Bang's Blogs: The Mandalorian vs Courier


(Flip)


(kaiser)

“Don't kill the messenger, or the messenger will kill you.” -Cogman


The Mandalorian, the wanderer on a mission from Star Wars.


Courier Six, New California’s unstoppable mailman from Fallout: New Vegas.


Delivery is an occupation many might perceived as lame or boring. However, these 2 mysterious wandering warriors prove that it can be not only bombastic but also change the very political landscapes they live in.

Before We Start…

Unlike other Star Wars characters and blogs, we will be exclusively focusing on the Disney canon for information. This is due to Din Djarin (The Mandalorian) being a character exclusively in Canon and not having a Legends counterpart, thus he wouldn’t get any scaling to feats in Legends.


As for Courier Six, we will be examining the all mainline titles (1-4 and New Vegas) along with spin off material like Tactics, 76, and the Amazon TV show. We will also give Courier all weapons, perks, and max out every category akin to other create-a-characters like Dragonborn. We will not give him all traits, however, as some traits are incompatible with others. We will not however give Courier straight up crossover scaling like Fortnite (this applies to Mando too). 


Finally we will not be giving them the friends (Boba Fett and Arcade for example) they have met along their journey as they would fall under outside help, However robots and droids will be completely fine to use as both of them straight up own and in some cases build them. So they will be part of this debate.

 Background

The Mandalorian

“This is the way”


A long time ago in a galaxy far far away there is a wanderer, a man of no face part of the group known as the Mandalorians and this is their bounty hunter Din Djarin. Raised on Concordia after being orphaned he was raised as a Foundling training and being raised as a Mandalorian. As an adult Mando would hunt bounties for a living. Where one day the Mandalorian would take a job from the imperials he would find a child Grogu and then his life would change forever.


Taking the child as his own he would find that the baby posses abilities known as the force he would travel with Grogu meeting friends foe and monsters and worst of all Gus Fring who was a member of the death watch the group that found him wielding the dark saber. Mando with the help of Boba Fett, and others would beat Gideon, and Luke Skywalker jedi master would come and Grogu and a teary goodbye Mando would leave his son to pursue his destiny. Later on Mando would get his son back and now they travel through the galaxy doing odd jobs as father and son. 

Courier

"I dug myself out of that grave to plant you in yours, Benny."


The year is 2077 and the world has ended. In an alternate universe where the Cold War took a much different turn from the one in our world. The bombs people were fear mongering about? Well in this world they actually did drop and killed everyone THE END… if it wasn’t for Vault Tec providing convenient protection against the worst of the worst (except when they don’t and do inhumane testing but let's not worry about that). Many of these dwellers of vaults would walk out of their homes to the dangerous surface to reclaim and fix this broken Baron wasteland. The Courier was not one of those people in the vaults, born into this harsh wasteland not much is known about him besides he was a delivery boy for The Mojave Express. He was pretty good at his job until he was tasked to deliver a package known as the Platinum Chip. This chip had an upgrade for robots known as Securitrons which secured the New Vegas Strip, and one sly gangster by the name of Benny didn’t want the robots to get that upgrade, so he put a bullet through the Courier’s skull. 


Thankfully a rogue Securitron found the Courier and a kindly Doctor dug the bullet out of his brain and put him back together. Now having survived dying The Courier had a chip on his shoulder and a need to finish his job, The Courier would set out to put Benny in the grave he dug for him. After traveling to the New Vegas Strip and finding Benny, The Courier killed him and took the Platinum Chip back and gave it to its rightful owner, Mr. House. Mr. House would then upgrade the Securitrons and then offer The Courier a choice, to join him and take over The Mojave Wasteland together. The Courier actually had the ability to choose who takes over the Wasteland, The NCR (they want to insert taxes, no go) The Legion (they run slave and drug trades, better than NCR) Mr. House (wants a business monopoly, getting close) Yes Man/The Courier himself (The Courier runs the wasteland, bingo). After making peace or war with all the major tribes of the Mojave, The Courier found himself at the battle of Hoover Dam against whatever faction he didn’t side with. This battle would end with The Courier winning decisively and giving all the energy to whoever he sided with, either giving the Wasteland freedom or subjugation.


 However this brings up a thought, the nuclear wasteland was started because of a war for resources and yet, even though everyone knows that’s why the world is broken they still fight for resources. Even still some people may believe that they could run the wasteland better than anyone else, which would lead to more and more wars, so is that it? Yeah, War never changes, only the people fighting them and the ways those people fight. In the end, it never mattered who The Courier fought for, this cycle of violence would never truly end, no matter how many years pass or how many different ideologies rule someone will always disagree. Maybe that is the true lesson of the wasteland. Wars divide, Wars take lives, and war never changes.

Experience & Skill


The Mandalorian

Known as one of the best hunters within the galaxy, The Mandalorian is an incredibly skilled bounty hunter who has fought many individuals in combat. He’s been able to ascend from a foundling to a full-on powerful Mandalorian. He fought hordes of robots, managed to hold back Ahsoka (for a few moments), and beat Moff Gideon in a fight. He’s been able to use the Darksaber, a dangerous weapon able to match lightsabers. 


His intelligence is shown to be incredibly high though. Din is one of the only characters we've seen communicate with Tusken Raiders via sign language. He's helped  Kuiil repair the Razor Crest and knows how to repair his armor. He’s been able to figure out how  to cut off a droid’s arm and use it to unlock his cell. He’s also a great tactical fighter, he devises a plan with Cara Dune to protect a village from thugs and their AT-ST. Also teaches the village how to defend themselves. He’s also an incredibly smart pilot, able to beat both pirates and Empire pilots His best feat is him outmaneuvering the New Republic Pilots Wolf and Carson Teva. He knows different jump coordinates to locations where nobody will find them.

Courier

Before we pick up as The Courier, we know that they worked as a traveler/bounty hunter throughout the New Vegas wasteland. They, with a high enough intelligence, can point out specific information about snipers and repair robots. They’ve been around many areas of New Vegas, able to pick up information incredibly quickly. For example, while The Courier doesn’t truly understand the whole Latin language (Arcade, one of the Courier's companions, will speak Latin in his first encounters) seemingly has enough knowledge of the language to trick Silus (a skilled Legion veteran) into believing that the Courier actually works for Caesar. 


After you get shot in the head by Benny, The Courier doesn’t slow down or get dumber. They’re able to storm throughout the wasteland with different types of weapons, not showing the need to slow down and learn, just quickly adapt. From pistols, shotguns, miniguns, to death rays to the sky, The Courier is a master at all types of weaponry. This includes armor, being skilled enough to know how to properly use Power Armor in only a couple of hours. But how dangerous is a person if they can’t kill anyone? Well the Courier can fight foes of all shapes and sizes. Deathclaws, Lakelurkers, Geckos, the most dangerous creatures of the wasteland. The Courier can also take down hordes of trained soldiers such as wiping out The Great Khans, Brotherhood of Steel, and Caesar's legion. Caesar’s legion is of specific importance thanks to the fact that only the strongest are taken to be high-ranking members of the legion. Perhaps the most deadly foe he’s fought is Legate Lanius, a member of the Legion known for killing hordes and hordes of men without issue. 


Battle isn’t the only thing that The Courier is good at. While it might seem like they never speak, their high charisma can get them through many situations. The Courier was able to use reason to talk Legate Lanius into not fighting against the NCR, a man known for never surrendering. But it isn’t just reason, Courier can use intimidation, misdirection, or seduction to get their way. Remember that Benny guy who shot the Courier? Well, through dialogue, you can convince Benny to sleep with you and kill him then. Another person he changed the mind of was Orion Moreno, an ex-Enclave member whose group was wiped out by the NCR during Fallout two. The Courier can convince Orion to fight for the NCR during the battle of Hoover Dam. 


High enough SPECIAL and skills can give a bunch of skills to The Courier. Strength makes The Courier better at using melee weapons, mastering them in combat, while also making them physically imposing. Perception lets The Courier detect other creatures with his compass easier while also helping with his Energy Weapon, Explosive, and Lockpicking skills. Energy Weapons and Explosives are self explanatory with Courier able to use these specific weapons better, while Lockpicking lets Courier open various futuristic doors and hack technology with the use of a simple lock pick tool.  Endurance helps The Courier take more hits while also helping their Survival and Unarmed skills. Survival gives Courier skills in potion making, cooking, and overall survival based activities. Unarmed makes Courier better at hand to hand combat, being skilled enough to learn techniques in a few minutes. We already went through Charisma, which lets Courier speech better into conversations of barter prices lower. Intelligence, which makes The Courier smart enough to match people like Father Elijah. who invented teleportation, force fields, special modified energy weapons, sonic emitters, perfectly talking appliances and more. It helps him with his Repair and Science Knowledge, able to repair items and robots easily, or know specific chemical reactions. His agility, which helps how she moves, allows her to sneak better and use regular guns. And Luck? Well, you can guess. This isn’t even going into perks, which allow The Courier to remember things for longer or comprehend incredibly difficult information.  They also have completely perfected the usage of V.A.T.S. which completely fucks with your perception and time.


Oh, they also seduced their own brain. 

