the Courier's Mile, the NCR Long 15, and the Legion Dry Wells. The latter two are only accessible if [[spoiler: you decided to nuke them.]] None of these are particularly long, but they're overflowing with radiation and irradiated ghoul soldiers (causing them to hyper-regenerate) with some chests of high-grade equipment hidden in back.



* BoringButPractical: The Marksman Carbine. Powerful. Durable. Versatile. Ammo-efficient. Completely unspectacular and ugly.

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* BoringButPractical: BoringButPractical:
**
The Marksman Carbine. Powerful. Durable. Versatile. Ammo-efficient. Completely unspectacular and ugly.



** From Dead Money, the Cosmic Knives. Not only are they easy to find, but you can clean one [[IncendiaryExponent and superheat it later]] to give it a massive stat boost and the power to set things on fire. Helps out in the first few quests, when you have almost no ammo or items. The Knife Spear (a stick with knifes taped on it) is even more useful.

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** From Dead Money, ''Dead Money'', the Cosmic Knives. Not only are they easy to find, but you can clean one [[IncendiaryExponent and superheat it later]] to give it a massive stat boost and the power to set things on fire. Helps out in the first few quests, when you have almost no ammo or items. The Knife Spear (a [[BladeOnAStick stick with knifes taped on it) it]]) is even more useful.



** From the Lonesome Road DLC comes the flare gun. Doesn't have the greatest damage, but uses a fairly common ammo type only used by a few other weapons in the entire game, and has the distinct power to SCARE DEATHCLAWS.

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** From the Lonesome Road ''Lonesome Road'' DLC comes the flare gun. Doesn't have the greatest damage, but uses a fairly common ammo type only used by a few other weapons in the entire game, and has the distinct power to SCARE DEATHCLAWS.



* BottleFairy: Cass

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* BottleFairy: CassCass.



* BullyingADragon: Keith, a hustler at the Aerotech business park, gets cornered by Captain Parker after you provide Parker with evidence of Keith's misdeeds. Parker tries to arrest Keith, who resists. Keith then starts taunting Parker about how his wife left him. Which prompts Parker to let fly with his service rifle. Taunting a man armed with a military rifle about his estranged wife... [[TooDumbToLive smooth.]]

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* BullyingADragon: BullyingADragon:
**
Keith, a hustler at the Aerotech business park, gets cornered by Captain Parker after you provide Parker with evidence of Keith's misdeeds. Parker tries to arrest Keith, who resists. Keith then starts taunting Parker about how his wife left him. Which prompts Parker to let fly with his service rifle. Taunting a man armed with a military rifle about his estranged wife... [[TooDumbToLive smooth.]]

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** The "9mm pistol" is the Browning Hi-Power, and the "9mm Submachine gun" is a WW2 [=M3A1=] "Greasegun".
** The "Hunting Shotgun" is the Remington Model 870, the player even pumps it one handed after reloading just like Sarah Connor in Terminator 2. Speaking of Terminator, the lever-action Winchester 1887/1901 shotgun that Arnold uses appears as the "Lever-Action Shotgun" as well[[Sort of]]The gun in the game is a 20-gauge, where the Winchester 1887/1901 was only made in 10-gauge and 12-gauge.[[/Sort of]].

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** The "9mm pistol" is the Browning Hi-Power, and the "9mm Submachine gun" is a WW2 [=M3A1=] "Greasegun".
"Greasegun."
** The "Hunting Shotgun" is the Remington Model 870, the player even pumps it one handed after reloading just like Sarah Connor in Terminator 2. Speaking of Terminator, the lever-action Winchester 1887/1901 shotgun that Arnold uses appears as the "Lever-Action Shotgun" as well[[Sort of]]The well[[note]]--sort of. The gun in the game is a 20-gauge, where the Winchester 1887/1901 was only made in 10-gauge and 12-gauge.[[/Sort of]].[[/note]].



** Two of the weapons that come with the Dead Money DLC are the M1918 BAR and Colt Official Police revolver, appearing as the "Automatic Rifle" and "Police Pistol", respectively.

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** Two of the weapons that come with the Dead Money DLC are the M1918 BAR and Colt Official Police revolver, appearing as the "Automatic Rifle" and "Police Pistol", Pistol," respectively.



--->'''Joshua Graham''': "This weapon was designed by a [[http://en.wikipedia.org/wiki/John_Browning member of our tribe]] (the New Cannanites, a sect of the Church of Jesus Christ of Latter-Day Saints or Mormons) almost four hundred years ago. Mastering it is a New Cannanite rite of passage."

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--->'''Joshua Graham''': "This weapon was designed by a [[http://en.wikipedia.org/wiki/John_Browning member of our tribe]] (the New Cannanites, a sect of the Church of Jesus Christ of Latter-Day Saints or Mormons) [[UsefulNotes/{{Mormonism}} Mormons]]) almost four hundred years ago. Mastering it is a New Cannanite rite of passage."



** There's some debate over how "Caesar" would be pronounced. "Kai-zahr" is one interpretation to the original Latin pronunciation, as is "Kay-zahr" - or "Kay" (rhymes with say or day) plus "zahr" (rhymes with bar, car or star), or a softer "s" sound, such as "Kay-sahr".

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** There's some debate over how "Caesar" would be pronounced. "Kai-zahr" is one interpretation to the original Latin pronunciation, as is "Kay-zahr" - or "Kay" (rhymes with say or day) plus "zahr" (rhymes with bar, car or star), or a softer "s" sound, such as "Kay-sahr"."Kay-sahr."



** Fast Shot used to be an amazing trait. You gave up the Aimed Shot skill, which is mostly useless (by the time you can reliably hit specific body parts, you should have little trouble just killing enemies), to reduce the AP needed per shot by 1. This usually translated into getting at least one extra shot per round. Depending on your weapon and Agility, this could very well mean you were shooting twice per round rather than once, meaning it doubled your damage output. The new version (due to the lack of the Aimed Shot skill) reduces accuracy for a minor AP reduction.
*** Actually, Fast Shot was only amazing for heavy weapon characters, since they couldn't perform aimed shots anyway. A targeted shot to the eyes (which wasn't all that hard to do if your skill was decent enough) with weapons like the gauss or laser rifle resulted in up to 5x normal damage, which was enough to kill an Enclave soldier or tough deathclaw with a single shot, or at least knock them out.

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** Fast Shot used to be an amazing trait. You gave By giving up the Aimed Shot skill, which is mostly useless (by the time skill (precursor to V.A.T.S.) you can reliably hit specific body parts, you should have little trouble just killing enemies), to reduce the AP needed per shot by 1. This usually translated into getting at least one extra shot per round. Depending on your weapon and Agility, this could very well mean you were shooting twice per round rather than once, meaning it doubled your damage output. The new version (due to the lack of the Aimed Shot skill) reduces accuracy for a minor AP reduction.
*** Actually, Fast Shot
reduction. For anyone who didn't want to cripple limbs at range it was only amazing great; for characters who used heavy weapon characters, since they weapons, which couldn't perform make aimed shots anyway. A targeted shot to the eyes (which wasn't all that hard to do if your skill anyway, it was decent enough) with weapons like the gauss or laser rifle resulted in up to 5x normal damage, which was enough to kill an Enclave soldier or tough deathclaw with a single shot, or at least knock them out.even better.



* AsTheGoodBookSays: On the edge of Searchlight is a church with a sign with Revelations 9:6 on it. In case you've forgotten, [[spoiler: the town is filled with feral ghouls you've been sent in to euthanize]], but then again, Revelations is rarely ever [[NamesToRunAwayFromReallyFast quoted when things are swell and dandy.]]

to:

* AsTheGoodBookSays: AsTheGoodBookSays:
**
On the edge of Searchlight is a church with a sign with Revelations 9:6 on it. In case you've forgotten, [[spoiler: the town is filled with feral ghouls you've been sent in to euthanize]], but then again, Revelations is rarely ever [[NamesToRunAwayFromReallyFast quoted when things are swell and dandy.]]



* AuthorityEqualsAsskicking: Legate Lanius is a MadeOfIron murder machine [[spoiler:and serves as the game's "final boss" for every non-Legion ending path.]] Averted with the NCR President Kimball and General Oliver, and even Caesar himself, who are all bog standard humans that go down after a couple decent headshots. Also a case of AsskickingEqualsAuthority, as Lanius got the job as Caesar's right hand man by singlehandedly killing off his entire former tribe in combat.

to:

* AuthorityEqualsAsskicking: AuthorityEqualsAsskicking:
**
Legate Lanius is a MadeOfIron [[MadeOfIron solid iron]] murder machine [[spoiler:and serves as the game's "final boss" for every non-Legion ending path.]] Averted with the NCR President Kimball and General Oliver, and even Caesar himself, who are all bog standard humans that go down after a couple decent headshots. Also a case of AsskickingEqualsAuthority, as Lanius got the job as Caesar's right hand man by singlehandedly killing off his entire former tribe in combat.



** Salt-Upon-Wounds, the leader of the White Legs and "final boss" of the DLC, is no slouch himself. He has more health and armor than a Deathclaw Alpha, and is armed with a custom Power Fist. Graham pretty much curbstomps him, though.

to:

** Salt-Upon-Wounds, the leader of the White Legs and "final boss" of the DLC, is no slouch himself. He has more health and armor than a Deathclaw Alpha, and is armed with a custom Power Fist. Graham pretty much still curbstomps him, though.



* AwesomeYetPractical: The Healing Poultice. Heals a good amount of HP and restores crippled limbs, all for the penalty of -2 Agility for a minute or two. They're even more useful in Hardcore mode when healing items are less effective and Doctor Bags don't heal limbs to full condition. The only catch is that the mixing compounds for it are a bit uncommon in the Mojave, but the poultice comes with the ''Honest Hearts'' add-on, and the ingredients are quite plentiful in Zion.

to:

* AwesomeYetPractical: AwesomeYetPractical:
**
The Healing Poultice. Heals a good amount of HP and restores crippled limbs, all for the penalty of -2 Agility for a minute or two. They're even more useful in Hardcore mode when healing items are less effective and Doctor Bags don't heal limbs to full condition. The only catch is that the mixing compounds for it are a bit uncommon in the Mojave, but the poultice comes with the ''Honest Hearts'' add-on, and the ingredients are quite plentiful in Zion.



* AnAxeToGrind: A few of them, especially the fire axe.
** Throw in some RuleOfCool and technobabble, and you get the Protonic Inversal Axe.

to:

* AnAxeToGrind: A few of them, especially the fire axe.
**
axe. Throw in some RuleOfCool and technobabble, and you get the Protonic Inversal Axe.



** The Courier before the game even starts. His journey started at the Mojave Express in Primm, South of Goodsprings. Most people who have been working as couriers for a while should notice the local wildlife, and as many people discovered, there are Cazadores north of Goodsprings. The Courier's route would have led straight through the swarm if he/she hadn't been shot. Planning to go through a swarm of Cazadores is either badass or TooDumbToLive.
*** Word of god is that the courier was unaware of the danger.

to:

** The Courier before the game even starts. His journey started at the Mojave Express in Primm, South of Goodsprings. Most people who have been working as couriers for a while should notice the local wildlife, and as many people discovered, there are Cazadores north of Goodsprings. The Courier's route would have led straight through the swarm if he/she hadn't been shot. Planning to go through a swarm of Cazadores is either badass or TooDumbToLive.
*** Word of god
TooDumbToLive.[[note]]WordofGod is that the courier was unaware of the danger.[[/note]]



** [[ColonelBadass Colonel Royez]] and [[AsskickingEqualsAuthority Gaius Magnus]]. The first is a NCR officer who pacified the whole Long 15 (and still does today) and wears the Scorched Sierra Armor, a pristine PowerArmor almost custom-made for him ; the second is a calmer clone of Lanius who assimilated his whole tribe in the Legion by force and received the Armor of the 87th tribe (his own version of the Legate armor) as a token of bravery from Caesar. Both [[spoiler: survive (at the cost of becoming Marked Men) a nuke on the face if you nuke Dry Wells and/or the Long 15]] and, alone, WILL wipe the floor with anything in the game, including the Courier if [[spoiler: he goes to the Long 15 or Dry Wells after Lonesome Road and the nuking of said zones]]. [[FridgeLogic Makes you wonder why nobody sent those guys to Hoover Dam.]]

to:

** [[ColonelBadass Colonel Royez]] and [[AsskickingEqualsAuthority Gaius Magnus]]. The first is a NCR officer who pacified the whole Long 15 (and still does today) and wears the Scorched Sierra Armor, a pristine PowerArmor almost custom-made for him ; him; the second is a calmer clone of Lanius who assimilated his whole tribe in the Legion by force and received the Armor of the 87th tribe (his own version of the Legate armor) as a token of bravery from Caesar. Both [[spoiler: survive (at the cost of becoming Marked Men) a nuke on the face if you nuke Dry Wells and/or the Long 15]] and, alone, WILL wipe the floor with anything in the game, including the Courier if [[spoiler: he goes to the Long 15 or Dry Wells after Lonesome Road and the nuking of said zones]]. [[FridgeLogic Makes you wonder why nobody sent those guys to Hoover Dam.]]



** One house owned by a lovesick nerd contains not only a very hostile Mr Gutsy, but also roughly a dozen mixed weapons hidden conspiciously around the place, including a laser rifle in the bathtub. And out by the trailer park you can find a dead guy with another laser rifle... next to a pile of dust and a Legion armor. Nipton did not go quite as quietly as Vulpes Inculta would like to claim.

to:

** One house owned by a lovesick nerd contains not only a very hostile Mr Gutsy, but also roughly a dozen mixed weapons hidden conspiciously conspicuously around the place, including a laser rifle in the bathtub. And out by the trailer park you can find a dead guy with another laser rifle... next to a pile of dust and a Legion armor. Nipton did not go quite as quietly as Vulpes Inculta would like to claim.



