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Ammunition or ammo is the term used for expendable ordnance material used by the weapons of Fallout: New Vegas; such as powder, balls, shot, shells, percussion caps, rockets, missiles, energy, etc. The purpose of ammunition is to project force against a selected target or area.

Currently, the Pip-Boy 3000 menu displays ammunition of any given type by the combined weight of all rounds of the same type and not the weight per round.

Ammunition[]

Guns[]

Name Weapons using this ammo Weight (Hardcore mode only) Type Value Effects Form ID
.22LR round
22LR round
0.0076 Standard 1
  • Damage x 1
0007EA27
Hollow point 2
  • Damage x 1.75
  • Target DT x 3
0013E439
Plinking 0
  • Damage x 0.85
00121162
.30-30 round Cut content none - - - - -
.308 round
308 round
0.055 Standard 4
  • Damage x 1
0006B53C
JSP hand load 5
  • Damage x 1.3
  • Condition x 1.5
00140AA0
Hollow point 9
  • Damage x 1.75
  • Target DT x 3
0013E443
Armor piercing 9
  • Damage x 0.95
  • Target DT -15
0013E442
.357 Magnum round
357 magnum round
0.035 Standard 2
  • Damage x 1
0008ED02
JFP hand load 3
  • Damage x 1.25
  • Target DT -3
  • Spread x 0.8
00140A9E
Hollow point 3
  • Damage x 1.75
  • Target DT x 3
0013E43C
.38 special round 1
  • Damage x 0.75
  • Condition x 0.75
0015E8EE
.44 Magnum round
44 Round magnum
0.043 Standard 3
  • Damage x 1
0002937E
Hollow point 7
  • Damage x 1.75
  • Target DT x 3
0013E437
SWC hand load 4
  • Damage x 1.2
  • Target DT -6
0013E438
Special round 2
  • Damage x 0.75
  • Condition x 0.75
0015E8ED
.45 Auto Honest Hearts
.45 Auto
0.065 Standard 3
  • Damage x 1
xx00947B
Hollow point 5
  • Damage x 1.75
  • Target DT x 3
xx009E6A
+P 5
  • Damage x 1.1
  • Target DT -2
  • Condition x 1.2
xx009E6B
Super hand load 8
  • Damage x 1.3
  • Target DT -4
  • Condition x 2.5
xx009E6C
.45-70 Gov't
.45-70 govt
0.065 Standard 4
  • Damage x 1
00121133
Hollow point 8
  • Damage x 1.75
  • Target DT x 3
0013E43D
SWC hand load 5
  • Damage x 1.2
  • Target DT -6
  • Condition x 3
0013E43E
.50 MG
.50 MG
0.25 Standard 6
  • Damage x 1
0008ECFF
Explosive (GRA) Gun Runners' Arsenal 40
  • Damage x 1
  • Boom
xx00085B
Armor piercing 14
  • Damage x 0.95
  • Target DT -15
0013E445
Incendiary 18
  • Damage x 1
  • +2 damage for 5s
0013E444
Match hand load 8
  • Damage x 1.15
  • Spread x 0.65
00140AA1
5mm round
5mm Round
0.017 Standard 1
  • Damage x 1
  • DT - 10
0006B53D
Armor piercing 3
  • Damage x 0.95
  • DT - 25
0013E43F
Hollow point 3
  • Damage 1.75
  • Target DT x 2
001613FF
JSP (Hand Load) Gun Runners' Arsenal 1
  • Damage 1.3
  • Target DT - 10
  • Condition x 1.5
xx000871