Equipment

The Mandalorian


Armor

Every Mandalorian comes packaged with some sick ass armor and Din Djarin is no exception. THIS is the armor that will make you dinner and kiss you goodnight. Made out of an expensive alloy known as Beskar it’s known for its extremely high tolerance when it comes to damage. Being able to casually tank blaster shots and lightsaber swings with zero issue. Although there are some weapons and attacks that can bypass the defense of beskar and cook the wearer, such as electricity. The full armor comes with a helmet, plated vest, two vambraces, two pauldrons, with one that would eventually bear his signet, the mudhorn, two gauntlets, two graves, and two boots. It would also come with some non beskar components such as bandoliers, a cape, and a belt with a pistol holster.

Helmet

Like all Mandalorian helmets, Din’s helmet came with a T-shaped visor and was made of Beskar like the rest of his armor. As part of his tribe, the Children of the Watch, Din was forbidden from taking off his helmet in the presence of others, as it went against “The Way”. The helmet was capable of tracking heat signatures and long-range audio. It also had a flashlight equipped with it. It’s also important to note that The Mandolorian is able to pressurize his helmet so the potential toxic atmosphere of Mandalore doesn’t kill him. 


Jetpack

Given to him by The Armorer, Mando’s jetpack allows him to have a huge mobility advantage in a fight and even allows him to keep up with Tie Fighters. Don’t even think about stealing it either because he can activate it regardless if he’s wearing it. Only downside is that it does need fuel but thankfully, unlike another famous Mandalorian, Din's jetpack is made using the Beskar from his fallen comrades so he won't have to worry about a whack from a stick causing it to malfunction.


Vambraces

Vambraces were used by Mandalorians and located on forearms. Originally designed to combat against Jedi, vambraces could be equipped with a wide variety of weapons, including darts, blasters, flamethrowers, rockets, whipcords, and vibroblades. Din’s vambraces came with a whistling bird, flamethrower, and whipcord launcher.


IB-94 Blaster

Din’s primary weapon in combat, The IB-94 blaster pistol was a rare model of a blaster pistol with spectacular range and firepower that was manufactured by BlasTech Industries. Like most blaster pistols, it fired bolts of intense plasma or particle-based energy, converting energy-rich gas to a glowing particle beam that could pierce and melt through targets. This blaster comes with very hefty power, such as being able to take out a droid with just one shot.


Whistling Bird

A whistling bird was a type of ranged weapon used by Mandalorians as a defense against multiple enemies. Placed in Din’s left vambrace, they were small guided munitions which, when deployed, flew through the air while making a whistling noise before striking the target and killing them with a small explosion.


Flamethrower

Flamethrowers were weapons that would fire streams or bursts of flames that would inflict great damage and set the target on fire, potentially even burning them alive. Flamethrowers were often integrated by Mandalorian warriors into their vambraces. They were often used as one of their many anti-Jedi tools, since the flames could not be blocked by the single beam of a lightsaber, forcing the defender to retreat. While they are strong enough to cook armored Stormtroopers alive, they do have limited reserves and can’t be used forever


Whipcord Launcher

A whipcord launcher was a piece of equipment located in both of Din’s vambraces that would shoot out a lariat and tangle opponents up and prevent them from moving.  


Vibro-Knife

A vibro-knife was a type of knife that featured a small, vibrating blade that hummed when activated. It could cut through metal materials, including droids and stun cuffs, and easily kill its target.


Beskar Spear

A spear made from the same material as his armor, it was offered to him by Imperial Morgan Elsbeth in exchange for killing the Jedi Ahsoka Tano. The weapon was able to casually clash with Ahsoka's Lightsabers and survive the Razor Crest's destruction (intact) no problem.



Amban Phase-Pulse Blaster

The Amban phase-pulse blaster, also known as the Amban sniper rifle, was a type of disruptor sniper rifle that was capable of electrocuting targets as well as disintegrating organic matter on its highest setting, breaking down its targets to the molecular level. It does this by sending an ionic pulse reverberating through the target’s systems, vibrating the molecules so violently that the burst of energy tears the lifeform apart, usually leaving nothing left but charred clothing, however Din does need to take the time to insert a new power cell after each shot.


Its tasing function can release a shock of 50,000 to 500,000 volts making it strong enough to KO stormtroopers as well as ward off giant monsters like Ravinaks and even a Krayt Dragon. It was also capable of listening to conversations at least a house away.


Telescope

Just a small little telescope he can use to scout out a location.

Flash Charge

Flash charges were devices that would create a brief but intense blinding light when activated, making it useful against enemies using weapon scopes and avoid getting picked off by them.


Grav Charge

Grav Charges were types of explosives that would cause an explosion and could even create an opening. Din has used these a few times like using them to blow up a horde of ice spiders, or even destroy the head of an AT-ST


Smoke Bombs

Smoke bombs, also known as smoke grenades or smoke balls, were an explosive device that would release a cloud of dense smoke, blocking the target's vision. 


The Darksaber

A lightsaber of legend made by Tarre Vizsla, the first ever Mandalorian Jedi, the Darksaber is unique among the various lightsabers throughout the galaxy. Its hilt like most Manalorian gear is made out of beskar and when the blade is ignited it reveals a black beam of energy with white highlights (which looks awesome by the way). Lightsabers typically have the heat of stars, meaning it can cut through almost anything. Like every other lightsaber, the Darksaber is great for close quarters combat, capable of slicing through enemies like butter and clashing with almost any other weapon in the galaxy like Din’s Beskar Spear when he fought the previous owner of the lightsaber Moff Gideon whom he defeated in combat which accidentally made Din the rightful owner of the weapon. Another thing that makes the Darksaber stand out is its unique connection to the wielder. It's said that the weapon is initially rather heavy but the wielder's thoughts and actions flow through the kyber crystal in the center and become part of the blade. As the user continues to fight with it and keep a clear and unconflicted mind the weapon becomes lighter and easier to fight with. It is worth noting however that Din never got over this hurdle and always had difficulty fighting with it until he eventually yielded the weapon to Bo Katan.

Razor Crest

The original ship Din Djarin used, it was an ST-70 class Razor Crest M-111 Assault Ship. The ship had 2 laser cannons, two engines, and a hyperdrive. Inside the ship contained many weapons and equipment that could be found in the cargo hold including a carbonite chamber. It was destroyed by Moff Gideon when he fired a turbolaser from his light cruiser. Many weapons were inside the ship, such as:

  • Relby-v10 Micro Grenade Launcher - The Relby-v10 micro grenade launcher was a hybrid model of a blaster rifle/grenade launcher. It was a simple yet destructive weapon, with a range of up to 200 meters in addition to good accuracy, it gave the wielder great capability with it.
  • EE-3 Carbine Rifle - The EE-3 Carbine Rifle was a model of blaster carbine that came equipped with a short and heavily shrouded barrel, pistol grip, a solid stock, and optical sight.

  • DL-21 Blaster Pistol - The DL-21 blaster pistol was a model of the blaster pistol made by BlasTech Industries.

Din Djarin’s N-1 Starfighter

After the Razor Crest was destroyed, Din gained a new ship in the N-1 Starfighter. Many modifications were added to achieve greater speed. Such as adding a Kineso-switch that enabled the ship to access its induction intake charger, which allowed the ship to travel at blinding speeds. 


R5-D4

Bought for testing out Mandalore, R5-D4’s primary function is scanning the atmosphere and telling The Mandalorian if the planet is toxic. It can also fly.



Courier

Pip-Boy 3000

Given to the Courier by Doc Mitchell after they recovered from their little head injury, the Pip (Personal Information Processor) Boy 3000, developed by RobCo, is a wearable computer capable of monitoring the Courier’s vitals, equipment, mapping out areas, lighting up dark areas, taking note of quests and data they’ve come across, play the radio and somehow judge it’s users morality (a completely necessary feature).

Armor/Clothing

Covering up the Courier making his ass covered and your journey more bearable. This will be helmets and clothes and whatever is necessary. These are only the major ones of importance: to see the rest of Courier’s armor, click this link.

  • Legate Armor: Armor of Caesar's right hand man, his sword and leader of his Legions it towers over does a towering armor of metal and leather having a DT of 15 and weighing 45 pounds.

  • NCR Ranger combat armor: A military-grade armor originally used by riot squads, this combat outfit is worn with a heavy duster with the NCR Rangers' insignia on the left flap. The most iconic armor to boot with a weight of 3 it’s and a DT of 4 The helmet also has an air filter on to protect them from the toxic waste.

  • Riot Gear:  An upgraded version of the regular NCR armor, this gives the special effect of extra gun damage and extra agility, The helmet grants Red Eye, which amps the courier's Perception and adds improved visibility between 6 PM and 6 AM when sneaking. The image is also tinted red. while the lamps on the right side of the helmet (including infrared and visible light projectors) provide illumination.

  • Advanced Riot Gear:  A much bulkier version of the regular Riot armor, while this does remove the agility, it does make The Courier much more durable and it has an effect that upgrades their explosives. The helmet gives the effect "Red Vision", which gives the user low-visibility sight while in sneak mode. While sneaking with the advanced riot gear helmet at night or within a building, it will activate a red, hazy night vision effect. At all times, the helmet provides +2 Perception.