* BadassLongcoat: The NCR Ranger combat armor; it's the armor shown on the cover, also worn by the sniper at the wall around the Strip in the intro. Later [=DLCs=] add the Desert Ranger Combat Armor and the Elite Riot Gear, each Longcoat more Badass than the last.

to:

* BadassLongcoat: BadassLongcoat:
**
The NCR Ranger combat armor; it's the armor shown on the cover, also worn by the sniper at the wall around the Strip in the intro. Later [=DLCs=] add the Desert Ranger Combat Armor and the Elite Riot Gear, each Longcoat more Badass than the last.



* BallisticDiscount: Can be done of course, but many traders and shopkeepers are usually heavily armed themselves as well as having guards and the risk of making the whole town hostile. The Silver Rush is the epitome of this, as they have half-a-dozen guards and one boss character guarding the shopkeeper. Keep in mind that the merchants' inventory and money gets replenished every few days, so killing may be a bad idea for a different reason.

to:

* BallisticDiscount: BallisticDiscount:
**
Can be done of course, but many traders and shopkeepers are usually heavily armed themselves as well as having guards and the risk of making the whole town hostile. The Silver Rush is the epitome of this, as they have half-a-dozen guards and one boss character guarding the shopkeeper. Keep in mind that the merchants' inventory and money gets replenished every few days, so killing may be a bad idea for a different reason.



* BeefGate: Used liberally in the beginning. The two north roads to Vegas lead you right into Cazadores and Deathclaws, the latter of which has twice as much health as a standard Deathclaw. To the south, straying from the road is a good way to get giant Radscorpions on your tail, and those things are hard to kill in the early game. It's a good sign that if something manages to kill you in two hits while anything you currently have can't inflict a single scratch in return, you should probably not be in that area yet. On the plus side, limiting specific monsters to specific ecological regions avoids the "anything can pop up anywhere" problem seen in ''Fallout3'', where you'd have Deathclaws showing up just outside the walls of major settlements once your character reached a high-enough level.

to:

* BeefGate: BeefGate:
**
Used liberally in the beginning. The two north roads to Vegas lead you right into Cazadores and Deathclaws, the latter of which has twice as much health as a standard Deathclaw. To the south, straying from the road is a good way to get giant Radscorpions on your tail, and those things are hard to kill in the early game. It's a good sign that if something manages to kill you in two hits while anything you currently have can't inflict a single scratch in return, you should probably not be in that area yet. On the plus side, limiting specific monsters to specific ecological regions avoids the "anything can pop up anywhere" problem seen in ''Fallout3'', where you'd have Deathclaws showing up just outside the walls of major settlements once your character reached a high-enough level.



* BeingGoodSucks: Almost all of the Followers of the Apocalypse endings [[spoiler: has them taking on more responsibility than they can handle or being screwed outright. One of the only ''"good"'' endings, ironically enough, is an ending which Caesar lives. [[PetTheDog He spares their lives and lets them leave the Mojave Wasteland peacefully out of respect, as they had taught him as a boy]].]]

to:

* BeingGoodSucks: BeingGoodSucks:
**
Almost all of the Followers of the Apocalypse endings [[spoiler: has them taking on more responsibility than they can handle or being screwed outright. One of the only ''"good"'' endings, ironically enough, is an ending which Caesar lives. [[PetTheDog He spares their lives and lets them leave the Mojave Wasteland peacefully out of respect, as they had taught him as a boy]].]]



** Also played straight in the Honest Hearts DLC. [[spoiler: No matter which ending you choose, Daniel will still get the short end of the stick.]] Sure, sometimes it's only as bad as missing the paradise-that-could-have-been Zion, but it's ''very'' easy to make "good" decisions that cause him trouble.

to:

** Also played straight in the Honest Hearts ''Honest Hearts'' DLC. [[spoiler: No matter which ending you choose, Daniel will still get the short end of the stick.]] Sure, sometimes it's only as bad as missing the paradise-that-could-have-been Zion, but it's ''very'' easy to make "good" decisions that cause him trouble.



* BewareTheNiceOnes: The game's most powerful NPC is none other than Primm Slim, the Protectron sheriff robot in the Vikki and Vance Casino, who has more than 2,000 HP at level 30. That's just health, of course. It may take you a while, but he's a dolled-up Protectron and couldn't kill you if he wanted to.

to:

* BewareTheNiceOnes: BewareTheNiceOnes:
**
The game's most powerful NPC is none other than Primm Slim, the Protectron sheriff robot in the Vikki and Vance Casino, who has more than 2,000 HP at level 30. That's just health, of course. It may take you a while, but he's a dolled-up Protectron and couldn't kill you if he wanted to.



** For Dead Money, it's Father Elijah, former head of Mojave chapter of Brotherhood of Steel
** For Honest Hearts, it's Salt-Upon-Wounds, chief of White Legs.
** For Old World Blues, it's [[spoiler: Think Tank, rather than Dr Mobius]]. However, none of them are truly villanious.
** For Lonesome Road, it's Ulysses, former courier, who has personal grudge against Courier, and it's a good one.

to:

** For Dead Money, ''Dead Money'', it's Father Elijah, former head of Mojave chapter of Brotherhood of Steel
** For Honest Hearts, ''Honest Hearts,'' it's Salt-Upon-Wounds, chief of White Legs.
** For Old ''Old World Blues, Blues'', it's [[spoiler: the Think Tank, rather than Dr Mobius]]. However, none of them are truly villanious.
** For Lonesome Road, ''Lonesome Road'', it's Ulysses, former courier, who has personal grudge against Courier, and it's a good one.



* BiTheWay: In one of her lines of dialogue, Cass says that once she is drunk enough, she doesn't care who she ends up in bed with whether they be male or female.
** If you try to invite her into your party when it's occupied by someone else (male or female), she says "I'm not in the mood for a threesome...today".
* BittersweetEnding: The entire game. Not accounting for evil factions like the Fiends and Powder Gangers, there is no way to make the world 100% peaceful and happy no matter what ending you take due to how quests conflict. Some quests don't have a happy ending regardless of who you side with, there's just terrible endings and less-bad ones.

to:

* BiTheWay: In one of her lines of dialogue, Cass says that once she is drunk enough, she doesn't care who she ends up in bed with whether they be male or female.
**
female. If you try to invite her into your party when it's occupied by someone else (male else, male or female), female, she says says, "I'm not in the mood for a threesome...today".
threesome... today."
* BittersweetEnding: BittersweetEnding:
**
The entire game. Not accounting for evil factions like the Fiends and Powder Gangers, there is no way to make the world 100% peaceful and happy no matter what ending you take due to how quests conflict. Some quests don't have a happy ending regardless of who you side with, there's just terrible endings and less-bad ones.



** The Biological Station in Old World Blues threatens to seed the ''shit'' out of you, and has seeded Muggy before.

to:

** The Biological Station in Old ''Old World Blues Blues'' threatens to seed the ''shit'' out of you, and has seeded Muggy before.



* BlatantLies: Those radioactive barrels you see both here and in Fallout 3? In the REPCONN headquarters, they're "safety barrels", and being buried in the ground is supposed to be totally safe! Some extremist hippy whackos are just lying to you about their radioactivity!

to:

* BlatantLies: BlatantLies:
**
Those radioactive barrels you see both here and in Fallout 3? In the REPCONN headquarters, they're "safety barrels", barrels," and being buried in the ground is supposed to be totally safe! Some extremist hippy whackos are just lying to you about their radioactivity!



* BrokenAesop: The overall theme of the DLC ''Dead Money'' is how greed can make people unable to let go of their own vices. To illustrate this point, the casino vault is filled with dozens of gold bars that are far too heavy for you to carry to escape alive, proving that even the player must set aside their greed in order to move on. ... Except that with a stealthboy and some very precise timing, it's fully possible to make off with all the gold without a scratch. So in the end the moral is 'you need to let go of your greed, unless you're clever enough to get away scott free'.

to:

* BrokenAesop: The overall theme of the DLC ''Dead Money'' is how greed can make people unable to let go of their own vices. To illustrate this point, the casino vault is filled with dozens of gold bars that are far too heavy for you to carry to escape alive, proving that even the player must set aside their greed in order to move on. ...on... Except that with a stealthboy and some very precise timing, it's fully possible to make off with all the gold without a scratch. So in the end the moral is 'you "you need to let go of your greed, unless you're clever enough to get away scott free'.scot-free."



** And even then, it's easy enough to just scrounge around the Sierra Madre Villa and Casino to grab everything that isn't nailed down, and go back to the Mojave with a ton of loot. Letting go of the gold bars is a lot easier when you would be insanely rich even without them, making the Aesop "You can get away with greed as long as you carefully pick your battles and have a strong enough obsessive compulsive disorder".

to:

** And even then, it's easy enough to just scrounge around the Sierra Madre Villa and Casino to grab everything that isn't nailed down, and go back to the Mojave with a ton of loot. Letting go of the gold bars is a lot easier when you would be insanely rich even without them, making the Aesop "You can get away with greed as long as you carefully pick your battles and have a strong enough obsessive compulsive disorder".disorder."

Added: 2600

Changed: 5414

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Did some copy-edit work.


* AnAesop: The DLC, together, all pretty much end with the lesson, "Let go of the past." All the antagonists of the DLC are, in some way, unable to move on after a point in their life [[hottip:*:Elijah's defeat at Helios One, Graham's (although he's not the antagonist, but still) "execution" by Caesar and his own past, the Think Tank's refusal to cease their experiments, and Ulysses' witnessing [[spoiler: the unwitting destruction of the Divide by the Courier]], to say nothing of the huge emphasis on old-world technology.

to:

* AnAesop: The DLC, together, all pretty much end with the lesson, "Let go of the past." All the antagonists of the DLC are, in some way, unable to move on after a point in their life [[hottip:*:Elijah's [[note]]Elijah's defeat at Helios One, Graham's (although he's not the antagonist, but still) "execution" by Caesar and his own past, the Think Tank's refusal to cease their experiments, and Ulysses' witnessing [[spoiler: the unwitting destruction of the Divide by the Courier]], Courier]][[/note]], to say nothing of the huge emphasis on old-world technology.



** Caesar. [[spoiler:He is a well educated man and talks in a polite manner when interacting with the player. He also used to be a member of the Followers of the Apocalypse, and does still believe in some of their ideals.]] If you don't mind all the murder, misogyny, mass murder, and slavery, he's actually a nice guy.

to:

** Caesar. [[spoiler:He is a well educated man and talks in a polite manner when interacting with the player. He also used to be a member of the Followers of the Apocalypse, and does still believe believes in some of their ideals.]] If you don't mind all the murder, misogyny, mass murder, and slavery, he's actually a nice guy.



** The "Hunting Shotgun" is the Remington Model 870, the player even pumps it one handed after reloading just like Sarah Connor in Terminator 2. Speaking of Terminator, the lever-action Winchester 1887/1901 shotgun that Arnold uses appears as the "Lever-Action Shotgun" as well[[hottip:Sort of.: The gun in the game is a 20-gauge, where the Winchester 1887/1901 was only made in 10-gauge and 12-guage.]].

to:

** The "Hunting Shotgun" is the Remington Model 870, the player even pumps it one handed after reloading just like Sarah Connor in Terminator 2. Speaking of Terminator, the lever-action Winchester 1887/1901 shotgun that Arnold uses appears as the "Lever-Action Shotgun" as well[[hottip:Sort of.: The well[[Sort of]]The gun in the game is a 20-gauge, where the Winchester 1887/1901 was only made in 10-gauge and 12-guage.]].12-gauge.[[/Sort of]].



** The Thompson Sub Machine-Gun appears in ''Honest Hearts'' DLC as the ".45 Auto Submachine Gun", and has a laser variant in the form of the "Laser RCW".

to:

** The Thompson Sub Machine-Gun appears in ''Honest Hearts'' DLC as the ".45 Auto Submachine Gun", Gun," and has a laser variant in the form of the "Laser RCW".RCW."



** The "Hunting Revolver" is a Magnum Research Big Frame Revolver[[hottip:*:Although the Hunting Revolver is a double-action gun with a pop-out cylinder, where the actual BFR is single-action and has a loading gate]].

to:

** The "Hunting Revolver" is a Magnum Research Big Frame Revolver[[hottip:*:Although Revolver[[note]]Although the Hunting Revolver is a double-action gun with a pop-out cylinder, where the actual BFR is single-action and has a loading gate]].gate[[/note]].



** "This Machine", as well as its non-unique "Battle Rifle" version from the Gun Runner's Arsenal, is an M1 Garand. The unique version's name is a reference to the motto carved into WoodyGuthrie's guitar, 'This Machine Kills Fascists'.

to:

** "This Machine", Machine," as well as its non-unique "Battle Rifle" version from the Gun Runner's Arsenal, is an M1 Garand. The unique version's name is a reference to the motto carved into WoodyGuthrie's guitar, 'This "This Machine Kills Fascists'.Fascists."



* TheAlcoholic: Cass really likes her whiskey. You can become one, too.

to:

* TheAlcoholic: TheAlcoholic:
**
Cass really likes her whiskey. You can become one, too.



* AllCrimesAreEqual[=/=]ShopliftAndDie: You haven't lived till you've had all of [[BadassArmy Camp McCarran]] come down on you like the [[DisproportionateRetribution fist of an angry god after ganking one of their butter knives]]. It hasn't improved since Fallout 3, where people would kill you for accidentally taking a tin can bound to their property.

to:

* AllCrimesAreEqual[=/=]ShopliftAndDie: AllCrimesAreEqual[=/=]ShopliftAndDie:
**
You haven't lived till you've had all of [[BadassArmy Camp McCarran]] come down on you like the [[DisproportionateRetribution fist of an angry god god]] after [[ShopliftAndDie ganking one of their butter knives]]. It hasn't improved since Fallout 3, ''Fallout 3'', where people would kill you for accidentally taking a tin can bound to their property.