Surplus 0
  • Damage x 1.15
  • Condition x 3
  • DT - 10
  • Spread x 1.2
00121150
5.56mm round
5 56mm Round
0.026 Standard 2
  • Damage x 1
00004240
Armor piercing 4
  • Damage x 0.95
  • Target DT -15
00140A9F
Surplus 0
  • Damage x 1.15
  • Condition x 3
0013E440
Hollow point 4
  • Damage x 1.75
  • Target DT x 3
0013E441
Match (Hand Load) Gun Runners' Arsenal 2
  • Damage x 1.15
  • Spread x 0.65
xx00086F
.223 caliber round 1
  • Damage x 0.9
  • Condition x 0.8
00160C41
9mm round
9mmRound
0.029 Standard 1
  • Damage x 1
0008ED03
+P 3
  • Damage x 1.1
  • Condition x 1.2
  • Target DT -2
00160C40
Hollow point 3
  • Damage x 1.75
  • Target DT x 3
0013E43A
JHP (Hand Load) Gun Runners' Arsenal 1
  • Damage x 1.65
  • Target DT x 2
xx000870
10mm round
10mmammobox
0.033 Standard 2
  • Damage x 1
00004241
JHP hand load 3
  • Damage x 1.65
  • Target DT x 2
00140AA8
Hollow point 5
  • Damage x 1.75
  • Target DT x 3
0013E43B
12.7mm round
127mmRound
0.064 Standard 3
  • Damage x 1
001429CF
(Junk) Dead Money Cut content TBA
  • Damage x 0.75
  • Condition x 1.5
xx??????
JHP (Hand Load) (GRA) Gun Runners' Arsenal 3
  • Damage x 1.65
  • Target DT x 2
xx000A2B
Hollow point 7
  • Damage x 1.75
  • Target DT x 3
001613D4
12 gauge shotgun shell
Shotgun Shell
0.075 Standard 2
  • Damage x 1.2
0008ECF5
4/0 buck (GRA) Gun Runners' Arsenal 2
  • Projectiles 4
xx000861
4/0 buck mag. (Hand Loader) (GRA) Gun Runners' Arsenal 3
  • Damage x 1.3
  • Target DT -2
  • Projectiles 4
  • Condition x 1.15
xx000862
Bean bag 3
  • Damage x 0.05
  • Fatigue +250
0013E446
Coin shot 40 001582DA
Dragon's Breath (GRA) Gun Runners' Arsenal 4
  • Damage x 0.9
  • 8 fire damage for 5s
xx00085F
Flechette (GRA) Gun Runners' Arsenal 3
  • Damage x 0.9
  • Target DT -6
  • Projectiles 5
xx00085E
Magnum 3
  • Damage x 1.3
  • Condition x 1.15
  • Target DT -2
00165E79
Pulse slug (GRA) Gun Runners' Arsenal 5
  • Damage x 0.7
  • Projectiles 1
  • +50 damage against robots
  • +25 damage against power armor
xx00085D
Slug 2
  • Spread x 0.35
  • Projectiles 1
0013E447
20 gauge shotgun shell
20 gauge shotgun shells
0.065 Standard 1
  • Damage x 1.2
000E86F2
3/0 buck (GRA) Gun Runners' Arsenal 1
  • Projectiles x 4
xx000860
3/0 buck mag. (Hand Loader) (GRA) Gun Runners' Arsenal 2
  • Projectiles x 4
  • Damage x 1.3
  • Target DT -2
  • Condition x 1.15
xx000863
Slug 1
  • Spread x 0.35
  • Projectiles x 1
0013E448
Magnum 2
  • Damage x 1.3
  • Target DT -2
  • Condition x 1.15
00165E7A
Pulse slug (GRA) Gun Runners' Arsenal 4
  • Damage x 0.7
  • Spread x 0.35
  • Projectiles x 1
  • +50 damage against robots
  • +25 damage against power armor
xx00085C