  • Elite Riot Gear: This badass suit is the most advanced and strongest version of the NCR Ranger gears. This set of gear has more attachments when compared to the advanced riot gear. It has additional green tubes on its enhanced gas filter as well as an antenna connected to the flashlight on the right side of the helmet. There is also a canteen attached to the belt if they ever get Thirsty, oh and the helmet is equipped with advanced optics and a night vision unit. Now being cool isn't the only reason that makes this armor great, this thing has one of the highest levels of protection while only being medium weight. It's Also equivalent to T-45d power armor with the benefit of lower weight and higher HP. Its HP of 750 is the highest of any medium armor in the game and it is also one of only seven equipment pieces to boost Critical Chance. It also gives the courier extra strength to their guns and makes them more charismatic, the helmet gives them better speech, perception and sight. This armor Also has a stealth mode called "red eye" making it hard for the opponent to spot them. Essentially it'll take a long time till it's even a little damaged and it'll hurt you badly.

  • Atomic-valence tri-radii-oscillator: This item is a rarer variant of the Valence radii-accentuator, differing from the original by having three orbiting halos (at a 60° angle to one another) instead of one. These halos are bright blue in color and orbit the wearer's head. The oscillator has 33% more DT than the valence radii-accentuator and restores 24 hit points every in-game hour.

  • Courier’s Duster: A piece of armor representing the Courier’s choice of faction. Depending on which faction you side with, it gives extra luck and poison resistance (Independent), strength and action points (Caeser’s Legion), endurance and carry weight (NCR), and agility and radiation resistance (Mr. House), and also has a DT of 13.

  • Stealth Suit Mk II: The counterpart to the power armor, this Chinese suit of armor increases the user's stealth stat to +15 while making you mostly silent to kill your foes.


Power Armor

The ultimate in wasteland defense and tightly kept by the most elite and advanced factions, Power Armour is the most iconic part of the Courier’s arsenal by far. Requiring extensive Power Armor training to use - however, luckily for the Courier, they obtained it on their travels, allowing to use power armor suits, including:

  • T-45: NCR salvaged power armor is T-45d power armor recovered by the NCR during their war with the Brotherhood of Steel. However unlike other power armors this one isn't actually powered. Making EMPs kind of useless, though it doesn't give the Courier extra strength and does make them slower sadly. However this armor has the highest HP out of other regular armor with its 1000, making it the most defensive armor besides proper power armor.

  • T-51: The T-51 power armor is a pre-War product of West Tek developed under contract with the United States government. This armor gives the courier a strength bonus, more endurance and extra résistances to radiation. T-51b power armor, with 2,000 HP, is the most durable armor. T-51B Power Armor is strong enough that a single soldier wearing it was strong enough to take on military occupied camps and teams could slaughter bases with very little difficulty.

  • Remnants Power Armor: Although this power armor has the lowest hp, it is balanced by the fact that it has the highest Durability of any obtainable armor in the game. With the Sub-Dermal Armor implant, both ranks of the Toughness perk, the Spineless or the Reinforced Spine perks, the Big Brained or Brainless perks, and 3 ranks of the Camarader-E perk, wearing the remnants power armor and helmet can grant the player a maximum rating of 50.6 DT. This Also gives them extra resistance to radiation and also extra strength but does remove their charisma, which is fair the helmet is ugly.

  • Gannon Family Tesla Armor: Belonging to Arcade Gannon’s father, the Gannon family Tesla Armor is a unique variation of the Remnants Power Armor. Offering the wear a total of 32 DT with a bonus of 10 to energy weapons and a bonus of 25 to Radiation resistance. However the helmet in particular causes a penalty of 1 to charisma.

  • Scorched Sierra Power Armor: The scorched Sierra power armor is a suit of T-45d power armor that has been modified by the NCR for Colonel Royez.  Unlike NCR salvaged power armor, scorched Sierra power armor is still fully functional, retaining its servo-motors. As such, Power Armor Training is required in order to wear this armor. It provides a Damage Threshold of 24 and a bonus of +25 Fire Resistance with a neat strength boost. It is unique in giving a health regeneration bonus of 2 HP per second. The armor's health regenerating effect combines with the Monocyte Breeder to allow for more effective healing and Regeneration.


Implants

A less talked about upgrade in fallout are implants. If Courier 6 is strong enough (and has the caps) they can get surgery for an implant. There are 9 in total and 7 of them increase Courier’ S.P.E.C.I.A.L by 1 the other 2 gives courier 6 a passive regen over time and +4 increasing damage overall. Pretty small boost for such an expensive upgrade.

Unarmed Weaponry

  • Ballistic Fist: A slow but devastating gauntlet it’s plate on the knuckles is a pressure plate when contacting the two barrels on the wrist activated with a foe it activates and whatever was there is now gone.

  • Bear Trap Fist: An unarmed weapon consisting of a tattered glove with rope harnessing a bear trap onto it. The jaws of the trap are folded back exposing the pressure plate where you can hit and the jaws can clamp down, tearing skin and muscle.

  • Bladed Gauntlet: Weapon consisting of a thick, reinforced leather armband with three crude, jagged blades made from scrap metal bound to it with leather straps.

  • Boxing Gloves: Leather gloves from the pre war era perfect for a one two to the jaw and can knock anyone unconscious.

  • Boxing Tape: What goes under the gloves so no padding but these can also knock foes out but deal less damage

  • Brass Knuckles: Made of solid metal these babes wrap around your knuckles and are perfect for simple carrying for defense and offense

  • Corrosive Glove: The corrosive glove has a unique secondary effect that inflicts poison damage on a successful Critical Hit that will drain -2 HP for 10 seconds. Unlike normal poisons, which can only affect organic enemies, the damage inflicted by the corrosive glove will harm both organic and robotic enemies.

  • Displacer Glove: With a mounted technological apparatus that can push the target back upon impact of a punch, possibly done via a concentrated sonic blast emitted from the speaker situated on the knuckle.

  • Dog Tag Fist: An unarmed weapon consisting of three NCR Army dog tags clenched between the fingers on each fist, with the bead chains wrapped around the knuckles, proximal to the palm.

  • Fist of Rawr: The severed right hand of a deathclaw with a medical brace used to affix it on top of the wearer's arm.

  • Industrial Hand: Unlike other unarmed weapons, holding down the attack button when wielding it will cause continuous damage to targets that come in contact with the blade, similar to the Ripper and chainsaw.

  • Mantis Gauntlet: An unarmed weapon consisting of the severed right foreleg of a giant mantis, fitted over the wielder's forearm and reinforced with metal bars and leather straps.

  • Power Fist: Consisting of a gunmetal-gray mechanical glove with a hydraulic piston powered ram mounted atop the forearm that, when punching an enemy, the ram is pushed forward to smash into them

  • Saturnite Fist: The Saturnite ceramic polymer alloy was created at the Big Mountain Research and Development Center as a cost-effective alternative to common, yet expensive materials used in household items and weapons. In addition to creating the incredibly sharp cosmic knives

  • Superheated Saturnite Fist: A modified version of the standard Saturnite D-25A power fist, its creation comes from being overheated by a process only known to the Toaster in the Sink. While the heat retention of the Saturnite alloy allows it to inflict incendiary damage, the thrusting mechanism is damaged as a result.

  • Scientist Glove: An unarmed weapon consisting of a dirtied teal-blue polymer chemical glove. It deals a low-end amount of damage per strike at a low-end attack speed.

  • Spiked Knuckles: Like the Brass Knuckles but more effective with blades attached to the ridges

  • Sterilizer Glove: The sterilizer glove has a unique secondary effect that inflicts fire damage on a successful Critical Hit that will drain -2 HP for 5 seconds.

  • Two-Step Goodbye: While it may look like your average Ballistic Fist, this unique variant has the special effect of blowing up targets killed by a critical hit as if you were Kenshiro…but more importantly it makes dirt explosive

  • Yao Guai Gauntlet: The weapon of the sorrows it’s torn from the bear as a ritual weapon its claws tear through flesh and bone.

  • Zap Glove: An unarmed weapon consisting of a blue and yellow-colored metal gauntlet over an electrical glove with a metallic plate wrapped around the fingers. When an enemy is struck, a burst of electricity is emitted,

Melee Weaponry

  • 9-iron: A basic golf club made of steel is great for bashing in the heads of beloved characters, right Abby?

  • Baseball Bat: A bat of wood used by baseball players to hit baseballs out of stadiums used by Couriers to knock heads off bodies

  • Blade of the West: The highest attack speed between it, the standard variant, and the Blade of the East, thus having a high DPS value. It deals higher critical hit damage than its variants, and costs less AP.

  • Bowie Knife: A long wide knife it’s used for hunting stabbing and as a purpose tool when you need a fall back option

  • Broad Machete:  a useful weapon for melee-focused characters, especially in the early game. However, unlike the standard variant, it does not have any damage multiplier for bonus limb damage.

  • Cattle Prod: Originally used for herding stubborn cattle, it has also been re-purposed as a non-lethal weapon against humans.It has the highest durability of all blunt melee weapons in the base game.

  • Chainsaw: A fully automatic melee weapon powered by a miniature nuclear battery that drives a toothed chain along a grooved bar at up to 8,000 RPM. This allows the sharp teeth to shred virtually anything they come into contact with. It deals a considerable amount of damage, assisted by its primary trait of ignoring an enemy's Damage Resistance and Damage Threshold. Similar to the ripper.

  • Chopper: Compared to the standard cleaver, the Chopper deals more damage as well as higher critical hit damage with a higher critical chance multiplier. It also deals a higher bonus amount of damage to limbs, further increasing the chance to cripple an enemy than the standard.