*** This could be a reference to VideoGame/{{Wasteland}}, where in the Quartz Bar several punks turn hostile for coming close to a jukebox playing [[HairMetal Ratt]].

to:

*** This could be a reference to VideoGame/{{Wasteland}}, ''VideoGame/{{Wasteland}}'', where in the Quartz Bar several punks turn hostile for coming close to a jukebox playing [[HairMetal Ratt]].



* [[TheAllegedCar The Alleged Everything]]: Virtually all of the prewar technology left in the wastes is either no longer functioning or teetering on the very edge of breaking down permanently and irreparably. Some of the guns you can pick up are quite literally held together with electrical tape. Technology that was produced postwar, or which has been continuously maintained, generally averts this, though - the NCR and the Gun Runners employ some very skilled engineers.

to:

* [[TheAllegedCar The Alleged Everything]]: Virtually all of the prewar technology left in the wastes is either no longer functioning or teetering on the very edge of breaking down permanently and irreparably. Some of the guns you can pick up are quite literally held together with electrical tape. Technology that was produced postwar, or which has been continuously maintained, generally averts this, though - -- the NCR and the Gun Runners employ some very skilled engineers.



* AlwaysChaoticEvil: Jackals, Vipers, Scorpions, and ''especially'' the [[CompleteMonster Fiends]].

to:

* AlwaysChaoticEvil: AlwaysChaoticEvil:
** Part of the job description for raider gangs like the
Jackals, Vipers, Scorpions, and ''especially'' the [[CompleteMonster Fiends]].



** The White Legs in ''Honest Hearts'' have had a RapePillageAndBurn mentality for so long that they've never bothered to develop any skills they'd need to be self-sufficient, such as agriculture or forraging. Harassing caravans and settlements to steal supplies is the only way they know to survive.

to:

** The White Legs in ''Honest Hearts'' have had a RapePillageAndBurn mentality for so long that they've never bothered to develop any skills they'd need to be self-sufficient, such as agriculture or forraging.foraging. Harassing caravans and settlements to steal supplies is the only way they know to survive.



* AmericansHateTingle: In-universe. While Sunset Sarsaparilla was popular in what became the Mojave Wasteland, where it was first produced commercially, it sold very poorly in the Northeast. This is also a HandWave as to why it didn't appear in VideoGame/{{Fallout 3}}.
* AnachronismStew: The game starts off in an old west setting with cowboys, prospectors, a chain gang of escaped convicts, and sasparella. As you approach New Vegas it turns into a gangster setting with high-class casinos, shady backdoor dealings between crime families and merchant groups, prositutes and drug dealing. Then you get into the questlines of the three factions, a group of Roman Empire-inspired raiders wearing armor mostly made from football equipment and wielding firearms, an expansionist frontier republic, and the billionaire former head of a {{Megacorp}}.
* AnarchyIsChaos: Both subverted and played straight. [[spoiler:In the Wild Card (Independent anarchy) ending, assuming you solve every town's problems and know when to use diplomacy and when to answer with force, it's actually one of the better endings. If you don't, the Mojave collapses into mayhem and is overrun with raider tribes.]]

to:

* AmericansHateTingle: In-universe. While Sunset Sarsaparilla was popular in what became the Mojave Wasteland, where it was first produced commercially, it sold very poorly in the Northeast. This is also a HandWave as to why it didn't appear in VideoGame/{{Fallout 3}}.
''VideoGame/{{Fallout 3}}''.
* AnachronismStew: The game starts off in an old west setting with cowboys, prospectors, a chain gang of escaped convicts, and sasparella. sarsaparilla. As you approach New Vegas it turns into a gangster setting with high-class casinos, shady backdoor dealings between crime families and merchant groups, prositutes prostitutes and drug dealing. Then you get into the questlines of the three factions, a group of Roman Empire-inspired raiders wearing armor mostly made from football equipment and wielding firearms, an expansionist frontier republic, and the billionaire former head of a {{Megacorp}}.
* AnarchyIsChaos: AnarchyIsChaos:
**
Both subverted and played straight. [[spoiler:In the Wild Card (Independent anarchy) ending, assuming you solve every town's problems and know when to use diplomacy and when to answer with force, it's actually one of the better endings. If you don't, the Mojave collapses into mayhem and is overrun with raider tribes.]]



* AndIMustScream: [[spoiler: A possible fate for Mr. House if you chose to bring him out of the chamber but spare him. He will be unable to control anything or have contact with the outside world. But his medical equipment will keep him alive for at least a year. He will be totally cut off from the outside world as he die a slow death.]]

to:

* AndIMustScream: AndIMustScream:
**
[[spoiler: A possible fate for Mr. House if you chose to bring him out of the chamber but spare him. He will be unable to control anything or have contact with the outside world. But his medical equipment will keep him alive for at least a year. He will be totally cut off from the outside world as he die a slow death.]]



** The Y-17 Trauma Override Harness was designed to bring a soldier automatically back to camp. However, several bugs in the software of the suit included malfunctions in the IFF and an "unpredictable wandering state". It left anyone who wore the suit to watch helplessly as it gunned down friends and loved ones and wander aimlessly and ceaselessly before slowly dying of starvation or dehydration.

to:

** The Y-17 Trauma Override Harness was designed to bring a soldier automatically back to camp. However, several bugs in the software of the suit included malfunctions in the IFF and an "unpredictable wandering state". state." It left anyone who wore the suit to watch helplessly as it gunned down friends and loved ones and wander aimlessly and ceaselessly before slowly dying of starvation or dehydration.



* AnticlimaxBoss: Benny, if you opt to fight him in the arena, will tell you beforehand of his knife-fighting prowess from his tribal days. Depending on your level and skill, Benny is a pushover or, at worst, a mild inconvenience. He is in no way a serious threat. [[InformedAbility Some knife-fighter you turned out to be, Benny.]]

to:

* AnticlimaxBoss: AnticlimaxBoss:
**
Benny, if you opt to fight him in the arena, will tell you beforehand of his knife-fighting prowess from his tribal days. Depending on your level and skill, Benny is a pushover or, at worst, a mild inconvenience. He is in no way a serious threat. [[InformedAbility Some knife-fighter you turned out to be, Benny.]]



*** Assuming, that is, that one does the DLC at the recommended level or higher: Klein is the only one of the Think Tank[[hottip:*:The ''current'' Think Tank, that is. Mobius also scales with level.]] that scales with level, which all semi-regular and regular enemies also do. In other words, they keep pace no matter the level (indeed, they can even get ''worse''), while 4/5 of the Think Tank becomes less and less of a threat the higher the Courier's level.

to:

*** Assuming, that is, that one does the DLC at the recommended level or higher: Klein is the only one of the Think Tank[[hottip:*:The Tank[[note]]The ''current'' Think Tank, that is. Mobius also scales with level.]] [[/note]] that scales with level, which all semi-regular and regular enemies also do. In other words, they keep pace no matter the level (indeed, they can even get ''worse''), while 4/5 of the Think Tank becomes less and less of a threat the higher the Courier's level.



** As in all previous installments, all 'final bosses' (save for Father Elijah mentioned above who can be tricked though) can be persuaded to abandon their cause.

to:

** As in all previous installments, all 'final bosses' (save for Father Elijah mentioned above who above, though he can be tricked though) tricked) can be persuaded to abandon their cause.



* ArcWords: "Enjoy your stay."

to:

* ArcWords: ArcWords:
**
"Enjoy your stay."



* ArmorIsUseless: Refreshingly, [[AvertedTrope Averted]]. Due to the way armor is implemented in this game, if you don't match or exceed an enemy's Damage Threshold, you only do 20% of the weapon's damage. This makes armor piercing rounds, overcharged energy ammo, or high damage, long-ranged weapons like a sniper rifle (or a combination of the above) a necessity when fighting deathclaws, Brotherhood of Steel paladins, and the like. For melee specialists, a very big weapon like a super sledge will usually beat the resistance out of just about anything. There are DT-ignoring unarmed weapons, as well.
** Deathclaws play this straight like they did in the last game, as they do a crapton of damage per hit. Since DT is additive instead of multiplicative, far less of the monstrous damage they inflict is negated by armor than in Fallout3.

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* ArmorIsUseless: ArmorIsUseless:
**
Refreshingly, [[AvertedTrope Averted]]. Due to the way armor is implemented in this game, if you don't match or exceed an enemy's Damage Threshold, you only do 20% of the weapon's damage. This makes armor piercing rounds, overcharged energy ammo, or high damage, long-ranged weapons like a sniper rifle (or a combination of the above) a necessity when fighting deathclaws, Brotherhood of Steel paladins, and the like. For melee specialists, a very big weapon like a super sledge will usually beat the resistance out of just about anything. There are DT-ignoring unarmed weapons, as well.
** Deathclaws play this straight like they did in the last game, as they do a crapton of damage per hit. Since DT is additive instead of multiplicative, far less of the monstrous damage they inflict is negated by armor than in Fallout3.''Fallout 3''.



* ArmorPiercingSlap: Literally, see above. Get your Unarmed Skill high enough and you can eventually take a perk that allows you to negate an enormous amount of an enemy's armor with your melee weapon or punch attacks. Combine this with the Bloody Mess perk that turns enemies into chunky salsa when they die, and congratulations! You are now the FistOfTheNorthStar.

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* ArmorPiercingSlap: Literally, see above. Get your Unarmed Skill high enough and you can eventually take a perk that allows you to negate an enormous amount of an enemy's armor with your melee weapon or punch attacks. Combine this with the Bloody Mess perk that turns enemies into chunky salsa when they die, and congratulations! You are now the FistOfTheNorthStar.Manga/FistOfTheNorthStar.



* TheArtifact: The trope is invoked in some of the gameplay mechanics due to several traits and perks from Fallout and Fallout 2 being left in the game. Thes have gone from being anywhere from decent to some of the best options to being to being nearly useless due to the changes in the game engine.

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* TheArtifact: The trope is invoked in some of the gameplay mechanics due to several traits and perks from Fallout and Fallout 2 being left in the game. Thes These have gone from being anywhere from decent to some of the best options to being to being nearly useless due to the changes in the game engine.



* ArtifactOfDoom: ARCHIMEDES I. Arcade Gannon will leave you on the spot if you use it [[KickTheDog to kill all the NCR personnel on the ground]]. He doesn't care about [[KillSat ARCHIMEDES II]], though.

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* ArtifactOfDoom: ArtifactOfDoom:
**
ARCHIMEDES I. Arcade Gannon will leave you on the spot if you use it [[KickTheDog to kill all the NCR personnel on the ground]]. He doesn't care about [[KillSat ARCHIMEDES II]], though.



* ArtificialStupidity: While the AI is better than in ''VideoGame/{{Fallout 3}}'', you are still treated to the sight of a [[TooDumbToLive quest-important NPC strolling slowly through several mines]]. Companions still get stuck on obstacles (though they're better about finding their way to you), etc.

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* ArtificialStupidity: ArtificialStupidity:
**
While the AI is better than in ''VideoGame/{{Fallout 3}}'', you are still treated to the sight of a [[TooDumbToLive quest-important NPC strolling slowly through several mines]]. Companions still get stuck on obstacles (though they're better about finding their way to you), etc.



** A particularly nasty case of this occurs with First Recon Alpha Team, Camp McCarran's elite snipers ([[TheCaptain Gorobets]], [[OldSoldier Sterling]], [[NewMeat 10 of Spades]], [[DefectorFromDecadence Bitter]]-[[ColdSniper Root]], and [[RapeAsBackstory Betsy]]). Upon wiping out the leaders of the Fiends, the entire squad will make the transfer to Camp [[ExactlyWhatItSaysOnTheTin Forlorn Hope]], but the route they take going there -- by foot -- leads them past a [[GoshHornet Cazador nest]]. Typically, they will lose at least one or more members to giant wasp abominations of death, though only Gorobets' death is remarked on. Of course, this will only happen if you pay attention to them. Advance the clock a few hours and they'll bounce right to the camp no worse for wear.
* AscendedExtra: To the entire Nightkin sub-species. In the original ''Fallout'', they were little more than an UndergroundMonkey variant of regular Super Mutants (being translucent). Now they actually have plot relevance.
** Doctor Henry goes from being a random thievery target in a Fallout 2 side-quest and a way to get a cyber-dog if you do a bit of field-testing for him to being an important character in several of New Vegas' subplots.
* AscendedMeme: One of the inkblot tests that Doc Mitchell gives you resembles something that isn't available as an option: "Two bears high-fiving". A PC mod [[http://www.newvegasnexus.com/downloads/file.php?id=36850 rectifies that]], and it also elicited a response from several devs that that's what they thought it looks like too. Lo and behold in Honest Hearts, there is a Dead Horse tribesman NPC armed with a [[EverythingsWorseWithBears Yao Guai]] gauntlet named [[http://fallout.wikia.com/wiki/Two-Bears-High-Fiving "Two-Bears-High-Fiving"]]. However he only appears with Wild Wasteland, so don't go wasting time looking for him if you didn't pick the trait.
* AssholeVictim: An interesting example is Boone's wife Carla. Talking to the people of Novac makes it clear that she hated living there so much that she was prickly, rude, and aloof to pretty much everyone in town to the point that almost no one liked her. But even after all that, she didn't deserve to be enslaved by the Legion [[spoiler:along with her unborn child]].