Explosives[]

Name Weapons using this ammo Weight Type Value Effects Form ID
25mm grenade
25mmgrenade
0.25 Standard 8
  • Damage x 1
00096C40
High explosive 20
  • Damage x 1.35
  • Area of effect x 1.36
0013E449
Plasma (GRA) Gun Runners' Arsenal 8
  • Damage x 1.3
  • Area of effect x 0.86
xx00086B
Pulse (GRA) Gun Runners' Arsenal 8
  • Damage x 0.08
  • +75 damage against robots
  • +30 damage against power armor
  • Area of effect x0.4
xx00086A
Timed (GRA) Gun Runners' Arsenal 8
  • 5 second fuse
  • No detonation on contact
xx000869
40mm grenade
40mmGrenade
0.5 Standard 12
  • Damage x 1
0007EA26
Incendiary 18
  • Damage x 0.7
  • Area of effect x 0.6
  • 6 damage for 15s
00158307
Plasma (GRA) Gun Runners' Arsenal 12
  • Damage x 1.3
  • Area of effect x 0.87
xx00086E
Pulse (GRA) Gun Runners' Arsenal 12
  • Damage x 0.08
  • +150 damage against robots
  • +60 damage against power armor
  • Area of effect x0.5
xx00086D
Missile
Missile
1.5 Standard 50
  • Damage x 1
00029383
High explosive 150
  • Damage x 1.35
0013E44B
High velocity 150
  • Flight speed x 3.23
0013E44C
Hive (GRA) Gun Runners' Arsenal 60
  • Damage x 0.175
  • Spread x 20
  • Projectiles 9
xx000865
Mini nuke
Mini nuke
3 Standard 250
  • Damage x 1
  • 10 Rads for 12s
00020799
Big Kid (GRA) Gun Runners' Arsenal 500
  • Damage x 1.3
  • Area of effect x 1.29
  • 30 Rads for 20s
xx000868
Low yield (GRA) Gun Runners' Arsenal 125
  • Damage x 0.67
  • Area of effect x 0.88
  • 6 Rads for 12s
xx000866
Timed (GRA) Gun Runners' Arsenal 250
  • Delayed detonation
  • 10 Rads for 12s
xx000867
Tiny Tots (GRA) Gun Runners' Arsenal 100
  • Damage x 0.2
  • Projectiles 9
  • Spread x 2
  • 25 Rads for 12s
xx000A09
Rocket Lonesome Road (add-on)
FNV LR Rocket
0.25 Standard 25
  • Damage x 1
xx009262
High explosive 150
  • AoE radius x1.4
xx009263
Incendiary 150
  • Damage x 0.75
  • 2 damage for 8s
xx00925F

Energy Weapons[]

Name Weapons using this ammo Weight Type Value Effects Form ID
Alien power cell Wild Wasteland
Alien Power Cell
0.02 Standard 10
  • Damage x 1
00029364
ARCHIMEDES II charge
Archimedes II charge
0.0001 Standard 0
  • Damage x 1
0016AEF9
Electron charge pack
ElectronChargePack
0.025 Standard 1
  • Damage x 1
  • Target DT -2
0006B53E
Bulk 0
  • Damage x 0.85
  • Condition x 0.85
00158311
Optimized (Vigilant Recycler) (GRA) Gun Runners' Arsenal 2
  • Damage x 1.3
  • Target DT -5
  • Condition x 1.1
  • Weight x 0.6
xx000874
Over charge 2
  • Damage x 1.25
  • Condition x 1.5
  • Target DT -5
0015830D
Max charge 2
  • Damage x 1.5
  • Condition x 2.5
  • Target DT -10
0015830E
Energy cell
Energy Cell
0.078 Standard 2
  • Damage x 1
  • Target DT -2
00020772
Bulk 0
  • Damage x 0.85
  • Condition x 0.85
00158313
Optimized (Vigilant Recycler) (GRA) Gun Runners' Arsenal 2
  • Damage x 1.3
  • Condition x 1.1
  • Target DT -5
xx000872
Over charge 3
  • Damage x 1.25
  • Condition x 1.5
  • Target DT -5
001582DF
Max charge 3
  • Damage x 1.5
  • Condition x 2.5
  • Target DT -10
001582E0
Flamer fuel
Flamer Fuel
0.020
0.025
Standard 1
  • Damage x 1
00029371
Homemade 0
  • Condition x 3
00166F62
Optimized (Vigilant Recycler) (GRA) Gun Runners' Arsenal 1
  • Damage x 1.3
  • Target DT -5
  • Condition x 1.1
xx000875
Microfusion cell
FO3 MF Cell
0.1 Standard 3
  • Damage x 1
  • Target DT -2
00004485
Bulk 0
  • Damage x 0.85
  • Condition x 0.85
00158312
Optimized (Vigilant Recycler) (GRA) Gun Runners' Arsenal TBA
  • Damage x 1.3
  • Target DT -5
  • Condition x 1.1
  • Weight x 0.6
xx000873
Over charge 5
  • Damage x 1.25
  • Condition x 1.5
  • Target DT -5
0015830B
Max charge 5
  • Damage x 1.5
  • Condition x 2.5
  • Target DT -10
0015830C
Microfusion breeder
FO3 MF Cell
0 Standard 0
  • Damage x 1
  • DT - 2
00121155

Other[]

Name Weapons using this ammo Weight Type Value Effects Form ID
BBs
BBs
0.002 Standard 1
  • Damage x 1
0002935B
Camera film
Conductor
0.01 Standard 1
  • No Damage
  • Quest Photograph
0011A207
Nails Lonesome Road (add-on)
Nails
0.01 Standard 1
  • Target DT -5
xx009261
Flechette 1
  • Shotgun style firing
xx00D5CF
Note: Camera film is classed as a form of gun ammunition.