  • Cleaver: A standard cleaver used for cutting meat and cutting limbs and having crit chances through the roof

  • Combat Knife: A standard combat knife, used for… combat. It’s a knife. Need more.

  • Cosmic Knife: Made from a "space age" Saturnite alloy in the Big Mountain Research and Development Center, cosmic knives were advertised to be super-sharp, all-purpose kitchen knives that would not chip or dull.

  • Cosmic Knife Clean: Compared to the standard cosmic knife, the cosmic knife clean primary benefit is that it inflicts 3x damage to limbs, twice that of the unclean

  • Cosmic Knife Superheated: Compared to the unclean "standard" cosmic knife, the cosmic knife super-heated has a higher critical multiplier than the other variants and inflicts slightly higher limb damage than an unheated knife, but much less than the clean variant. When landing a Critical Hit, it can inflict fire damage on the target and set them ablaze.

  • Dress Cane: A one-handed blunt melee weapon. Like all things owned by the White Glove Society, it is in excellent condition, and is made of a sturdy, shiny black wood with an ivory handle. Contrary to its design, it is always held as a weapon, even when walking slowly, and never as an actual cane.

  • Fire Axe: A long wooden handled ax with a heavy steel head intended for firefighting use. It has a broad finely sharpened front blade and a sharp pick point on the rear of the head.

  • Gehenna: Compared to the standard Shishkebab, Gehenna inflicts greater damage, has a higher DPS, and uses fewer AP in V.A.T.S.. Like the standard, although paired with a back-mounted engine, Gehenna does not require nor consume any sort of resource when in use.

  • Hatchet: A one-handed ax-head bladed weapon with a rubber-gripped wooden handle for chopping wood and limbs alike.

  • Katana: Weeb powers activate a Japanese sword used for war it was made of folded steel dangerously sharp for cutting limb and bone

  • Knife Spear: A long stick with a knife tied to the tip letting you reach further but is far slower than a normal knife

  • Knife Spear Clean: A long stick with a knife tied to the tip letting you reach further but is far slower than a normal knife but clean!

  • Lead Pipe: It’s a lead pipe you bonk about it

  • Liberator: A gift to Dead Sea for his loyalty it is a machete it was used as a passage that you surpassed him and the title became greater then the blade itself.

  • Machete: used for hacking limbs and vine it is a sharp slashing blade used by soldiers wanderers and serial killers alike

  • Machete Gladius: The wide blade at the head with an indentation into the blade towards the hilt is designed to give more weight to the head of the blade, allowing for more momentum with slashes. Like a machete, it does bonus limb damage.

  • Nail Board: Home Alone trap but in your hand

  • Pool Cue: Perfect for hitting the 8 ball or hitting foes in their own balls

  • Proton Axe: A two-handed "bladed" melee weapon that deals electrical damage as well as bonus damage against robots and non-player characters who wear power armor.

  • Protonic Inversal Axe: Compared to the standard proton ax, the protonic inversal ax deals higher damage per strike and higher critical hit damage, in addition to having higher durability.

  • Proton Throwing Axe: it explodes on impact and deals additional damage to robots and non-player characters using power armor. Unlike the non-throwing variant, however, it does not have an EMP effect.

  • Proton Inversal Throwing Axe: though at the second-fastest attack speed (below the throwing knife). It also deals the highest critical hit damage along with its standard variant, the proton throwing ax

  • Ripper: A one-handed fully automatic bladed melee weapon that can be used to inflict continuous damage against a target by holding down the 'attack' button. Its primary element is the ability to ignore an enemy's Damage Resistance and Damage Threshold when attacking them, similar to the chainsaw.

  • Rolling Pin: Perfect wooden roller for making cookies or graves your choice like a bat but for your meemaw

  • Shiskebab: A one-handed bladed melee weapon that can set enemies on fire. Although appearing to run on fuel from the tank mounted on the player character's back, no resource is required nor consumed in order to use the weapon.

  • Shovel: Diggy Diggy Hole…

  • Straight Razor: Perfect for a close shave and barbers but deadly sharp sharp as a razor isn’t just a word thrown lightly

  • Super Sledge: A two-handed blunt melee weapon resembling a massive metallic hammer with a padded handle that contains a kinetic energy storage device to increase the knockback effect of the weapon. It deals the second-highest amount of damage per strike of all blunt melee weapons

  • Switchblade: TUNNEL SNAKES RULE

  • Thermic Lance: A heavy duty metalworking tool repurposed as a two-handed "bladed" melee weapon. Despite its considerable weight, it deals just as considerable damage due to its continuous penetrating action allowing it to bypass the target's Damage Resistance and Damage Threshold.

  • Throwing Hatchet: Huntress DBD speech bubble

  • Throwing Knife: Trickster DBD speech bubble

  • Throwing Knife Spear: A thrown melee weapon. It deals the third-highest amount of damage per strike of all thrown melee weapons (below the protonic inversal throwing ax and the throwing spear), though at the slowest attack speed. It deals the second-highest amount of critical hit damage of all thrown melee weapons, albeit at the highest AP cost and with the third-highest weight

  • Throwing Spear: A thrown melee weapon consisting of a six-foot-long wooden handle with a cloth grip and a sharp piece of jagged metal serving as the spearhead.

  • Tire Iron: A long curved piece of steel used in old days to take tires off cars 

  • Tomahawk: A throwing weapon, consisting of two railway spikes secured to a pipe with electrical cable and a bungee cord with feathers, paint, and beads added for decoration.

  • Sledgehammer: A heavy metal piece on top of a thick wood shaft it's perfect for smashing wood stone or skulls

  • War Club: The Dead Horses residing at Dead Horse Point (and, by 2281, Zion Canyon) wield these hand-carved wooden clubs as their tribe's signature weapon, in the same vein as the yao guai gauntlets of the Sorrows, the "storm drums" of the White Legs, and the .45 Auto pistols of the New Canaanites.

Pistols

  • .357 Magnum: A standard revolver that can hold up to 6 shots of .357 rounds. Not the strongest rounds but ammo is pretty easy to come around to.

  • .44 Magnum: A much stronger version of the .357. The .44 Magnum packs a punch to anyone who stands in the Couriers way and can even equip a scope for magnification and heavy frame so it can stay pristine for longer.

  • Lucky: A special variant of the .357 magnum. This pistol is more durable, has more damage, and even has a 2.5x headshot multiplier. And they say engraving gives no tactical advantage whatsoever.

  • Mysterious Magnum: Very similar to the .44 Magnum but with slightly higher damage. So why is it so iconic? Welll…

  • .45 Auto Pistol: Modeled after the 1911 pistol in real life. This weapon shows up in the honest hearts DLC. In which we see the great Joshua Graham reloading a near infinite supply of these weapons (how did we not see these weapons before if he has so many)?

  • A Light In The Shining Darkness: Given to Courier after the honest hearts DLC this is another variant weapon that has better stats all around.

  • 5.56mm Pistol: A pistol chambered in the same ammo type as full on assault rifles. Makes sense as it’s one of the strongest pistols in the game but only can hold 5 shots in the chamber.

  • That Gun: THIS GUN IS A BLADE RUNNER REFERENCE WHAT??? Just like many other variance it’s stronger, more durable, and a better headshot multiplier. Only now does Courier gets to be Deckard from that one movie.

  • 9mm Pistol: Not much to say with this one. It’s a standard handgun that takes common ammo everyone and their grandma owns a clip of. You know what they say though, Switching to your pistol is always faster than reloading.

  • Maria: Very similar to the 9mm, Maria was the pistol of THAT FUCKER Benny used to shoot Courier in the head. It’s a very sleek pistol and much better than a standard 9mm. It’s more accurate, it does more damage to the head, and far more durable. Benny has some decent taste

  • 10mm Pistol: The quintessential fallout starter weapon. Solid mag size, Solid Damage, and pretty resistant. What’s not to like

  • Weathered 10mm Pistol: Same as the 10mm Pistol but tougher and slightly more damage. Not much to say with this pistol other than I may or may not have accidentally looked up the Minecraft Wither when trying to research this weapon.

  • 12.7mm Pistol: A classic Fallout pistol that hits pretty hard. You can even add a silencer to the weapon to take out enemies without them even knowing you were there.

  • Li.l Devil: Talk about a complete upgrade. This is another variant of a pistol, this time the 12.7mm. It shoots faster, is stronger, more durable, and a 2x headshot multiplier. Only problem is you can’t mod this weapon.

  • Hunting Revolver: The perfect weapon for pistol fans who want to fight at medium range. This weapon differs from other pistols thanks to its ACOG scope.

  • Ranger Sequoia: Here it is, THE BIG IRON. Very similar to the Hunting revolver but without the scope. This weapon comes equipped with the usual variant weapons being stronger, more durable, and faster. Now this time one of the nicest looking weapons in the game.

  • Police Pistol: Another variant of the .357 magnum this time found in the Dead Money DLC. A solid option when you don’t have anything but outside Sierra Madre it’s nothing that special 

  • Silenced .22 Pistol: The perfect weapon for those who are fans of the Hitman series. The .22 is completely silent and while it doesn’t pack much of a punch in normal fights, This bad boy can send someone to the pearly gates in the sky when you aren’t seen.

Energy Pistols

  • Alien Blaster: After a strange encounter with freaky aliens Courier 6 found himself one of the strongest energy weapons in the game. 