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** A particularly nasty case of this occurs with First Recon Alpha Team, Camp McCarran's [=McCarran=]'s elite snipers ([[TheCaptain Gorobets]], [[OldSoldier Sterling]], [[NewMeat 10 of Spades]], [[DefectorFromDecadence Bitter]]-[[ColdSniper Root]], and [[RapeAsBackstory Betsy]]). Upon wiping out the leaders of the Fiends, the entire squad will make the transfer to Camp [[ExactlyWhatItSaysOnTheTin Forlorn Hope]], but the route they take going there -- by foot -- leads them past a [[GoshHornet Cazador nest]]. Typically, they will lose at least one or more members to giant wasp abominations of death, though only Gorobets' death is remarked on. Of course, this will only happen if you pay attention to them. Advance the clock a few hours and they'll bounce right to the camp no worse for wear.
* AscendedExtra: AscendedExtra:
**
To the entire Nightkin sub-species. In the original ''Fallout'', they were little more than an UndergroundMonkey variant of regular Super Mutants (being translucent). Now they actually have plot relevance.
** Doctor Henry goes from being a random thievery target in a Fallout 2 ''Fallout 2'' side-quest and a way to get a cyber-dog if you do a bit of field-testing for him to being an important character in several of New Vegas' subplots.
* AscendedMeme: One of the inkblot tests that Doc Mitchell gives you resembles something that isn't available as an option: "Two bears high-fiving". high-fiving." A PC mod [[http://www.newvegasnexus.com/downloads/file.php?id=36850 rectifies that]], and it also elicited a response from several devs that that's what they thought it looks like too. Lo and behold in Honest Hearts, there is a Dead Horse tribesman NPC armed with a [[EverythingsWorseWithBears Yao Guai]] gauntlet named [[http://fallout.wikia.com/wiki/Two-Bears-High-Fiving "Two-Bears-High-Fiving"]]. "Two-Bears-High-Fiving."]] However he only appears with Wild Wasteland, so don't go wasting time looking for him if you didn't pick the trait.
* AssholeVictim: AssholeVictim:
**
An interesting example is Boone's wife Carla. Talking to the people of Novac makes it clear that she hated living there so much that she was prickly, rude, and aloof to pretty much everyone in town to the point that almost no one liked her. But even after all that, she didn't deserve to be enslaved by the Legion [[spoiler:along with her unborn child]].
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** The White Legs in ''Honest Hearts'' have had a RapePillageAndBurn mentality for so long that they've never bothered to develop any skills they'd need to be selfs-sufficient, such as agriculture or forraging. Harassing caravans and settlements to steal supplies is the only way they know to survive.

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** The White Legs in ''Honest Hearts'' have had a RapePillageAndBurn mentality for so long that they've never bothered to develop any skills they'd need to be selfs-sufficient, self-sufficient, such as agriculture or forraging. Harassing caravans and settlements to steal supplies is the only way they know to survive.
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* BigBad: We have plently of contenders...
**Ceasar, as the leader of Legion, who are basically Roman Nazis hellbent on assimilating Mojave. However, none of the storylines requires you to deal with, since he's lesser evil compared to Legate Lanius.
**Legate Lanius, TrueFinalBoss for three out of four storylines. Ruthless and brutal leader of Legion's army.
**Mr. House, lord of New Vegas. Even tough everyone wants him dead (or disabled), he is only interesed in Platinium Chip and maintaing his control in New Vegas.
**Aaron Kimball, president of the NCR. Only for Legion storyline.
**General Olivier, officer of NCR army tasked with protecting the Hoover dam. Acts as FinalBoss for three out of four sides.
**For Dead Money, it's Father Elijah, former head of Mojave chapter of Brotherhood of Steel
**For Honest Hearts, it's Salt-Upon-Wounds, chief of White Legs.
**For Old World Blues, it's [[spoiler: Think Tank, rather than Dr Mobius]]. However, none of them are truly villanious.
**For Lonesome Road, it's Ulysses, former courier, who has personal grudge against Courier, and it's a good one.
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** The White Legs in ''Honest Hearts'' have had a RapePillageAndBurn mentality for so long that they've never bothered to develop any skills they'd need to be selfs-sufficient, such as agriculture or forraging. Harassing caravans and settlements to steal supplies is the only way they know to survive.
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* AuthorAppeal: Zion National Park from Honest Hearts is a favorite vacation destination of J.E. Swayer.
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-> [[FalloutNewVegas/TropesHToM I-M]]

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-> [[FalloutNewVegas/TropesHToM [[FalloutNewVegas/TropesIToM I-M]]



-> [[FalloutNewVegas/TropesNToR S-Z]]

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-> [[FalloutNewVegas/TropesNToR [[FalloutNewVegas/TropesSToZ S-Z]]
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This page covers tropes found in ''VideoGame/FalloutNewVegas'', tropes A to B.
-> [[FalloutNewVegas/TropesCToD C-D]]
-> [[FalloutNewVegas/TropesEToH E-H]]
-> [[FalloutNewVegas/TropesHToM I-M]]
-> [[FalloutNewVegas/TropesNToR N-R]]
-> [[FalloutNewVegas/TropesNToR S-Z]]

----

[[foldercontrol]]