Ammo boxes[]

Name Weight Value Box Qty Form ID
Ammo box, .223¹ 5 20 20 rounds 0016664E
Ammo box, .22LR plinking 10 25 100 rounds 00166640
Ammo box, .38 special² 5 50 50 rounds 0016664F
Ammo box, 5.56mm surplus 5 100 250 rounds 00166651
Ammo box, 5mm surplus 5 100 250 rounds 00166650
Ammo box, electron charge pack, bulk 5 50 100 rounds 00166653
Ammo box, microfusion cell, bulk 5 100 100 rounds 00166655
Ammo box, small energy cell, bulk 5 100 100 rounds 00166654
Note: Weight only applies while playing on Hardcore mode.
¹ Compatible with weapons that use 5.56mm rounds.
² Compatible with weapons that use .357 Magnum rounds.

Notable vendors[]

These are vendors carrying large amounts of certain ammunition types.

Loading[]

To load different ammunition, go into the Pip-Boy, scroll to the "Ammunition" section and select from the list any compatible ammunition type for the currently equipped weapon. Outside of the Pip-Boy menu, pressing hotkey "2" on PC or "Up" on the Xbox or PS3 d-pad will change ammunition; this will also cause the weapon to be reloaded with the new ammunition.

Behind the scenes[]

Joshua Sawyer, Paul Fish and Mitch Ahlswede made the decision to expand on the bullet and shell casing models in Fallout: New Vegas, compared to Fallout 3's limited number of ammunition models. During development, they experienced a bug where the case would always render under the gun in V.A.T.S., which they fixed. Sawyer stated that the minor details relating to ammunition models made V.A.T.S. feel better to him personally.[1]

Bugs[]

  • Xbox 360Xbox 360 Occasionally, when switching between types of ammunition for a gun, the loaded ammunition may become "stuck" and not allow you to switch.[verified]
    • To correct this, you need to switch over to another weapon that is hotkeyed.
    • Alternatively, you can drop all ammunition of the currently loaded type. The gun should then switch to the other ammunition type and then you can pick back up the first set of ammunition.
    • Alternatively, you can unequip the weapon in the Pip-Boy, then change ammunition types.
  • PCPC When adding large amounts of ammunition using the console command player.additem, the game may crash. This is especially evident when adding .50 MG incendiary rounds.[verified]
  • PCPC Xbox 360Xbox 360 When transferring ammunition to a companion in Hardcore mode and you get a message that the transfer will overload them (which is correct), try reducing the amount you're giving them at once. For instance, Boone might not like you giving 200 microfusion cells to him at once, try 20 or 50 at a time. You can keep trickling them in at this reduced amount until they're all transferred. You can then proceed to transfer in different ammunition types in the same trade session, but once you exit, you'll have to take some weight off him to bring him under 220WG to "overload" him with ammunition again. Note: On the character wheel, it will still display his maximum full weight (220/220 WG) though what he's truly carrying could now be far exceeding this.[verified]
  • PCPC While using .22LR plinking ammunition in Vault 3, the repercussion sounds of bullets won't stop until you have exited the Vault.[verified]
  • PCPC While using special ammo, if the magazine capacity of the weapon you're using is greater than the number of default weapon rounds you have in your inventory, you won't be able to reload past that number after fast travels and savegame loads. This usually happens when breaking down default ammo to make special ammo. The bug will persist until the number of default weapon rounds in your inventory surpasses the magazine capacity.[verified]

References[]

  1. Fallout: New Vegas 10th Anniversary Charity Stream (reference starts at 3:55:53)
    Joshua Sawyer: "By the way, one of the things I'm really glad we implemented... so Fallout 3 essentially had one shell casing model. And I wanna say it either only had or only used one bullet model. And Paul Fish and Mitch Olswede and I came up with making all the other models for those. And there was also a bug where, um, rendering-wise, the case would always render under the gun. So in slow-mo, when the case would eject from the gun, it always looked wrong, so we fixed that. Like, little minor things, but making all the cases correct and all the bullets correct, um... I think made all the slow-mo VATS stuff just feel better to me personally."
Ammunition in Fallout: New Vegas
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