  • Euclid’s C-Finder: Originally designed and developed by Poseidon Energy as a rangefinder device for the ARCHIMEDES II orbital laser platform, the C-Finder remained in storage at the HELIOS One power plant following the Great War.

  • Flare Gun: Can set foes on fire call for help but mainly to set foes on fire

  • Laser Pistol: The AEP7 laser pistol was put into service to replace the AEP5 model.With a generous battery size, tight shot grouping at range, resilience to extended use, and fairly decent damage output, it is a very good choice for a sidearm and is used extensively in this role by the Brotherhood of Steel and the Enclave

  • Compliance Regulator: Compared to the standard laser pistol, the Compliance Regulator does much lower damage. In exchange, it fires a unique blue laser beam that will paralyze an enemy for 10 seconds upon dealing a Critical Hit. It also does not have a handguard like other laser pistols. It is also considered an improved holdout weapon.

  • Pew Pew: As the successor to the AEP5, it boasted a redesigned focusing crystal pattern, an improved photonic focusing chamber, and selectable laser focus,  wavelength, pulse energy and repetition rate. In addition, it was lighter and less bulky than its predecessor and was perceived as a step toward replacing the N99 10mm pistol with a laser weapon as the standard issue sidearm for military forces.

  • Plasma Defender: The Plasma Defender is a pistol with a high rate of fire and small spread. The pistol uses small energy cells with a capacity of 32 rounds. The weapon is bulkier and features slide like serrations in the back

  • Plasma Pistol: This plasma pistol has five tributary energy arcs connected to a central cathode, and the cathode functions as a point of focus, or the barrel. The energy is projected forward and forms a plasma pinch; though rather slow, the pinch carries high levels of both thermal and kinetic energy.

  • Pulse Gun: Developed by the USAF at some point prior to the Great War for use against the alleged threat of Chinese soldiers wearing power armor,[1] the weapon, under the codename "CIRCUITBREAKER"

  • Recharger Pistol: The recharger pistol is the second version of a self-charging weapon, with effectively limitless ammunition. It is a more advanced and compact version of the recharger rifle

  • MF Hyperbreeder Alpha: fitted with a microfusion breeder that provides virtually limitless power, albeit with a limited capacity of "shots." Each "shot" takes a set amount of time to recharge, up to recovering the full capacity from a fully discharged state.

  • Sonic Emitter - Gabriel’s Bark: At some point after Gabe had been cyberized by his owner Doctor Borous, the scientists in the X-8 research center created an audio file for the sonic emitter using a recording of his bark.

  • Sonic Emitter - Opera Singer: Doctor 8, the inventor of the sonic emitter, created one of its audio files based on a recording of an opera singer. He stored it in his house in Higgs Village where it was left when he along with the rest of the Think Tank turned themselves into robots.

  • Sonic Emitter - Revelation: This variant of the weapon specifically inflicts a unique "critical strike paralysis" effect, temporarily knocking down smaller robots (such as protectrons and cyberdogs), rooting larger robots, and paralyzing non-robotic targets.

  • Sonic Emitter - Robo Scorpion: During the development of the X-42 giant robo-scorpion, the scientists created an audio file for the sonic emitter from a recording of its atomic laser weapon. The holotape containing it was left in the X-42 robo-warfare facility, which post-War, became the "Forbidden Zone" controlled by Doctor Mobius where he made his robo-scorpion army to send against the Think Tank.

  • Sonic Emitter - Tarantula: This variant of the weapon specifically inflicts a unique "critical strike incendiary" effect which ignites the target on a critical hit.

Rifles

  • Anti-Material Rifle (Best Gun BTW): Utilizing an ergonomic, metallic skeleton design with a free-floating barrel, the .50 Hécate II is a bolt-action, high caliber precision weapon intended for use against materiel and hard targets. For balance, the rifle includes a tapered barrel and a large muzzle brake to reduce recoil to manageable levels. Unlike most rifles, the AMR was designed from the ground up to be used at long and extreme ranges: It lacks any kind of sights, featuring instead a mounting rail for high powered scopes and a forward bipod mount.

  • Assault Carbine: A magazine-fed, compact automatic weapon with a high rate of fire and so a high damage-per-second (DPS) value and a comparatively low spread, though this can be offset by its low base damage of 13, the second lowest of any rifle in the game. It is one of the most accurate automatic weapons in the game and can be effectively used in close and medium range combat.

  • Automatic Rifle: One of the rarest models of weaponry in the pre-War United States was this air-cooled automatic rifle chambered for .308 caliber rounds. Loaded using detachable 20-round magazines, the automatic rifle has a higher base damage per shot than any other fully-automatic projectile weapon and a comparatively high critical chance.

  • Battle Rifle: The battle rifle is a gas-operated, semi-automatic, clip-fed rifle chambered for the .308 round. In terms of operation, it is a relic of 20th century engineering, utilizing an "en bloc" clip system that allows ammunition to be inserted from above, clip included, into the fixed internal magazine.

  • This Machine: A unique variation of the Battle Rifle. While operating in the same way it deals more damage, has a faster rate of fire and lower AP cost., 

  • BB Gun: A lever-action BB Gun. It’s the weakest ballistic weapon in the game and that’s about all there is to it.

  • Abilene Kid Le BB Gun: Only Slightly more damaging than the regular BB gun but significantly higher critical rate.

  • Brush Gun: A Lever-action rifle that fires .45-70 Gov’t rounds with an ammo cap at 6 rounds. Having a high damage output and a moderate fire rate it’s a highly accurate and reliable rifle. 

  • Medicine Stick: A superior variant of Brush Gun that has an increased ammo cap at 8 rounds, faster rate of fire, and one of the highest damage out of all ballistic rifles in the game. Second only to the Anti-Materiel rifle.

  • Cowboy Repeater: A pretty standard lever action rifle. Designed to fire .357 Magnum rounds with an ammo cap of 7 rounds. 

  • La Longue Carabine: A unique variation of the Cowboy Repeater. Equipped with a scope it’s a really accurate and reliable weapon holding 11 .357 Magnum rounds. Unlike other Lever Action rifles the La Longue Carabine is loaded all at once instead of one round at a time.

  • Hunting Rifle: A Bolt-action rifle chambered for .308 rounds. Holding 5 rounds in each magazine. 

  • Paciencia: A more damaging and accurate Hunting Rifle though holding less rounds in the magazine at 3 .308 rounds in each magazine. 

  • Light Machine Gun: Having a Large Magazine capacity and a fast fire rate the Light Machine Gun is great for killing large packs of enemies. The Box magazine is quick to reload and holds 90 rounds of 5.56mm.

  • Bozar: In contrast to the Light Machine Gun variant the Bozard holds ⅓ of its counterparts magazine at 30 rounds of 5.56mm although with a faster fire rate. Itt also has a sniper scope for.

  • Marksman Carbine: Semi-Automatic with a pre-installed scope The Marksman Carbine is a reliable weapon for medium to long range encounters. With a magazine carrying 20 rounds of 5.56 mm

  • All-American: Compared to the standard Marksman Carbine the The All American Rifle outputs slightly more damage and has a faster fire rate. The Scope has a 3.5x magnification over the 2.86x magnification most scoped weapons have and has a slightly increased ammo capacity at 24 rounds per magazine. 

  • Service Rifle: The standard-issue rifle for the NCR The Service Rifle is a reliable semi-automatic rifle. Holding 20 rounds of 5.56 mm rounds in each magazine it’s a versatile and reliable weapon for most situations. 

  • Survivalist’s Rifle: Owned by Randall Clark, aka The Survivalist, before his death the Survivalist’s Rifle is a Modified Service Rifle. Using 12.7mm rounds it deals higher damage at the cost of a lower fire rate and half the magazine size of the service rifle.

  • Sniper Rifle: Semi-Automatic and chambered for .308 rounds holding 5 rounds in the magazine the Sniper Rifle is perfect for long range encounters.

  • Christine’s CoS Silencer Rifle: The Primary weapon of Christone Royce the CoS Silencer Rifle has many similar characteristics to the Sniper Rifle but comes with a pre-installed suppressor and deals significantly more damage per shot.

  • Gobi Campaign Rifle: Originally purposed for desert combat the Gobi Campaign Sniper Rifle is slightly more damaging than the standard sniper rifle and fires more rapidly with 6 rounds in its magazine over the standard sniper Rifle’s 5 rounds.

  • Trail Carbine: A Lever-Action rifle chambered for .44 Magnum rounds it deals decent damage and and decent fire rate and holds up to 8 rounds.

  • Varmint Rifle: Likely the first rifle players are going to receive in game. A Bolt-action rifle chambered for 5.56 mm rounds designed for hunting small game. Although its damage is low the rifle can be very accurate at long ranges.

  • Ratslayer: The Ratslayer comes pre-installed with an extended Magazine, Silencer, and a night scope while also dealing more damage then its Varmint Rifle counterpart.

Submachine guns

  • .45 Auto SMG: Based on the classic mobster weapon the Tommy Gun, The .45 Auto is one of few weapons to have a fat 50 round drum magazine allowing the courier to mow down enemies at a short range. keep the caps you filthy animal.

  • 9mm Submachine Gun: Likely courier’s first full auto weapon. This weapon allows courier 6 to spray down enemies without the need to be precise. However the iron sites are god awful so I recommend selling it once you get a better alternative.