[[folder:A]]
* AbnormalAmmo: 12 Gauge coin shot, a shotgun shell loaded with [[MoneyToBurn legion denari]].
* AcceptableBreaksFromReality: Hardcore Mode averts several of these. Ammo is no longer weightless, you need to eat and drink and sleep regularly to survive, companions can die permanently, and wounds are not instantly healed.
** J. E. Sawyer himself [[http://www.nma-fallout.com/article.php?id=60505 released his own personal mod]] to avert this even more. In particular, Stimpaks are harder to make and have weight, base carry weight and health are decreased, primary needs increase faster, and food/water loot is dramatically less common.
* AnAesop: The DLC, together, all pretty much end with the lesson, "Let go of the past." All the antagonists of the DLC are, in some way, unable to move on after a point in their life [[hottip:*:Elijah's defeat at Helios One, Graham's (although he's not the antagonist, but still) "execution" by Caesar and his own past, the Think Tank's refusal to cease their experiments, and Ulysses' witnessing [[spoiler: the unwitting destruction of the Divide by the Courier]], to say nothing of the huge emphasis on old-world technology.
* AffablyEvil:
** The nice old lady [[spoiler:that runs the motel in Novac? She sold a pregnant woman to the Legion. [[FridgeHorror Especially when you note how specific the contract gets regarding the price of the unborn fetus.]]]]
** Benny, [[spoiler:who never quits being friendly... even when faced with the guy/gal he shot in the face.]]
** Caesar. [[spoiler:He is a well educated man and talks in a polite manner when interacting with the player. He also used to be a member of the Followers of the Apocalypse, and does still believe in some of their ideals.]] If you don't mind all the murder, misogyny, mass murder, and slavery, he's actually a nice guy.
** Motor-Runner, provided you pass the Vault 3 speech check that allows you to sell drugs to him, is extremely nice - especially for a fiend. He treats you with a measure of respect, is willing to bargain for drug prices, genuinely cares about the Fiends under him (referring to them as "my people" and leading them to Vault 3 to help protect them), and will even graciously accept the player's challenge to a fight... despite having butchered the Vault's defenceless inhabitants.
* AfterTheEnd: Civilization is [[AWorldHalfFull getting back on its feet quite nicely]] in this game, especially when compared to the total CrapsackWorld of ''Fallout 3.'' It is implied that California has now been mostly rebuilt and that it's Nevada that's the current "frontier."
* AKA47: There are a lot more familiar looking firearms, most are given generic names:
** The "Cowboy Repeater" is an old Winchester 1886 Lever-Action rifle; The "Trail Carbine" is a Marlin Model 336, and the "Brush Gun" while not a direct representation of any single real gun, is based on large-bore Marlin rifles.
** The "9mm pistol" is the Browning Hi-Power, and the "9mm Submachine gun" is a WW2 [=M3A1=] "Greasegun".
** The "Hunting Shotgun" is the Remington Model 870, the player even pumps it one handed after reloading just like Sarah Connor in Terminator 2. Speaking of Terminator, the lever-action Winchester 1887/1901 shotgun that Arnold uses appears as the "Lever-Action Shotgun" as well[[hottip:Sort of.: The gun in the game is a 20-gauge, where the Winchester 1887/1901 was only made in 10-gauge and 12-guage.]].
** The "Silenced .22LR SMG" is an American 180, complete with optional drum magazines.
** The Silenced .22 Pistol is the Ruger 22/45.
** The "Service Rifle" is an AR-15/M16 with wood furniture, the Assault Carbine is an M16-based Colt Commando, and the "Marksman Carbine" is another M16-esque weapon with a variety of real-life modern features.
*** WordOfGod states that is inspired by, but not based on various para-trooper style rifles.
*** Strangely, the Assault Carbine and the Service Rifle/Marksman Carbine don't use the same ammo.
** The "All-American," a unique Marksman Rifle that prominently bears the logo of the real-life 82nd Airborne Division.
** The "Light Machine Gun" is a mishmash of the FN Minimi and M60.
** Two of the weapons that come with the Dead Money DLC are the M1918 BAR and Colt Official Police revolver, appearing as the "Automatic Rifle" and "Police Pistol", respectively.
** The ".45 Auto Pistol" in ''Honest Hearts'' is the Colt [=M1911=].
*** This one merits special attention because Joshua Graham goes out of his way to tell you about the gun's history without actually naming it:
--->'''Joshua Graham''': "This weapon was designed by a [[http://en.wikipedia.org/wiki/John_Browning member of our tribe]] (the New Cannanites, a sect of the Church of Jesus Christ of Latter-Day Saints or Mormons) almost four hundred years ago. Mastering it is a New Cannanite rite of passage."
** The Thompson Sub Machine-Gun appears in ''Honest Hearts'' DLC as the ".45 Auto Submachine Gun", and has a laser variant in the form of the "Laser RCW".
** The "Grenade Rifle" is an M79 grenade launcher.
** The "Grenade Launcher" (a different weapon) is a [[RareGuns China Lake NATIC]].
** The S&W Model 29 returns from Fallout3 as the ".44 Magnum."
** The ".357 Magnum" is a mishmash of the Colt Single Action Army Revolver and the Ruger Vaquero.
** The "Hunting Revolver" is a Magnum Research Big Frame Revolver[[hottip:*:Although the Hunting Revolver is a double-action gun with a pop-out cylinder, where the actual BFR is single-action and has a loading gate]].
** The "Single Shotgun" is the New England Pardner.
** The "Anti-Materiel Rifle" is a PGM Hécate II.
** "This Machine", as well as its non-unique "Battle Rifle" version from the Gun Runner's Arsenal, is an M1 Garand. The unique version's name is a reference to the motto carved into WoodyGuthrie's guitar, 'This Machine Kills Fascists'.
** A ton of Fallout only weapons have their own in-universe brand names, obviously not being real guns but having real companies behind them.
*** The 12.7mm Pistol is a rechambered Sig Sauer 14mm pistol.
*** The "Plasma Caster" is a Winchester P94 Plasma Rifle.
*** The "Plasma Defender" is a Glock 86 Plasma Pistol
*** The 10mm Pistol is either a Colt 6520 or an N99 10mm. There are two brands.
* TheAlcoholic: Cass really likes her whiskey. You can become one, too.
** Two former Followers of the Apocalypse. Both of them know they're addicted and ''really'' want to quit, but the withdrawal is too much for them - they've tried several times, already. Whether they recover or not, is up to you.
** You'll also find the occasional drunkie stumbling around the Vegas Strip.
* AllAmazonsWantHercules: Red Lucy, who was probably named after [[TheRedSonja Red Sonja]], but doesn't quite fit that trope. You can sleep with her, but only after you've brought back eggs from the most dangerous creatures in the Mojave, which typically means raiding their nests.
* AllCrimesAreEqual[=/=]ShopliftAndDie: You haven't lived till you've had all of [[BadassArmy Camp McCarran]] come down on you like the [[DisproportionateRetribution fist of an angry god after ganking one of their butter knives]]. It hasn't improved since Fallout 3, where people would kill you for accidentally taking a tin can bound to their property.
** Lampshaded in one of the loading screens, which mentions that NCR military aren't happy with their role as Mojave's police force, which is why they've made most crime punishable by instant execution.
** The King has two places in which he sits when you enter the King's School of Impersonation. One of them is next to a Jukebox. Apparently turning a jukebox on or off is a crime worthy of being shot at, punched, hacked, or stabbed by everybody in the building.
*** This could be a reference to VideoGame/{{Wasteland}}, where in the Quartz Bar several punks turn hostile for coming close to a jukebox playing [[HairMetal Ratt]].
** Actually well justified in post-holocaust economy. In RealLife third-world countries theft is sometimes punishable by death as depriving someone of even negligible (from our standpoint) amount of resources may lead to death of the victim. On the other hand, the wish to attack with the bare hands a well-armed and dangerous raider type who took few of your caps counts definitely as ArtificialStupidity.
* [[TheAllegedCar The Alleged Everything]]: Virtually all of the prewar technology left in the wastes is either no longer functioning or teetering on the very edge of breaking down permanently and irreparably. Some of the guns you can pick up are quite literally held together with electrical tape. Technology that was produced postwar, or which has been continuously maintained, generally averts this, though - the NCR and the Gun Runners employ some very skilled engineers.
* AllGirlsWantBadBoys: You can invoke the trope while trying to seduce [[spoiler: Benny]], via Black Widow or charisma options. He is understandably disturbed by the offer... at least, at first.
* AllHailTheGreatGodMickey: The Kings became a gang of Elvis Impersonators. After finding a school filled with memorabilia, instructions on how to act like him, and a metric ton of hair gel, they figured it must be a place of worship, and that they'd keep his memory alive. They're not wrong, per se...
* AllianceMeter: Used to measure your standing with the various factions. In the case of Mr. House though, he'll consider you his employee until the moment you act against him. The Alliance Meter is actually much more important than the Karma Meter in many ways. People don't care if you're good or evil out in the wasteland, they care if you've been killing their friends.
** One unusual wrinkle to this trope is that fame and infamy do not subtract from one another. If you've been very good to a faction, then do something brutal to that faction, you'll get a "mixed" reputation that is not quite the same as a "neutral" reaction. People belonging to that faction will comment to you that they have no idea whose side you're on or what you're up to.
** Another wrinkle is that your reputation among factions is reset to neutral while you wear armor of another faction, allowing you to infiltrate a faction that hates you normally by wearing the armor of another faction they like. In turn, wearing the armor of a faction they hate can make people normally friendly attack you.
* AllThereInTheManual: Some bits of backstory, like what happened to the NCR in between Fallout 2 and New Vegas and what the Legion's territory is like, are only available to people who bought the Collector's Edition Strategy Guide.
* AltumVidetur: Caesar's Legion uses ''a lot'' of Latin. Latin names, ranks, currency, uniforms, punishments, etc. You need to use it for a small side-quest against [[spoiler: a captured Legion Centurion POW that the NCR captured, provided your Intelligence is high enough.]] They're also pronounced correctly (Caesar is pronounced with a hard C).
** There's some debate over how "Caesar" would be pronounced. "Kai-zahr" is one interpretation to the original Latin pronunciation, as is "Kay-zahr" - or "Kay" (rhymes with say or day) plus "zahr" (rhymes with bar, car or star), or a softer "s" sound, such as "Kay-sahr".
* AlwaysChaoticEvil: Jackals, Vipers, Scorpions, and ''especially'' the [[CompleteMonster Fiends]].
** Caesar's Legion is an interesting example in that they're fleshed out, their leader is given an understandable motive, and you're allowed to join their side. However, they still match all the criteria of the trope: they're impossible to negotiate with in the long term (as a local mob boss puts it, "Caesar has no allies, only slaves"), they're hostile towards any other independent civilization, and the [[DefectorFromDecadence defection rate]] among Legionaries is virtually zero due to the ruthless nature of their society. In the end, they're a rare example of making an AlwaysChaoticEvil faction without turning them into TheUsualAdversaries.
* AlwaysCheckBehindTheChair: Sometimes, supplies and other things are pretty well hidden behind something. You can easily miss the unique weapons Ratslayer, All-American, Compliance Regulator, Thump-Thump, and even Annabelle (if you think that the Nightkin on top of the radio tower is nothing special) if you don't bother to check unless you are reading a guide (that, and there is a tendency your follower may pick them up).
* AlwaysOverTheShoulder: When in third person.
* AmericansHateTingle: In-universe. While Sunset Sarsaparilla was popular in what became the Mojave Wasteland, where it was first produced commercially, it sold very poorly in the Northeast. This is also a HandWave as to why it didn't appear in VideoGame/{{Fallout 3}}.
* AnachronismStew: The game starts off in an old west setting with cowboys, prospectors, a chain gang of escaped convicts, and sasparella. As you approach New Vegas it turns into a gangster setting with high-class casinos, shady backdoor dealings between crime families and merchant groups, prositutes and drug dealing. Then you get into the questlines of the three factions, a group of Roman Empire-inspired raiders wearing armor mostly made from football equipment and wielding firearms, an expansionist frontier republic, and the billionaire former head of a {{Megacorp}}.
* AnarchyIsChaos: Both subverted and played straight. [[spoiler:In the Wild Card (Independent anarchy) ending, assuming you solve every town's problems and know when to use diplomacy and when to answer with force, it's actually one of the better endings. If you don't, the Mojave collapses into mayhem and is overrun with raider tribes.]]
** This also shows in the ideology of NCR and, to some extent, also Caesar's Legion. Both factions consider autarchical communities and tribes as unruly and chaotic and they consider uniting them into one big entity an only way to maintain any kind of order. Given the Raiders' activity they are at least partially right.
* AndIMustScream: [[spoiler: A possible fate for Mr. House if you chose to bring him out of the chamber but spare him. He will be unable to control anything or have contact with the outside world. But his medical equipment will keep him alive for at least a year. He will be totally cut off from the outside world as he die a slow death.]]
** [[spoiler: Possibly Father Elijah as well, if you sneak out of the vault as opposed to fighting him. This results in him accessing a computer and triggering a trap which locks him in the vault. However, he does have access to several guns, so it's more a question of how long it'll take before he's DrivenToSuicide.]]
*** [[spoiler: You can do to yourself as well...if you choose to read the computer and activate the trap yourself.]]
** As a burn victim, Joshua Graham must undergo the experience of being burned alive every night he changes his bandages, unable to be relieved by chems due to being ImmuneToDrugs.
** All of the personality constructs in the Sink of ''Old World Blues'' are stuck in the same three rooms together, unable to move or meaningfully interact with their environment in any way. Except Muggy, who is pitiable for a different reason.
*** They don't seem to mind it though, probably because that's what they are designed for. And some of the endings involve the constructs transferring to other facilities.
** The Marked Men of Lonesome Road are ghouls with their skins torn off by the harsh winds of The Divide, only to be healed and kept alive by the radiation all over the place meaning that they're in constant pain.
** The Y-17 Trauma Override Harness was designed to bring a soldier automatically back to camp. However, several bugs in the software of the suit included malfunctions in the IFF and an "unpredictable wandering state". It left anyone who wore the suit to watch helplessly as it gunned down friends and loved ones and wander aimlessly and ceaselessly before slowly dying of starvation or dehydration.
* AndYourRewardIsClothes: Completing the ''Lonesome Road'' DLC awards, among other decent loot, two unique armors: the Courier's duster and Ulysses' duster. The former has a different symbol on the back and different stats depending on your positive or negative standing with the two main factions, as well as whether or not you killed House.
* AnimalMotifs: The bear for [=NCR=] and the bull for the Legion. Some characters even refer to the factions by their animal symbols instead of the faction's name, such as Ulysses.
* AnimatedArmor: Those Y-17 trauma override harnesses, which are sort of PoweredArmor which can move by themselves.
* AnticlimaxBoss: Benny, if you opt to fight him in the arena, will tell you beforehand of his knife-fighting prowess from his tribal days. Depending on your level and skill, Benny is a pushover or, at worst, a mild inconvenience. He is in no way a serious threat. [[InformedAbility Some knife-fighter you turned out to be, Benny.]]
** Legate Lanius, if you're prepared, can become this, as his death is an InstantWinCondition. Most notably, the [[InfinityPlusOneSword YCS/186]] can easily destroy him with one sneak critical headshot with the right build.
** General Oliver is almost a ZeroEffortBoss if you have the Securitrons, since your own side's weapons are a greater danger to you than he is. Even if you're fighting against him for the Legion, his EliteMooks are far more of a threat than he is.
** Father Elijah from the ''Dead Money'' add on is actually pretty easy to kill. His turrets are pretty strong, but its possible if you have 50 unarmed to just smash the generator, making those turrets useless, which will cause him to charge you himself, and that's hardly the only way to stop the turrets. His Gauss Rifle deals high damage, but Elijah himself is only wearing a Brotherhood robe and is therefore a huge GlassCannon, so killing him isn't very hard. The FinalBoss was likely this way to make up for [[NintendoHard the rest of Dead Money]].
** Salt-Upon-Wounds, the White Legs warchief and 'FinalBoss' of ''Honest Hearts'', especially if you sided with Joshua Graham and used his idea of simply crushing the White Legs. Joshua will hold him at gunpoint, then Salt-Upon-Wounds will drop to his knees and start begging for mercy. If you don't intervene, Joshua just kills him right there. To actually fight him, you tell Joshua that he should be able to die on his feet, with honor, whereupon he attacks you. While his stats are objectively pretty good (he has high combat skills, a unique power fist, a few mooks backing him, and can have anywhere from 600-700 hitpoints) this hardly matters since ''[[BadassPreacher Joshua Graham]]'' is on your side. You can literally just sit there and do nothing while Joshua kills him and all his mooks. Chances are they won't even manage to knock him down.
** The Think Tank in ''Old World Blues'', if you opt not to befriend them and talk them down, are pretty big pushovers. There are only five of them, and their health and weaponry are equal or inferior to all the things you've been facing as semi-regular enemies the whole [=DLC=].
*** Assuming, that is, that one does the DLC at the recommended level or higher: Klein is the only one of the Think Tank[[hottip:*:The ''current'' Think Tank, that is. Mobius also scales with level.]] that scales with level, which all semi-regular and regular enemies also do. In other words, they keep pace no matter the level (indeed, they can even get ''worse''), while 4/5 of the Think Tank becomes less and less of a threat the higher the Courier's level.
*** Klein also makes it clear that without the pacification field there's not much to stop you from easily killing them all. They're scientists, not fighters after all (even with whatever weapons they have).
** As in all previous installments, all 'final bosses' (save for Father Elijah mentioned above who can be tricked though) can be persuaded to abandon their cause.
* AnyoneCanDie: All but two characters in the game can die, even companions if it's set to Hardcore mode. Even quest important [=NPCs=] can die. [[ArtificialStupidity Doesn't help when they somehow get themselves killed and fail a quest for you.]] The two invincible characters are Yes Man (so you always have one ending option available to you no matter who you kill or piss off) and the Gun Runners' Vendortron. Yes Man will simply download his software to a new robot body, and the Vendortron had an indestructible shed built around it to dissuade theft and burglary. All other characters, no matter how important they are to the story, can die. Mr. House, Caesar himself, the president of the NCR, you name it, they're mortal, and their deaths will not break the game.
* AnythingThatMoves: An option, since the player can take the perks for both homosexuality and heterosexuality, as well as sleeping with ghouls and [[SexBot FISTO]]. A lot of the prostitutes are this.
* ApocalypticLog: The terminal entries at Black Mountain, recorded when the bombs fell. A particularly disturbing variation happens in ''Dead Money'' with the holograms. In the upper levels of the casino, holograms fashioned in the likeness of a guest have recorded their last words, which they repeat while they're ''trying to kill you''.
* ArbitraryHeadcountLimit: You can have only one humanoid companion and one non-humanoid companion at a time.
** This leads to a rather unfortunate clash with the GuideDangIt aspects of the game. Every companion has a sidequest, which require specific in-world triggers to initialize. Your non-human companions get their quests at the start (Rex is practically required to complete his), but everyone else has to visit certain locations or talk with certain people while with you. Some triggers are location-based and can be repeated, but they'll be in places you'll likely never feel the need to go back to, thereby missing the quests entirely. Raul is the worst of the bunch, as it is almost a certainty that any player who does not know about him beforehand will exhaust all three of his triggers before ever meeting him (he's surrounded by Super Mutants, and you're not doing that quest until a very high level). Veronica is also rather buggy.
* ArcWords: "Enjoy your stay."
** "You can go home now, Courier."
** "Let go" and "Begin again" stretch from Dead Money through Lonesome Road.
* ArmorIsUseless: Refreshingly, [[AvertedTrope Averted]]. Due to the way armor is implemented in this game, if you don't match or exceed an enemy's Damage Threshold, you only do 20% of the weapon's damage. This makes armor piercing rounds, overcharged energy ammo, or high damage, long-ranged weapons like a sniper rifle (or a combination of the above) a necessity when fighting deathclaws, Brotherhood of Steel paladins, and the like. For melee specialists, a very big weapon like a super sledge will usually beat the resistance out of just about anything. There are DT-ignoring unarmed weapons, as well.
** Deathclaws play this straight like they did in the last game, as they do a crapton of damage per hit. Since DT is additive instead of multiplicative, far less of the monstrous damage they inflict is negated by armor than in Fallout3.
** The game also has some truly devastating perks that allow you to do the same. The Piercing Strike perk (which is annoyingly governed by Unarmed) makes both unarmed and melee attacks ignore 15 points of DT. For reference, almost everything in the Mojave has an armor rating at that level, which means you always do full damage except to the strongest enemies. The Shotgun Surgeon perk ignores 10 points for shotguns.
* ArmorPiercingSlap: Literally, see above. Get your Unarmed Skill high enough and you can eventually take a perk that allows you to negate an enormous amount of an enemy's armor with your melee weapon or punch attacks. Combine this with the Bloody Mess perk that turns enemies into chunky salsa when they die, and congratulations! You are now the FistOfTheNorthStar.
** For bonus points, have Wild Wasteland and kill Rawr the Deathclaw in Lonesome Road. Turn his claw into [[ShoutOut Fist of the North Rawr]]. [[CrazyAwesome Even the developers agreed with this description!]]
* ArsonMurderAndJaywalking: Some of the "alleged" negative effects of Sunset Sarsaparilla are: Kidney damage, bronchitis, sore throat, organ rupture... and halitosis. Halitosis, for the uninformed, is the absolutely ''devastating'' medical condition of [[spoiler:bad breath]].
* TheArtifact: The trope is invoked in some of the gameplay mechanics due to several traits and perks from Fallout and Fallout 2 being left in the game. Thes have gone from being anywhere from decent to some of the best options to being to being nearly useless due to the changes in the game engine.
** Tag! is one of the more obvious examples. A tagged skill in Fallout and Fallout 2 leveled up twice as fast as a normal skill. This skill also became available around the same point in the game where Energy Weapons and Big Guns started to legitimately be useful weapons. Instead of the ignorable +15 skill points, the old version was +20 skill points and it now progressed twice as fast as normal like the other tagged skills. On top of that, it worked retroactively with skill points already spent in the skill. Taking this skill could basically turn a skill too low to be useful to being essentially mastered.
** Swift Learner used to make at least some sense to take. You didn't normally hit the level cap in the old games unless you intentionally farmed random encounters for experience for a long time. In the newer games, hitting the level cap is easy, which makes taking this perk completely useless.
** Life Giver was a much better perk in the older games. Even enemy mooks could potentially one hit kill you, so extra health was a legitimately useful thing to have. Even with enemies in Fallout New Vegas being more dangerous than Fallout 3, extra health just isn't that useful. Any enemy capable of killing you usually has no trouble going through the extra 30 health given by the perk.
** The Pyromaniac Perk increases damage with fire weapons and was initially nigh-worthless, as the only real fire-based weapon (the flamer) was grouped with much more potent miniguns and rocket launchers. The Perk's requirements were based on Big Guns, the skill that governed said Flamer. In Fallout3, this was moved to Explosives, but when combined with the Melee Weapon, Shishkebab, produced the highest melee DPS in the game. It gains TheArtifact status in New Vegas, where it is ''still'' dependent on Explosives, despite Explosives having almost no weapons that use fire damage (and those that do are grenades that are used up quickly), as opposed to literally every other combat skill having more reliable, fire based damage (The Shishkebab again for Melee, the Superheated Saturnite Fist for Unarmed, incendiary ammo for Guns, and a bevvy of flamethrowers for Energy Weapons).
** Fast Shot used to be an amazing trait. You gave up the Aimed Shot skill, which is mostly useless (by the time you can reliably hit specific body parts, you should have little trouble just killing enemies), to reduce the AP needed per shot by 1. This usually translated into getting at least one extra shot per round. Depending on your weapon and Agility, this could very well mean you were shooting twice per round rather than once, meaning it doubled your damage output. The new version (due to the lack of the Aimed Shot skill) reduces accuracy for a minor AP reduction.
*** Actually, Fast Shot was only amazing for heavy weapon characters, since they couldn't perform aimed shots anyway. A targeted shot to the eyes (which wasn't all that hard to do if your skill was decent enough) with weapons like the gauss or laser rifle resulted in up to 5x normal damage, which was enough to kill an Enclave soldier or tough deathclaw with a single shot, or at least knock them out.
** Skilled, a Trait formerly treated as something to avoid like the plague (it granted extra skill points, which most characters were swimming in by halfway through the game, in exchange for fewer Perks, which a character could never have enough of) is now a powerhouse that a character has to have a legitimate reason to ''not'' take (it now grants +5 to all skills in exchange for a permanent -10% XP debuff. Since enemies' levels are based on your level, this means the game just takes slightly longer). The fact that there's a bug to double the gain without altering the loss doesn't help.
* ArtifactOfDoom: ARCHIMEDES I. Arcade Gannon will leave you on the spot if you use it [[KickTheDog to kill all the NCR personnel on the ground]]. He doesn't care about [[KillSat ARCHIMEDES II]], though.
** Unfortunately for its inhabitants, [[spoiler: the Divide]] is practically ''built'' on top of an ArtifactOfDoom, in the form of a [[spoiler: massive nuclear missile silo complex.]] Similarly, [[spoiler: ED-E can qualify as one, because something as minor as the audio logs in his memory banks were able to set off quite a few of the dormant nukes.]]
* ArtificialStupidity: While the AI is better than in ''VideoGame/{{Fallout 3}}'', you are still treated to the sight of a [[TooDumbToLive quest-important NPC strolling slowly through several mines]]. Companions still get stuck on obstacles (though they're better about finding their way to you), etc.