  • Vance’s 9mm Submachine Gun: See now this is the alternative I was talking about. The Vance is a 9mm with a big ass drum mag with 60 shots and the best part of this variant? It has iron sites that don’t make it feel like you are looking through a microscope. Hallelujah!

  • 10mm Submachine Gun: An iconic weapon in fallout. This weapon is the perfect weapon at the start of the courier's adventure. it may not be super accurate or very good at long range but makes up for it in nearly every other category like damage, cheap ammo, and very compact.

  • Sleepytyme: Erm that’s not how you spell Time. Weird spelling aside this weapon is another variant but unlike many goes full on stealth mode. It’s also coded in a sleek black coding.

  • 12.7 Submachine Gun: The perfect weapon for those who want to pack a bigger punch at a closer range, This weapon may have a smaller mag and shoot slower. It makes up for it by just hitting so hard for a full auto weapon.

  • H&H Tool Nail Gun: A pretty forgotten weapon in New Vegas if you can even call it a weapon. This bad boy has the fastest fire rate out of any gun believe it or not along with 90 rounds in a clip. Perfect for those with no or light armor… not so much for heavily armored foes.

  • Silence .22 SMG: For those who want to be Rambo but at a volume that doesn’t wake up your parents at 4 in the morning. This gun holds 180-240 shots in a mag and even gets the bonus for hitting an opponent when not seen. Making this a must for any sneak 100 couriers.

Shotguns

  • Caravan Shotgun: A standard shotgun. Not much to say with this one other than it's a decent option at the start of a courier's journey. However reloading might be a pain due to it only holding 2 shots.

  • Sturdy Caravan Shotgun: A special variant of the Caravan shotgun. It’s stronger, faster, and of course more sturdy (it’s in the name after all).  

  • Hunting Shotgun: Look up shotgun and this bad boy is the poster boy. Add perks like Shotgun surgeon and bloody mess and courier will turn into the goddamn Doomslayer.

  • Dinner Bell: An improved variant of the Hunting shotgun. This shotgun is shockingly fast, noticeably stronger, way more durable, and even the tightest spread in Fallout new Vegas.

  • Lever-Action Shotgun: Based off the Winchester 1887, this weapon is different to other shotguns as it doesn’t jam and uses 20 gauge shots. The perfect weapon for your pure cowboy role-play.

  • Riot Shotgun: Say hello to the shotgun to end all shotguns. 12 shots in a drum mag. That’s all that needs to be said. This guy can clear out hordes of enemies like you are playing left for dead. Making this a must if you are a shotgun connoisseur.

  • Sawed-Off Shotgun: A smaller version of a caravan shotgun. The advantage of this small gun is that you can sneak it into buildings (only if you have a high enough level of sneak of course).

  • Big Boomer: An improved version of the Sawed-off with better damage, tighter spread, can no longer be snuck into certain buildings, and is more durable… WAIT WHAT? If I can’t sneak this, what is even the point of this gun?

  • Single Shotgun: A weapon courier 6 can get at the very start of his journey. The single shotgun is very good at blasting away powder gangers but prepared to reload a lot due to the weapon having… a single shot.

Heavy Weapons

  • K9000 Cyberdog Gun: An experimental weapon from Big MT, the K9000 isn’t a normal MiniGun. Chambered in .357 this box magazine, this weapon's biggest claim to fame is the fact it’s infused with a freaking dog's brain and the gun even acts like a dog.

  • FIDO: Yet another variant weapon this time of the K9000. Using .44 this time rather than .357 it’s the only Fully automatic to use .44 bullets. And yes it still acts like a dog.

  • Mini Gun: Talk about a poster boy for Heavy Weapons. FNV’s Minigun has a pretty inaccurate spread but makes up for it in sheer magazine and Fire rate. Oh yeah and this weapon can use armor piercing rounds.

  • CZ57 Avengers: An improved version of the Minigun, This weapon has the standard fair for other variants with better damage, Faster fire rate, and is more accurate.

  • Shoulder Mounted Machine Gun: This gun fires from the leg (Ignore the name trust me). The SMMG uses 10mm ammo and can even be modified to be more durable. This weapon isn’t very fast however so be careful.

Energy Rifles

  • Gauss Rifle: A rifle that shoots out a sudden burst of energy. It’s highly capable of knocking enemies over, or disarming them of their weapons it targeted at them

  • YCS/186: A vastly stronger version of the Gauss Rifle

  • Holo Rifle: A scoped, pump action energy rifle that shoots a concentrated photon-based energy projectile. 

  • LAER: Energy-based rifle. 

  • Elijah’s Advanced LAER: Energy rifle with fewer shots per magazine, but higher rate of fire.

  • Laser RWC: Exhibits high accuracy due to the wider spread of lasers fired from this weapon.

  • Laser Rifle: Laser rifle with zoom-in features to the scope. 

  • AER14 Prototype: This weapon shoots a green laser with two microfusion cells per shot. 

  • Van Graff Laser Rifle: Standard plasma rifle that does less damage. 

  • Multiplas Rifle: Another plasma rifle variant. 

  • Plasma Rifle: A plasma rifle that causes serious burning damage. 

  • Van Graff Plasma Rifle: Standard plasma rifle that does less damage. 

  • Q-35 Matter Modulator: Uses one microfusion cell instead of two with twice the fire rate.

  • Recharger Rifle: A self-charging weapon that recharges a full clip at a rate of one round every second. 

  • Tri-Beam Rifle: Modified laser rifle that shoots three laser beams per shot.

Energy Heavy Rifles

  • Arc Welder: An electrostatic discharge gun using electron charge packs, capable of shooting a constant, high-voltage stream of lightning.

  • Flamer: Produces a cone of fire upon firing. 

  • Cleansing Flame: Uses three jet nozzles that burn blue flame, hotter than red. 

  • Gatling Laser: High-powered laser weapon 

  • Sprtel-Wood 9700: Shoots green lasers instead of red with an ammunition of 90 electron charge packs.

  • Heavy Incinerator: Fires red hot, well, fire at targets. Likely to splash and set others on fire. 

  • Incinerator: Has a less potent projectile than it’s heavier friend. 

  • Plasma Caster:  High-tech weapon that releases superheated bolts of plasma. 

  • The Smitty Special: High-tech weapon that releases superheated bolts of plasma. This one comes with modifications to increase performance. Short barrel with larger stabilizing claws, more hardware on the side, and double the ammo capacity of regular plasma casters. 

  • Tesla Cannon: Based on designs by Nikola’s Tesla, the Tesla cannon is a high-power energy weapon meant for anti-war combat. Toasty!

  • Elijah’s Jury-Rigged Tesla Cannon: One in the position of Ex-Brotherhood leader Father Elijah, his Tesla Cannon is a shoulder-mounted heavy weapon. It can fire six whole shots before needing to reload. 

  • Tesla-Beaton Cannon: The prototype to other cannons, it has many exposed wires and various lights. Nothing super special about this. 

Explosive Weapons

  • 25mm Grenade APW: This anti-personnel weapon fires grenade launchers. It has a high rate of fire at the downside of half the normal damage of a regular launcher. 

  • Fat Man: He’s bigger, he’s better, he’s incredible! The Fat Man launched one high-power portable nuclear bomb able to completely destroy foes. 

  • Esther: The more handsome version of the Fat Man, Esther will never jam on you. 

  • Grenade Machinegun: Combine a grenade and a machine gun together, what do you get? This. 

  • Mercy: Another highpower fully-automatic grenade machinegun. It has high damage but uses more expensive grenades while firing less grenades overall. 

  • Grenade Launcher: Your standard grenade launcher, what else do you want? 

  • Great Bear Grenade Rifle: Used by the US military, The Great Bear grenade rifle deals more direct damage and critical damage compared to most. 

  • Mercenary Grenade Rifle: Really low in value. The Mercenary Grenade Rifle is actually worse in every single way apart from damage. 

  • Red Victory Grenade Rifle: Has high DPS compared to all other grenade rifles. 

  • Thump-Thump: No, not those things from Mario. The Thump-Thump comes with a low barrel mod which gives it higher AoE radius and a 30 percent higher attack speed. 

  • Missile Launcher: Fires one powerful missile towards those you hate. 

  • Annabelle: Coming with a pre-installed guidance system, this missile launcher makes it great for targets you cannot hit. 

  • Red Glare: The Red Glare is fully automatic, able to fire missiles at you by the dozen. 


Thrown Explosives

  • Dynamite: You light it, you throw it, it explodes. Pretty standard. Just don’t tell Easy Pete you’re handling dynamite. 

  • Long Fuse Dynamite: You light it, you throw it, it explodes but takes a longer time. 

  • Fire Bomb: Made out of a Sunset Sarsaparilla bottle, a Fire Bomb explodes into a burst of flames after a few seconds. If you kill an enemy with this and get a crit, they’ll turn into green goop similar to plasma weapons. 

  • Flash Bang: When a flashbang is thrown and explodes, you’ll be caught in a large blast that’ll temporarily blind and deafen anyone in the radius. It deals fatigue damage, causes -50 weapon kill for 10 seconds, and has a 25% for any tunnelers (a specific enemy type) to frenzy. 

  • Frag Grenade: You throw it and it explodes, nothing more. 

  • Holy Frag Grenade: You throw it and it explodes, but it’s holy and vastly larger in size and damage.

  • Incendiary Grenade: You throw it and it explodes, but now it lights everyone on fire. Just for when you want them to suffer if they survive.