** Veronica, why are you running across a minefield to punch a Bark Scorpion?
** The game itself [[LampshadeHanging lampshades]] this with the loading screen tip concerning a certain perk: "Do companions annoy you by constantly running into the path of your lasers and missiles? Take the Spray and Pray perk to significantly reduce all damage you do to your companions."
** The AI of enemies are still somewhat smarter though, that they will attempt to take cover if they are outmatched and some creatures won't attack you even if they appear red unless you get too close. However, they played deliberately straight AttackAttackAttack on some enemies, Deathclaws won't retreat while fiends are generally too drugged up to realize that they are outmatched.
** A particularly nasty case of this occurs with First Recon Alpha Team, Camp McCarran's elite snipers ([[TheCaptain Gorobets]], [[OldSoldier Sterling]], [[NewMeat 10 of Spades]], [[DefectorFromDecadence Bitter]]-[[ColdSniper Root]], and [[RapeAsBackstory Betsy]]). Upon wiping out the leaders of the Fiends, the entire squad will make the transfer to Camp [[ExactlyWhatItSaysOnTheTin Forlorn Hope]], but the route they take going there -- by foot -- leads them past a [[GoshHornet Cazador nest]]. Typically, they will lose at least one or more members to giant wasp abominations of death, though only Gorobets' death is remarked on. Of course, this will only happen if you pay attention to them. Advance the clock a few hours and they'll bounce right to the camp no worse for wear.
* AscendedExtra: To the entire Nightkin sub-species. In the original ''Fallout'', they were little more than an UndergroundMonkey variant of regular Super Mutants (being translucent). Now they actually have plot relevance.
** Doctor Henry goes from being a random thievery target in a Fallout 2 side-quest and a way to get a cyber-dog if you do a bit of field-testing for him to being an important character in several of New Vegas' subplots.
* AscendedMeme: One of the inkblot tests that Doc Mitchell gives you resembles something that isn't available as an option: "Two bears high-fiving". A PC mod [[http://www.newvegasnexus.com/downloads/file.php?id=36850 rectifies that]], and it also elicited a response from several devs that that's what they thought it looks like too. Lo and behold in Honest Hearts, there is a Dead Horse tribesman NPC armed with a [[EverythingsWorseWithBears Yao Guai]] gauntlet named [[http://fallout.wikia.com/wiki/Two-Bears-High-Fiving "Two-Bears-High-Fiving"]]. However he only appears with Wild Wasteland, so don't go wasting time looking for him if you didn't pick the trait.
* AssholeVictim: An interesting example is Boone's wife Carla. Talking to the people of Novac makes it clear that she hated living there so much that she was prickly, rude, and aloof to pretty much everyone in town to the point that almost no one liked her. But even after all that, she didn't deserve to be enslaved by the Legion [[spoiler:along with her unborn child]].
** Another case is what happened to Nipton. Sure, it was cruel, over the top, and an incredibly dick thing for the Legion to do at best, but they (specifically Vulpes Inculta) invoke this trope to explain themselves, and if you look around for evidence to support those claims, you find they did have something of a point in hindsight.
* AsTheGoodBookSays: On the edge of Searchlight is a church with a sign with Revelations 9:6 on it. In case you've forgotten, [[spoiler: the town is filled with feral ghouls you've been sent in to euthanize]], but then again, Revelations is rarely ever [[NamesToRunAwayFromReallyFast quoted when things are swell and dandy.]]
-->''Revelations 9:6:'' "During those days men will seek death, but will not find it; they will long to die, but death will elude them."
** This is also prominent in ''Honest Hearts.'' The achievements are all taken from Bible quotes, and Joshua Graham quotes it frequently (including a Psalm 137-very dark passage). You even get an (unreadable) Bible at the end of the last quest.
** Also played with the inscription on the unique gun you get [[spoiler: as a gift after finishing 'Honest Hearts']]. It is engraved with the passage from John 1:5 that reads 'The light shines in the darkness, and the darkness did not overcome it' in original Greek.
* AttackOfThePoliticalAd: One vault was an experiment about how far people would go to keep on living, with the inhabitants being told that they had to regularly sacrifice one person so that the rest could live. The inhabitants promptly decided that the Overseer was to be the first sacrifice, leading to a system of electing Overseers that then are sacrificed at the end of their terms. As such, the walls are littered with attack ads from candidates smearing their opponents but with the twist that this is supposed to be encouragement to vote for the candidate's opponent.
-->Jones is an adulterer and a communist! Vote for Jones!
* AuthorityEqualsAsskicking: Legate Lanius is a MadeOfIron murder machine [[spoiler:and serves as the game's "final boss" for every non-Legion ending path.]] Averted with the NCR President Kimball and General Oliver, and even Caesar himself, who are all bog standard humans that go down after a couple decent headshots. Also a case of AsskickingEqualsAuthority, as Lanius got the job as Caesar's right hand man by singlehandedly killing off his entire former tribe in combat.
** ''Marcus!''. He has as much health as a [[KingMook deathclaw alpha]], and his punches do as much damage as one too!
** [[LargeHamRadio Tabitha]], [[EverythingsDeaderWithZombies the Vault 34 Overseer]], [[HumanoidAliens the Alien Captain]], and [[CompleteMonster Jean-Baptiste Cutting]] are all quite tough, each of them being a fairly worthy boss encounter.
** Joshua Graham, the legendary Burned Man, is equipped with a [[CoolGuns powerful customized Colt .45 pistol]] and, despite only wearing a light kevlar vest for armor, has a DT of 50! For comparison, a full suit of the best PoweredArmor in the game grants a total DT of 36. He pretty much laughs off anything short of direct headshots from the best firearms in the game.
** Salt-Upon-Wounds, the leader of the White Legs and "final boss" of the DLC, is no slouch himself. He has more health and armor than a Deathclaw Alpha, and is armed with a custom Power Fist. Graham pretty much curbstomps him, though.
* {{Autodoc}}: Appears as a plot device or for specialized procedures, but rarely used to heal the player. For example, the Autodoc owned by Caesar has had its diagnostic module burned out.
** Autodocs appear in three of the four [=DLCs=], many of which ''can'' be used by the player. The reason why they're here but not in the Wasteland proper is [[spoiler: they were an experimental tech from Big Mountain from not long before the nukes fell. They made it to the Divide because there was a military facility there, and they made it to the Sierra Madre because Sinclair had agreed to let the Think Tank test their new inventions there.]]
* AwesomeButImpractical:
** The Alien Blaster falls into this trope due to the fact there are, not surprisingly, [[TooAwesomeToUse no sources of alien ammo outside of where you get the Blaster]]. It also requires the Wild Wasteland trait, which makes New Vegas ''funnier'', but a ''whole'' lot less serious. It also replaces the YCS/186, the unique Gauss Rifle, which is the hardest hitting and longest ranged weapon in the game. The only thing that does more damage is the Fat Man, which fires ''nuclear weapons''.
** Speaking of which... The Fat Man! It's super-heavy, fires rare ammo (there's only 14 mini-nukes in the whole game!) and you tend to nuke yourself when using the weapon. The Gun Runner's Arsenal and Lonesome Road add-ons give you variations that can use extra nukes you can buy, but still, it's very pricey.
** Euclid's C-Finder. Not only will you probably screw up your chances of getting it on a normal playthrough, but if you want to get it you have to sacrifice a skill book. But, assuming you do, the weapon causes a contained [[KillSat orbital strike]] to completely destroy anything it hits. [[TooAwesomeToUse Unfortunately, you only get one charge per 24 hour period]], it can only be used outdoors, and it takes a couple seconds to actually fire while the satellite links up. Try to use it during the epic final battle, and it'll more than likely glitch your save. [[TooDumbToLive Also you can hit yourself with it if you're not careful.]] [[RuleOfCool But MAN it looks cool!]]
*** ARCHIMEDES is a in-story example of Awesome But Impractical, as seen when Veronica confronts Elder [=McNamara=] at the end of her companion quest. Citing the long recharge time and the fact it can only be used outdoors, she explains that, far from being a game-changing doomsday weapon, the ARCHIMEDES system the Brotherhood sacrificed most of its members trying to obtain turned out to be essentially glorified artillery.
*** The Giant Robo-Scorpion from ''Old World Blues'' is another in-story example, suffering from the same issues as Liberty Prime from ''Fallout3''. Sure, it's a nearly unstoppable walking tank, but the power requirements for it are so massive that it has to be powered by a direct connection to a building-sized power generator, meaning it can't leave the facility where it was built.
** The [[Film/MontyPythonAndTheHolyGrail Holy Frag Grenade]], of which you get only [[TooAwesomeToUse three]], causes an explosion on par with the Fat Man. Sounds great, until you try throwing it far enough that you won't be caught in the blast radius yourself. Add [[CuteBruiser melee-oriented]] [[HeroicDog companions]] and the [[WhatWereYouThinking result can be nasty.]] Only happens with Wild Wasteland, though.
** The Meltdown perk. Shoot an enemy with an energy weapon, and they explode, possibly causing chain reactions. The downside? Friendly fire possible, including SELF Friendly fire. You can shoot an enemy point blank with a laser pistol, and you take damage like a grenade went off in your face.
** Most of the crafting recipes. By the time you've hauled the necessary items to the appropriate site, you could've bought a useable-to-better equivalent, without the inventory shuffle, or backtracking to clutter caches. And since the nifty weapon recipes of [=FO3=] aren't craftable, there's never a significant payoff to carrying around vendor trash.
*** There are exceptions to this rule. In Hardcore Mode you need to eat to survive and Stimpaks aren't as effective, which greatly elevates some simple recipes like Gecko Steaks and Bloatfly Sliders. It's also worth mentioning two more: Doctor's Bags and Weapon Repair Kits. Doctor's Bags CAN be bought, but they are relatively expensive and only certain vendors have them. On the other hand, Weapon Repair Kits can't be bought at all and can only be found very rarely... [[spoiler:unless you find the replicator recipe for them in Dead Money, in which case you can buy them cheaply and get as many as you want.]]
** The K-9000 Cyberdog gun is made of awesome. It is a more than decent machine gun with added enemy detection beyond your normal capabilities and a night vision telescope to boot. It also has a dog's brain which makes it growl (to show detected enemies), bark happily (when equipped) or yelp tearjerkingly (when disappointed at being unequipped). But like all machine guns, it eats ammo, and rare one at that (especially if you upgrade it to FIDO), so after some fun you just can't use it anymore - or spend a lifetime crafting .357 magnum from collected other ammunition.
** The Silenced .22 Pistol, Switchblade, Bladed Gauntlet and the BB Gun are all very, very weak (the BB Gun has a base damage at 100% condition of ''3''; your ''fists'' do more damage), but ammunition and repairs are extremely cheap, and they all have the "Bonus Critical Chance" trait times two. If you max out your luck, your skill with the particular weapon type, and take all the traits & perks that increase your critical chance, you'll be surprisingly effective. If you max your Sneak skill, you'll also do even more critical damage if you attack while hidden; ''almost'' everything will die pretty quickly. But your overspecialization will cripple your other skills and lock out perk choices, and anything that ''doesn't'' die will be able to kill ''you'' in short order.
** On the more hilarious side, the Terrifying Presence perk is basically useless. It doesn't convey any significant benefit and uses up a perk spot you could have spent on something more useful. But it's also the single most awesome perk in the game, because you can send the biggest badasses in the wasteland running (momentarily) with a BadassBoast.
** The Gauss Rifle. High damage, a zoom scope and enough power to knock enemies off their feet. The problem is it's very rare and thus you'll need a lot of Weapon Repair Kits to keep it in shape, and it costs ''five'' microfusion cells a shot.
** The requisite BFG, the Anti-Material Rifle, is 10 gallons of ass-kicking for anyone that's maxing out their Guns skill. The problem is that the 10 gallons of ass-kicking comes in a 100 pound barrel: the AMR weighs in at a hefty 25 pounds, and the ammunition for it is, somehow, even heavier. 25 rounds of .50MG will hit you for ''thirteen pounds'' of weigh. It is, without a doubt, the single most damaging non-energy, non-explosive weapon in the game, and the Gun Runner's Arsenal DLC adds ''explosive'' bullets, but you're not going to be carrying much else with it. The only advantage is that by the time you're able to get and ''regularly'' use the gun, ''you don't need any other weapon''.
* AwesomeYetPractical: The Healing Poultice. Heals a good amount of HP and restores crippled limbs, all for the penalty of -2 Agility for a minute or two. They're even more useful in Hardcore mode when healing items are less effective and Doctor Bags don't heal limbs to full condition. The only catch is that the mixing compounds for it are a bit uncommon in the Mojave, but the poultice comes with the ''Honest Hearts'' add-on, and the ingredients are quite plentiful in Zion.
** The Laser Rifle, with the right mods and perks, can easily carry players through most of the game.
** With the ''Gun Runners Arsenal'' add-on, the Vigilant Recycler perk lets players craft Optimized ammo for their energy weapons. Optimized ammo does 30% more damage, ignores 5 Damage Threshold, has a higher chance to leave depleted cells for recycling, weighs 40% less (energy weapon ammo can get surprisingly heavy in Hardcore mode), and converts at the same 2-for-1 rate of the other ammo types. The drawback of Optimized ammo? Guns that use it degrade 10% faster. [[SarcasmMode Oh]] ''[[SarcasmMode no]]''.
** Nephi's golf driver, relativity easy to get even for low level characters. it has a decent amount of damage and the ability to knock the most powerful enemy's in the game off their feet 100% of the time with it's special attack, pair that with a stealth boy and some clever maneuvering and you can kill a alpha male death claw in about three hits
* AnAxeToGrind: A few of them, especially the fire axe.
** Throw in some RuleOfCool and technobabble, and you get the Protonic Inversal Axe.
* ElementsDoNotWorkThatWay: Scientist Keeley wants you to ignite flammable gas in Vault 22 to destroy a [[GardenOfEvil botanical]] [[ScienceIsBad experiment]] GoneHorriblyWrong. Keeley explains that you need to detonate explosives right next to the ventilation system pumping the gas because it [[FlatWhat goes inert when mixed with oxygen.]]
[[/folder]]


[[folder:B]]
* BackStab: In sneak mode, when you attack a target who has not spotted you yet, you deal an automatic CriticalHit and double your damage.
* {{Badass}}: This is Fallout. There's... [[WorldOfBadass quite a few]]. Aside from the main characters, the main factions' top-tier [=NPCs=] get a special mention:
** NCR Veteran Rangers wear dusters over riot gear, and are armed with either a revolver that shoots rifle rounds, the best lever-rifle in the game, or a .50 sniper rifle.
** Legion praetorians, meanwhile, [[RuleOfCool sport sunglasses and shotgun fists]].
** A single MK II Securitron essentially has more firepower than an entire platoon of NCR troopers. Armed to the teeth with an SMG, Gatling Laser, missiles, Grenade Machine Gun, self-repair, AND the kitchen sink.
** Legate Lanius. In the G.E.C.K he even has the unique class "Legionary Bad Ass."
** The Courier before the game even starts. His journey started at the Mojave Express in Primm, South of Goodsprings. Most people who have been working as couriers for a while should notice the local wildlife, and as many people discovered, there are Cazadores north of Goodsprings. The Courier's route would have led straight through the swarm if he/she hadn't been shot. Planning to go through a swarm of Cazadores is either badass or TooDumbToLive.
*** Word of god is that the courier was unaware of the danger.
** Ulysses braved the entirety of the Divide, on foot, alone, just to lay an elaborate trap.
** [[ColonelBadass Colonel Royez]] and [[AsskickingEqualsAuthority Gaius Magnus]]. The first is a NCR officer who pacified the whole Long 15 (and still does today) and wears the Scorched Sierra Armor, a pristine PowerArmor almost custom-made for him ; the second is a calmer clone of Lanius who assimilated his whole tribe in the Legion by force and received the Armor of the 87th tribe (his own version of the Legate armor) as a token of bravery from Caesar. Both [[spoiler: survive (at the cost of becoming Marked Men) a nuke on the face if you nuke Dry Wells and/or the Long 15]] and, alone, WILL wipe the floor with anything in the game, including the Courier if [[spoiler: he goes to the Long 15 or Dry Wells after Lonesome Road and the nuking of said zones]]. [[FridgeLogic Makes you wonder why nobody sent those guys to Hoover Dam.]]
* BadassBoast: The Terrifying Presence perk gives you a few of these. Sometimes they're just something cool to say before you kill someone, other times they're [[ToThePain vivid descriptions of what you're going to do]] to your enemies. But they're all so invariably badass that you can say them unarmed in your underwear, and they'll make fully equipped Brotherhood Of Steel Paladins run screaming from you.
* BadassBystander: The entire town of [[WretchedHive Nipton]] fell to the Legion with hardly any resistance... then you come across this one solitary house complete with landmines, rigged shotguns, a cage ''full of man-eating scorpions'' and in which every single drawer and cabinet is locked - making him smarter that about 90% of the Mojave residents. If the corpses littering the floor are any indication, this guy did ''not'' come quietly. Read some of his documents and you will find that he was a severely paranoid guy, who was convinced that everybody in the town was trying to sniff out and [[ShoutOut steal his]] [[DrStrangelove "Vital Essence"]].
** One house owned by a lovesick nerd contains not only a very hostile Mr Gutsy, but also roughly a dozen mixed weapons hidden conspiciously around the place, including a laser rifle in the bathtub. And out by the trailer park you can find a dead guy with another laser rifle... next to a pile of dust and a Legion armor. Nipton did not go quite as quietly as Vulpes Inculta would like to claim.
* BadassGrandpa: "Cannibal" Johnson got his nickname from an incident where, outnumbered by Raiders and with his back to the wall, he ''tore out a Raider's heart and took a bite out of it,'' hoping to scare the others off. It worked. Incidentally, the Raiders in question were half his age.
* BadassLongcoat: The NCR Ranger combat armor; it's the armor shown on the cover, also worn by the sniper at the wall around the Strip in the intro. Later [=DLCs=] add the Desert Ranger Combat Armor and the Elite Riot Gear, each Longcoat more Badass than the last.
** The Lonesome Road graces us with the Courier's Duster, which can have one of four symbols (Vault 21 for Yes Man, NCR bear, Legion bull, or USA flag for House) on the back, and Ulysses' unique variant, which also uses the USA flag, both of which you naturally receive after the big finish. The latter goes quite nicely with Old Glory, a wooden staff capped with a golden metal eagle.
* BallisticDiscount: Can be done of course, but many traders and shopkeepers are usually heavily armed themselves as well as having guards and the risk of making the whole town hostile. The Silver Rush is the epitome of this, as they have half-a-dozen guards and one boss character guarding the shopkeeper. Keep in mind that the merchants' inventory and money gets replenished every few days, so killing may be a bad idea for a different reason.
** The Gun Runners take particular precautions in this regard - they built their reinforced, permanent sales booth ''around'' the Protectron who serves as their sales clerk.
* BastardUnderstudy: Benny tries to be this to Mr. House. [[spoiler:You can be one to House as well, and succeed where Benny failed]]
* {{Bathos}}: The Naughty Nightwear gives a +10 Speech bonus, so it's generally a good idea to put it on before a dialogue that might include a Speech check. This can create situations where you come out of a deadly serious conversation about the fate of the Wasteland to reveal you've been wearing leopard-print pyjamas throughout the whole thing.
* BeamSpam: Gatling Laser (again), and the smaller Laser RCW, which is basically a WorldWar2 Thompson submachine gun that shoots FrickinLaserBeams.
* TheBeastmaster: The Animal Friend perk is upgraded again from ''Fallout 3''; this time it will also cause domesticated animals to fight with you, or even turn against their masters to help you.
* BeefGate: Used liberally in the beginning. The two north roads to Vegas lead you right into Cazadores and Deathclaws, the latter of which has twice as much health as a standard Deathclaw. To the south, straying from the road is a good way to get giant Radscorpions on your tail, and those things are hard to kill in the early game. It's a good sign that if something manages to kill you in two hits while anything you currently have can't inflict a single scratch in return, you should probably not be in that area yet. On the plus side, limiting specific monsters to specific ecological regions avoids the "anything can pop up anywhere" problem seen in ''Fallout3'', where you'd have Deathclaws showing up just outside the walls of major settlements once your character reached a high-enough level.
** Also, the final battle. To be user-friendly, most action games with open-world or RPG elements (including ''VideoGame/{{Fallout 3}}'') have a final boss that is killable by the weakest possible player character that can reach the end of the game. This is not one of those games.
* BeingGoodSucks: Almost all of the Followers of the Apocalypse endings [[spoiler: has them taking on more responsibility than they can handle or being screwed outright. One of the only ''"good"'' endings, ironically enough, is an ending which Caesar lives. [[PetTheDog He spares their lives and lets them leave the Mojave Wasteland peacefully out of respect, as they had taught him as a boy]].]]
** In another ending, [[spoiler: if Followers support the NCR and you choose to end the game by siding with the NCR, Old Mormon Fort expanded its services and is able to aid more people, becoming a refuge for the less fortunate citizens of New Vegas.]] It is not as bad as the other endings for the Followers.
** Subverted with the Courier; even though EvilIsEasy, so much good karma is rewarded for winning unavoidable fights with evil enemies that no matter how much you [[HeroicSociopath kill]] and [[KleptomaniacHero steal]], you'll almost always be seen as a saint.
** Also played straight in the Honest Hearts DLC. [[spoiler: No matter which ending you choose, Daniel will still get the short end of the stick.]] Sure, sometimes it's only as bad as missing the paradise-that-could-have-been Zion, but it's ''very'' easy to make "good" decisions that cause him trouble.
* BerserkButton: [[{{Badass}} Boone]] ''hates'' the Legion, and for very good reason. It's impossible to get the Legion ending with him as a companion because he murders every single Legionnaire you come across.
** Technically, you CAN get the Legion ending if you have him as a companion... As long as you only kill legionaries ''before'' entering the Tops casino and getting the Mark of Caesar. As to this, it is perfectly possible to get him as a companion, complete his companion quest (which itself involves killing legionaries and is obtained similarily) and then dump him afterward to support Caesar right after getting the Mark from Vulpes. Boone has specific legion endings programmed into the game for a reason.
* BestServedCold: [[spoiler:Dean Domino]] of ''Dead Money'' is a firm believer in this. If you try to get the better of him in your first meeting (by beating him in a Barter check,) he'll patiently wait until the circumstances favour him again before stabbing you in the back.
* BettingMiniGame: As expected of a game with [[VivaLasVegas Vegas]] in the title; the game has a grand total of five casinos you can play in (and a few more you can't), each with their own theme and win limit. You can also play the Mojave's very own card game, "Caravan," if you're willing to learn the rules.
* BewareTheNiceOnes: The game's most powerful NPC is none other than Primm Slim, the Protectron sheriff robot in the Vikki and Vance Casino, who has more than 2,000 HP at level 30. That's just health, of course. It may take you a while, but he's a dolled-up Protectron and couldn't kill you if he wanted to.
** Yes Man. Oh, how nice and helpful is he. He also has a sadistic streak that comes out in a few lines.
* {{BFG}}: The Heavy Incinerator, Tesla Cannon, Grenade Machinegun, Minigun, Gatling Laser, Plasma Caster, Gauss Rifle, Light Machine Gun (note that 'Light' is a strictly relative term), and Anti-Materiel Rifle. All of them leave nice, chunky messes.
* {{BFS}}:
** The Bumper Sword.
** Lily carries a {{BFS}} made from a Vertibird propeller blade.
** Legate Lanius' {{BFS}}, the Blade of the East. It hurts. A lot.
** Marked Men in the ''Lonesome Road'' DLC may carry imitations of the above weapon called Blades of the West. They hurt. A lot.
* BigDamnGunship: You can see up to two of them in the final battle, provided you do their prerequisites. First one is the Boomers in their B-29 Bomber, the other is the [[spoiler: [[RetiredBadass Enclave]] [[TheAtoner Remnants]] arriving in a Vertibird to kick the ass of your choosing]]. It's even stated that the second one reminded everyone in the Mojave why they had feared the [[spoiler: Enclave]].
* BitchInSheepsClothing: [[spoiler:Jeannie May Crawford]] in Novac.
* BiTheWay: In one of her lines of dialogue, Cass says that once she is drunk enough, she doesn't care who she ends up in bed with whether they be male or female.
** If you try to invite her into your party when it's occupied by someone else (male or female), she says "I'm not in the mood for a threesome...today".
* BittersweetEnding: The entire game. Not accounting for evil factions like the Fiends and Powder Gangers, there is no way to make the world 100% peaceful and happy no matter what ending you take due to how quests conflict. Some quests don't have a happy ending regardless of who you side with, there's just terrible endings and less-bad ones.
** The "best case scenarios" for Arcade, Veronica and Lily qualify big time. For Arcade, [[spoiler:the only endings where he ends up in a somewhat good position are the NCR and Wild Card endings, and even then he ends up somewhat disappointing with the negative aspects of each outcome, but nevertheless resolves to continue helping the Wasteland any way he can]]. Veronica, [[spoiler:she either stays with the Brotherhood and reluctantly keeps her mouth shut about her disagreements with their methods, or she leaves, willingly or they banish her, and she wanders the wastelands as a lone tinkerer fearful of getting close to people in case the Brotherhood is monitoring her]]. As for Lily, her "good" endings either have her [[spoiler:go off to find her grandchildren, who are almost assuredly dead by now, or finally having her mental state stabilized at the cost of the memories of her past.]]
** The best ending you can hope for in ''Honest Hearts'' is [[spoiler:The Sorrows and Dead Horses are safely evacuated from Zion and the White Legs' threat is neutralized [[TalkingTheMonsterToDeath one way]] [[KillEmAll or another]], And Joshua Graham finally makes peace with his inner demons, but Zion itself is lost forever (polluted, conquered, and ravaged), and Daniel spends the rest of his days wondering if abandoning it was the right decision after all...]] Or, you can [[spoiler: help Graham crush the White Legs. If you convince him to spare Salt-Upon-Wounds, or at the very least make it a fair fight, then the only "good" character who gets a sad ending is Daniel who, as mentioned above, is so idealistic that he's screwed no matter what happens.]]
* BlackAndGreyMorality and GreyAndGreyMorality with some occasional [[EvilVersusEvil Black And Black Morality]]: There are no totally, completely good factions in the Fallout universe. There are plenty of pretty much outright evil factions, a ''lot'' of neutral ones, and a few that really are out to make the world a better place, [[WellIntentionedExtremist but even they tend to use rather questionable methods at times.]] The closest you'll get to the unambiguously good are the Followers of the Apocalypse, who are a minor faction that it turns out raised [[BigBad Caesar]] and they are not proud of it, and the Kings, but the goodness only goes as far as their leader, his lower members are not as benevolent.
** LesserOfTwoEvils: On the other hand, while the NCR is Grey, the Legion is such a darker shade it's almost Black. The radio stories about the Legion include stories of Lanius ordering his men to kill each other while the NCR stories include troop redeployment reports. Furthermore, while few people are welcoming NCR with open arms, general opinion among the wasteland inhabitants is that the Legion taking control of them instead would be far worse.
* BlackComedyRape:
** FISTO, initially. "'''ASSUME THE POSITION.'''"
** The Biological Station in Old World Blues threatens to seed the ''shit'' out of you, and has seeded Muggy before.
** In the cut audio files for Cook-Cook (who could be approached as friendly), he will constantly hit on you and make veiled threats at rape. Talking to Driver Nephi as a female will have him repeatedly warn you not to talk to him.
* BlatantLies: Those radioactive barrels you see both here and in Fallout 3? In the REPCONN headquarters, they're "safety barrels", and being buried in the ground is supposed to be totally safe! Some extremist hippy whackos are just lying to you about their radioactivity!
** Quite a few with the Think Tank in ''Old World Blues''.
--> '''Dr. Klein:''' How ''dare'' you! Branial beam ocilation was solely ''my'' discovery! I expressly told you that and deleted all evidence to the contrary!
* BlessedWithSuck[=/=]CursedWithAwesome: The positive and negative effect of the trait ''Wild Wasteland'' is described as "Adds wackier versions of current content."
** There's an example of this [[spoiler: if Arcade gives you his father's Enclave armor]]. He's really proud of it and brags that it will stop almost anything short of a plasma bolt. But due to its associations, wearing it could get you hunted down and killed, or if you're lucky, just thrown in an [=NCR=] jail for a long, long, long time. (Which [[spoiler: is what happens if ''Arcade'' wears it during some of his endings.]]) Uh ... thanks, man? What a ''blessing''. Luckily, StoryAndGameplaySegregation is in full effect if you decide to wear it.
* BlindWithoutEm: The ''Four Eyes'' trait, which gives a bonus to Perception so long as you're wearing glasses. Without them, it's a decrease to Perception. Will become useless later on, since power armor helmets, for obvious reasons, require you to take off your glasses. Again, this is assuming a character is even capable of / willing to wearing power armor helmets.
** Of course, this also poses serious problems; mechanically it reduces your base Perception by 1 and makes every pair of glasses give +2 Perception. Fairly nifty, except that certain perks require moderately high Perception to get, which this perk will more or less lock you out of.
* BlingBlingBang: All of the unique handguns.
* BlownAcrossTheRoom:
** The Gauss Rifle often send the opponent flying for considerable distance. Anyone who's heard the spiel from the drill instructor on the Citadel in MassEffect2 will understand why.
** Averted, however, with Armor Piercing rounds...which do a little LESS damage on unarmored opponents than regular rounds BECAUSE of their overpenetration, which is actually TruthInTelevision.
** The Anti-Materiel Rifle can send ''Deathclaws'' flying back with a chest shot. It is not a gun that messes around.
** [[MeaningfulName Pushy]]. If your killing blow is an uppercut, you could easily send them 20 feet up and 30 feet away. If your unarmed is high enough, you can punch them with the force a football player punts a ball.
** Dead Money perk "And Stay Back" grants 10% chance per shotgun shot of throwing the target back. The sawed-off fires 14 buckshot per blast, practically guaranteeing an airborne ragdoll if fired at close range.
** The Fire Axe's special has a knockback effect; chaining the special lets you ''juggle an opponent in the air''.
* BombThrowingAnarchists: Averted by the Followers of the Apocalypse who, despite being derided as anarchists by some, arguably are the only "truly good" faction in the game, next to the Kings.
** Played straight by Samuel Cooke, the founder of the Powder Gangers, who was imprisoned by the NCR for being a literal example. The other Powder Gangers are aversions, however, as they are little more than another gang of raiders.
** 'Honest Hearts' introduces the 'Fight the Power!' that gives the bonus in combat with members of 'lawful' factions. It is accompanied by the picture of stereotypical rioter with a scarf on his face and holding Molotov cocktail.
* BonusBoss: The four Legendary monsters. The toughest of them, the Legendary Deathclaw, is by far the most powerful thing in the entire game, with almost as much health as the final boss ''and'' an insanely high armor rating (significantly more than a full suit of the best power armor available!). Like all deathclaws, it is also very, very fast. He also [[OneHitKill one hit kills]] pretty much all but the toughest and most heavily armored of characters. [[DeadpanSnarker Nice knowing you.]]
*** There's an even more stronger boss, but it's not accessible by normal means. Open up the console and type player.placeatme ["0011324a"] 1. Watch the slaughter begin.
** ''Old World Blues'' has the [[spoiler:[[LethalJokeCharacter Legendary Bloatfly]]. It's harder to kill than the Legendary Deathclaw and fires insanely powerful plasma bolts at you. When it dies it drops over 50 bloatfly meat and 20+ buffout.]]
** Colonel Royez and Gaius Magnus from post-Lonesome Road, [[spoiler: which appear when you nuke NCR or Legion territory respetively.]] They are two ghouls with utterly insane amounts of health (Capable of withstanding about five Holorifle shots to the face on Normal difficulty without dying), and constantly regenerate health as well. To make it worse, they both have high-end unique armor, one of which ''adds even more health regeneration''.
* BonusDungeon: Up to three are added by ''Lonesome Road,'' the Courier's Mile, the NCR Long 15, and the Legion Dry Wells. The latter two are only accessible if [[spoiler: you decided to nuke them.]] None of these are particularly long, but they're overflowing with radiation and irradiated ghoul soldiers (causing them to hyper-regenerate) with some chests of high-grade equipment hidden in back.
* BookEnds: "War. War never changes."
* BoomerangBigot: One line used by Boomers states that they can take care of that robot problem for you. The same line is used by the robots on the base.
* BoringButPractical: The Marksman Carbine. Powerful. Durable. Versatile. Ammo-efficient. Completely unspectacular and ugly.
** The Recharger Rifle. You're most likely to find this weapon at the beginning of the game, and it does lower damage than many other energy rifles. However, it makes up for this by being rechargeable, rather than using energy ammo. That's right, it's an energy weapon that has INFINITE AMMO. Kinda makes up for the slight shortage of energy ammo in the game, huh? Becomes useless later when you can regularly find and recharge energy rifle ammo, though.
** The Cowboy Repeater. Cheap to repair and uses powerful magnum ammo instead of rifle. Easy to make ammo, low AP cost, and incredible accuracy can make this a viable weapon for most of the game. As with the Marksman Carbine, the only problem is that it's obviously not full auto.
** Most Guns-type weapons really. This is one reason why many players consider [[KineticWeaponsAreJustBetter guns to be superior than the]] [[AwesomeButImpractical more flashy energy weapons,]] [[KineticWeaponsAreJustBetter even after the latter was made more powerful.]]
** Leg shots. Not as impressive or damaging as a head shot, but they slow down melee enemies significantly if you cripple the legs, and will save your life when you enter Deathclaw territory.
** The Strong Back, Educated, and Rapid Reload perks. They don't do anything flashy, but pay off massively in the long run.
** The simpler crafting recipes. Cooking meat into steaks and converting ammo into the type you need is always useful and worthwhile.
** From Dead Money, the Cosmic Knives. Not only are they easy to find, but you can clean one [[IncendiaryExponent and superheat it later]] to give it a massive stat boost and the power to set things on fire. Helps out in the first few quests, when you have almost no ammo or items. The Knife Spear (a stick with knifes taped on it) is even more useful.
** The Police Pistol. All the other weapons are exotic and powerful, and this is just a bog-standard revolver. However, it hits hard enough to easily dismember Ghosts, and the ammo is everywhere.
** The Holorifle from Dead Money looks like somebody took spare parts from every gun he could find to build the [[HardLight light-firing]] bastard child of a shotgun and a sniper rifle. It does damage on par with YCS-186 (the weapon with the ''highest'' damager per shot in the whole game and uses a rather common ammo. Aside from being hard to repair it's the BFF of any Energy-weapons based build.
** From the Lonesome Road DLC comes the flare gun. Doesn't have the greatest damage, but uses a fairly common ammo type only used by a few other weapons in the entire game, and has the distinct power to SCARE DEATHCLAWS.
** The humble throwing spear is an excellent choice of weapon for a melee character looking to stealthily take down opponents from a distance, and supplies are easily replenished by killing Legion Mooks.
** The Grunt perk. It gives you a 25% bonus to all damage inflicted by weapons using 9mm and .45 ammo, as well as light machineguns, combat knives, service/assault rifles, and frag grenades. Coupled with a high Guns skill, and couple of other perks associated with guns/explosives, and you can become a titan of destruction with just a humble service rifle and a combat knife.
* BottleFairy: Cass
* BrainInAJar: The Robobrains. There's also the Think Tanks of Old World Blues, who come with monitors for eyes and a mouth. Amazingly enough, [[spoiler:there's YOUR brain, which you can actually talk to (and [[ScrewYourself come onto]]).]]
* BribingYourWayToVictory: The ''Courier's Stash'' and ''Gun Runners' Arsenal'' DLC, the former moreso than the latter. ''Courier's Stash'' is a compilation of several pre-order bonus packs which gives the player four full item sets at the start of the game, including a bottomless water canteen which reduces the amount of water you need to drink. No matter which set of armor you choose, you're a lot better off than in the vanilla game. ''Gun Runners' Arsenal'' adds a ton of new weapons to be purchased from shops, as well as weapon mods for them. At least these you actually have to buy in-game.
* BrokenAesop: The overall theme of the DLC ''Dead Money'' is how greed can make people unable to let go of their own vices. To illustrate this point, the casino vault is filled with dozens of gold bars that are far too heavy for you to carry to escape alive, proving that even the player must set aside their greed in order to move on. ... Except that with a stealthboy and some very precise timing, it's fully possible to make off with all the gold without a scratch. So in the end the moral is 'you need to let go of your greed, unless you're clever enough to get away scott free'.
** Obsidian realized this and patched a few of the easier exploits out; while it's still possible to get all the gold, you really need to go out of your way to break this Aesop.
** And even then, it's easy enough to just scrounge around the Sierra Madre Villa and Casino to grab everything that isn't nailed down, and go back to the Mojave with a ton of loot. Letting go of the gold bars is a lot easier when you would be insanely rich even without them, making the Aesop "You can get away with greed as long as you carefully pick your battles and have a strong enough obsessive compulsive disorder".
* BulletTime: VATS of course. Turbo and the Implant GRX perk will also produce this effect.
* BullyingADragon: Keith, a hustler at the Aerotech business park, gets cornered by Captain Parker after you provide Parker with evidence of Keith's misdeeds. Parker tries to arrest Keith, who resists. Keith then starts taunting Parker about how his wife left him. Which prompts Parker to let fly with his service rifle. Taunting a man armed with a military rifle about his estranged wife... [[TooDumbToLive smooth.]]
** Special mention goes out to the thugs of Freeside. The most they have in terms of armor is typically somewhere in the DT 2 range and in terms of weaponry rarely get more heavily armed than a police baton. Still won't stop them from trying to rob and kill a heavily armed/armored courier who may or may not have a heavily armed/armored companion. Even if dozens of them have already gone down trying, never mind what exploits of badassery you have to your name.
* ButchLesbian: Corporal Betsy from Camp [=McCarran=]. Just OneOfTheBoys, though she's been hitting on every woman in the Camp after having been [[spoiler:raped by Cook-Cook. One side-quest is getting her to see a psychologist.]]
* ButForMeItWasTuesday: In the ''Lonesome Road'' DLC, [[spoiler:a single unremarkable package the Courier delivered prior to the start of the game accidently caused the destruction of the Divide, robbing Ulysses of his home, teaching him the power certain individuals hold to radically reshape the world, and sparking off some rather dangerous obsessions. When he tells you what that package did, you can respond that the package was so unremarkable to you, you can't even recall it clearly.]]
* ButYouScrewOneGoat: It's heavily implied, but never said outright, that Cook-Cook (one of the [[NamesToRunAwayFromReallyFast fiends]] leaders) screws his brahmin, Queenee.
[[/folder]]
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