  • MFC Grenade: An improvised grenade that converts three microfusion cells into a powerful grenade. It works the same as other grenades but is slower to throw but makes up for it with its larger blast radius.

  • Nuka-Grenade: Incorporating the radioactive properties of the Nuka-Cola Quartz The Nuka-Grenade is an improvised grenade that is the second most powerful thrown explosive in the game. Second only to the Holy Frag Grenade.

  • Plasma Grenade: You throw it and it explodes but this time with plasma damage. Like all Plasma weapons this can turn enemies into puddles of glowing green goo if killed with a critical hit.

  • Pulse Grenade: An electric explosive that makes very short work of any drones, turrets and enemies wearing power armor. Though does light damage to enemies that aren’t robotic and/or aren’t wearing power armor.

  • Tin Grenade: Assembled from junk and scrap this is a surprisingly effective explosive that is a pretty good alternative for when one can’t afford grenades.

Placed Explosives

  • Bottlecap Mine: An explosive in the shape of a lunchbox. The explosive force is average to a typical mine, but shoots out shrapnel made from the Bottle Caps to cause extreme damage

  • C-4 Plastic Explosive: A powerful explosive that will only detonate after the detonator has been used.

  • Demolition Charge: Designed for construction or civil engineering use the Demolition charge is slightly more damaging than the Frag Mine although heavier.

  • Detonator: A remote in the shake of a gun used to detonate any nearby set C-4 explosives by the Courier.

  • Fat Mine: A mine made from the Mini nukes used by the Fat Man.

  • Frag Mine: A standard fragmentation mine. It’s set off by getting near it and can be disarmed by pushing the red button in the center again

  • Gas Bomb: A Tank that when thrown, causes a large gas explosion that lights the area on fire

  • MFC Cluster: If you thought the MFC Grenade was good then you’ll love this because it’s six MFC grenades strung together and rigged to explode like a mine. When thrown the Cluster separates into six different projectiles and bounce off of surfaces making it ideal to cover a large distance.

  • Plasma Mine: A powerful energy based mine. 

  • Powder Charge: An improvised mine made from placing 2 dynamite sticks in a can and attaching a sensor module to it.

  • Pulse Mine: An electric mine perfect for machines and people who wear power armor. Not so much against anything else.

  • Satchel Charge: While seemingly functioning the same as other mines the Satchel Charge stands out by having a much shorter fuse giving its unlucky victims no time to disarm it.

  • Time Bomb: An improvised explosive however unlike other placed explosives this cannot be disarmed and will automatically detonate after 15 seconds regardless of anyone being within its proximity.

  • Time Bomb High Yield: Like the Time Bomb… but stronger.


Other

  • Big Mountain Transportalponder!: A teleportation device used to transport The Courier back to Big Mountain. It puts them at their base where they can restock supplies, heal, and switch out organs with machines. However if the Courier wants to return to the Mojave, the Transportalponder can only teleport them back to the Mojave Drive-in, so it’s not like they can just instantly leave and return to a fight.

  • Binoculars: They have a 2.43x magnification, though due to how low that is, it is generally preferable to use a scoped weapon, if available, as some have magnifications of up to 3.5x and allow for immediate engagement of any spotted targets without needing to swap.

Consumables 

(For a complete list of every consumable in New Vegas)

Food

(For the sake of not bloating this blog the only food listed will be ones that buff the player.)

  • Blood Sausage: Increases max Hit Points by +10 for 4 minutes. Hp restoration is increased by Implant Y-7 and the duration of both effects are affected by the Chemist and Day Tripper perks due to the item being marked as a chem rather than a food. (still goes in here because it’s a food)

  • Black Blood Sausage: The Black Blood Sausage is a craftable upgrade to the blood sausage that increases max Hit Points by +25 for 4 minutes.

  • Bighorner Steak: Crafted from Bighorner meat the Bighorner Steak increases strength by +1 for 2 minutes.

  • Brahmin Steak: Similar to the Bighorner Steak the Brahmin Steak increases Strength by +1 for 2 minutes.

  • Daturana: Restores limb condition by +200 and Increases the Unarmed Skill by +1 for 30 seconds. Though it also removes -2 points from agility for 30 seconds.

  • Sugar Bombs: Restores +5 Actions Points per second for 30 seconds but also increases Radiation by +3.

  • Irradiated Sugar Bombs: Similar to the Sugar Bombs but Radiation is increased to +10.

  • Thin Red Paste: Increases Max hit points by +5 for 4 minutes

  • Thick Red Paste: An upgrade to the Thin Red Paste Increasing max Hit Points by +15 for 4 minutes.

  • Yao Guai Meat: Increases damage by 10% for 2 minutes but increases radiation by +10.

  • Cook-Cook’s Fiend stew (surprisingly not human meat): Increases strength by +1 for 2 minutes.

Drinks

  • Atomic Cocktail: A rocket shaped drink that gives energy and fire resistance for two minutes. 

  • Battle Brew: A drink created by Dr. Mori the Battle Brew restores limb condition, increases damage resistance, and increases strength. In addition consuming this applies a second effect known as “Red Mist” which increases max AP for 20 seconds and increases strength for 20 seconds.

  • Beer: Increases charisma and strength for 4 minutes while decreasing intelligence for 4 minutes. Consuming this also has a 5% chance of giving the player alcohol addiction.

  • Black Coffee: A good way to stay awake and alert. In addition to healing, Black Coffee also increases intelligence for a minute but also decreases agility for a minute.

  • Nuka-Cola: The most addictive drink in the series, Nuka-Cola heals the player for 25 seconds and provides the player with a single bottle cap while also increasing radiation.

  • Ice Cold Nuka-Cola: Like the Nuka-Cola… but cold. Has the same effects but the health healed is increased

  • Nuka-Cola Quartz: A more valuable variation of Nuka-Cola this version gives the Courier night vision for 2 minutes, increases Damage Threshold for 2 minutes, and of course heals the player for 20 seconds.

  • Nuka-Cola Victory: A Nuka-Cola variant probably used for special occasions… like victory. Increases AP for 2 minutes and heals the player but decreases perception for 2 minutes.

  • Nuka-Cola Quantum: The rarest and most valuable Nuka-Cola. This one doesn’t heal the courier but it does increase AP for 4 minutes but has a 10% chance of giving the Courier Nuka-Cola Quantum addiction.

  • Rum & Nuka: Nuka-Cola mixed with Rum… doesn’t get more simple than that. Increasing strength while decreasing intelligence for 4 minutes.

  • Nightstalker Squeezins: Made by processing Nightstalker blood The Nightstalker Squeezin heals the Courier and with the ‘Miles in Their Shoes’ perk increases Perception, adds Poison Resistance, and increases Sneak for 4 minutes.

  • Sierra Madre Martini: A cocktail developed by Dean Domino created from junk food, Tin can, and Cloud residue. It increases max HP, Endurance, and Strength for 4 minutes

  • Sunset Sarsaparilla: A soft drink that was very popular despite competition from Nuka-Cola. It heals the Courier for 25 seconds and gives the player a bottle cap or sunset sarsaparilla star bottle cap which can summon the most stealthy and incredible tracker in the Mojave wasteland. Malcolm Holmes

  • Wasteland Tequila: Crafted by the Courier the Wasteland Tequila increases Strength and charisma for 4 minutes and gives poison resistance for a minute. However it does decrease intelligence for 4 minutes.


Chems

  • Antivenom: A antidote able to cure deadly poisons

  • Doctor’s Bag: A bag used to heal all crippled limbs.

  • Fixer: Medicine which is able to temporarily remove the effects of an addiction

  • Ghost Sight: A drug able to give The Courier Might vision for 2.5 minutes

  • Hydra: A Drug that restores limb condition for 60s.

  • Jet: +15 action points for 4 minutes 

  • Med-X: Gives a 25 percent damage resistance for four minutes. 

  • Medical Supplies: Repairs all limbs instantly. 

  • Psycho: 25% extra damage for 4 minutes

  • Rad-X: While this doesn’t prevent radiation, it greatly reduces the amount you gain. 

  • RadAway: Removes radiation from you. 

  • Rebound: Improves AP and regenerates it overtime. 

  • Rocket: Boosts Action Points by 30 for 60 seconds. 

  • Steady: Drastically increases the accuracy of the user’s ranged attacks. Low chances suddenly become a guaranteed hit, woah! 

  • Stimpaks: At its best it heals 90 hitpoints and then 15 hitpoints for 6 seconds. 

  • Super Stimpaks: A more potent Stimpak, which has the drawback of 

  • Auto-Inject Stimpaks: Auto-inject stimpak which automatically heals below 50% percent. 

  • Turbo: This briefly slows down time (roughly about 35% of its original speed) This includes movement, projectile, the drug, everything. 

  • Ultrajet: Ultrajet boosted action points by 40 for four minutes. 

  • Weapon Binding Ritual: Restores limb condition while also increasing melee and unarmed damage by 10 seconds. But, like every good drug, it deals 2 damage for 2 seconds. 

Venoms


Courier has a variety of different venoms they can apply to their unarmed or melee weapons allowing them to poison a target with a successful hit; however a single dose of venom only lasts for that one successful strike. These venoms can have various effects from either dealing damage to the target overtime or lowering their stats.

  • Bleak Venom: Make sure you don’t trink Bleak Venom, as it’ll deal 15 damage per period of 10 seconds. 

  • Cloud Kiss: This venom deals 13 damage over 13 seconds. The Bleak version, the enhanced one, deals 15 damage over 10 seconds. 

  • Dark Datura: Targets hit by this venom report seeing double while also having blurry vision. 

  • Mother Darkness: A potent neurotoxin that gives a -3 to agility and perception. It deals 80 damage in total over a period of 10 seconds. 

  • Silver Sting: Causes 80 damage overtime but also makes the target weaker, giving it a -3 in strength. 

  • Tremble: Causing powerful spasms and tremors, Tremble gives -50 to all weapon related skills (Guns, explosives, melee weapons, energy weapons) and a -2 in hitpoints. 

Other Consumables

  • Stealth Boy: A device that transmits a modulating field that transmits the reflected light from one side of an object to the other, making the wearer practically invisible. The effects normally last for an hour in-game or 2 real-time minutes but certain perks can increase the length (more on that later)

  • Weapon Repair Kit: Repairs the Courier’s equipped weapon to varying degrees based on their repair skill. With max repair skill it can increase the weapon’s condition by 30%

  • Snakebite Tourniquet: Cures animal poison automatically and increases poison resistance for a limited time

  • NCR Radio: A radio given to the courier by the NCR and it’s one of the BIGGEST PIECE OF SHIT IN THE GAME. 50/50 chance that the NCR actual shows up and when they do it’s A SINGLE fodder soldier that doesn’t even follow you for more than 5 miles. NEVER USE THIS FUCKING ITEM, just get a companion like Rex or Boone or something. Or is it………?

From our research, the NCR Radio summoned an ever regenerating (definitely not a glitch) ranger. 

Yes Man/Securitron Army

Found within Benny’s room, Yes Man is a decently sentient Securitron hacked by Benny to do everything he wanted with positive affirmation. The Courier takes ownership of Yes Man and Mr. House’s Securitron army during the Wild Card ending of New Vegas. This gives him total control over the entire army’s worth of Securtirons, all armed with rockets and lasers able to cut people down. Yes Man himself is also immortal, able to transfer his consciousness to a back-up Securitron in the event that he’s destroyed. Or, more safely, transfer his consciousness to the Lucky 38. 


ED-E 

ED-E is a companion owned by The Courier, a destroyed eye-bot repaired. He fires a Tesla Cannon able to disintegrate foes while providing The Courier with sweet tunes. If you take ED-E to the Brotherhood he gains an armor boost, if you take him to the Followers of the Apocalypse he gains a high-power laser shot. 


Rex

 

“You ain’t nothing but a hound-dog.” is literal with Rex. Given to The Courier by The King, Rex is a dangerous dog that’ll snap and bite foes. During his quest, you can place three different brains inside of Rex. The first brain gives Rex a 25 percent damage boost, the second gives him a 50 percent movement speed boost, and the third gives him +10 defense. 

Abilities

The Mandalorian


None notable.


Is too busy taking care of Grogu to have any hax.

Courier

S.P.E.C.I.A.L.

Standing for Strength, Perception, Charisma, Intelligence, Agility, and Luck respectively, the S.P.E.C.I.A.L. system is the Fallout game's method for judging a character's overall stats. It maxes out at 10 for each. If completely maxed the courier is able to: 


Strength: Outright intimidates most people as the Courier is strong enough to take on super mutants in unarmed combat and win such as Deathclaws, who are able to cut a T-51B power armor in half with one swipe.The Courier, alone, walks into a massive quarry that's filled with at least 20 deathclaws, an alpha deathclaw, a mother deathclaw and her babies, and they don't win, they destroy them. It wasn't even a contest. If you so wished, a player could do it unarmed, and still win.


Perception: Can detect hostiles long before they are in visual range, and assists in landing devastating shots on enemies.


Endurance: High enough to make fighting deathclaws in close quarters combat survivable and winnable and walking around the wastelands while having every limb broken.


Charisma: Enough to intimidate mercenaries that fighting the Courier would be worse than fighting almost 10 feet tall mutants with machine guns and rocket launchers. Or to convince an army general to take his entire army and leave the most strategically important device in the entire Mojave, Hoover Dam. Oh wait sorry, The Courier is able to do that TWICE. Their mere presence is capable of putting the fear of god in people. Not to forget, their charisma is so good, they're capable of casually seducing people that completely hate their guts and are trying to kill them. 


Intelligence: Smart enough to hack into U.S. Military grade computers, shut down hostile combat robots, and in general makes them one of, if not the smartest human in the entire wasteland in terms of common sense, knowledge, and wisdom. 


Agility: Allows the Courier to, with the help of the Pip-Boy 3000 computer on their wrist, entire a sort of bullet-time trance to target enemies with lethal efficiency, draw a weapon in the blink of an eye, and does exactly what it implies: makes the Courier the fastest, most agile threat on the battlefield.


Luck: Is one of the most important stats, maxed, the Courier is lucky enough to blind fire with a horrendously inaccurate weapon at enemies, and still score devastating hits, whereas the hostiles would constantly be missing and only scoring glancing hits. Most famously, Luck is used to gamble at the casinos and win so many times they forbid you from gambling because you nearly put them into bankruptcy. Can perform surgery without actually knowing anything and perform it successfully. Guess a password on the first try and get it right. Han Solo level luck.


V.A.T.S.

Short for "Vault-Tec-Assisted Targeting System". While using V.A.T.S., the otherwise real-time combat is paused as the perception of time slows down. The user can target specific body areas for attacks, inflicting specific injuries. When using V.A.T.S. against enemies, different areas can be targeted: the head, torso, left arm, right arm, currently held weapon, left leg, right leg, the eyes and the groin. However, there may be other points available when facing off non-humanoid creatures (e.g. robot combat inhibitors, ant antennae). When targeting a part, the screen displays a percentage of how likely the attack will hit the targeted area based on distance from the target and visibility of the targeted body part; it also gives information on the target on who they are, their health, weakness, combat skill and How much damage the attack will do. The percentage of a hit cannot be any higher than 95%, so there is a small 5% chance to actually miss, though with their luck this chance is super miniscule.


Perks

Perks, a well known thing in Fallout and the courier is no stranger with them, hell they have a LOT, these perks were pretty helpful during the wastelands and they will be pretty helpful to kill all Their opponents. Similarly to how we did the perks for the previous Knight vs Apollyon blog, we will only be listing the most important perks that are relevant to this debate.


Black Widow/Lady Killer; The courier does 10% more damage to the opposite gender and can seduce them much easier. The perks Cherchez La Femme/Confirmed Bachelor does the same but for the same gender.


Friend of the Night; this perk helps your eyes adapt to the situation such as low light conditions


Cannibal; Once in Sneak mode, the courier is capable of eating fallen human bodies or just their opponent, not only does this greatly heal them it also hurts the opponent. With ghastly scavengers they can even eat super mutants or feral ghouls. With Meat of champions, Every time they eat some, they'll gain more strength, luck, intelligence and Charisma for 60 seconds.


Run n Gun; Halved spread with one-handed ranged weapons while walking or running.


Bloody Mess; Not only does The Courier do more damage, they now cause more violent deaths.


Demolition Expert; Does 20% more damage with explosions.


Hit The Deck; Explosions do a lot less damage to you now.


Gunslinger & Commando;  +25% accuracy in V.A.T.S. with one-handed weapons or two-handed weapons.


The Professional; Your Sneak Attack Criticals with revolvers, pistols, and submachine guns (guns and energy weapons) all inflict an additional 20% damage.


Shotgun Surgeon; When using shotguns, regardless of ammunition used, you bypass your opponents armor and durability.


Living Anatomy: Shows health and Damage Threshold of any target. +5% bonus to damage against humans and non-feral ghouls.


Rad Resistance; Adds to your already ridiculously high radiation resistance by 25%.


Stonewall; +5 DT (damage threshold/durability) against melee and unarmed attacks and cannot be knocked down or pushed around during combat.


Superslam; All melee (except thrown) and unarmed attacks have a chance of knocking your target down. 15% for Unarmed or one-handed melee, 30% for two-handed melee.


Terrifying Presence; Can intimidate foes by simply talking to them or just being there, causing them to flee even if they have the advantage.


Animal Friend; With the first rank and hostile animal becomes neutral and won't attack you or their partner. With the second rank however, they will fight with you, though not against other animals.


Miss Fortune: Lucky enough you can get a chance that Miss Fortune kills someone for you in V.A.T.S. Same with the Mysterious Stranger.


Nerd Rage; Once the courier is too low on health, they'll go into a rage mode, enhancing their durability by 15 and amplifying their strength by 10.


Fast Metabolism; The stimpaks heals you 20% more.


Piercing Strike; Your fist are now unstoppable as you can now negate a part of your opponent's defenses and punch right through em.


Unstoppable Force; Your fist and melee weapons are now scarier than ever, they're now able to do 4x the normal damage through your foes' blocks. Which includes enemies like Deathclaws that absorb damage when blocking.


Paralyzing Palm; Once going into V.A.T.S. they can completely Paralyze the opponent for 30 seconds, though there's Also only 30% chance, though the Courier can amp their luck to higher the chances


Khan Trick; Casts dirt and dust into the eyes of an opponent, temporarily stunning them. Kind of a dick move.


Scribe Counter; Blocks an enemy melee or unarmed attack, greatly reducing damage, then immediately counterattacks with a quick strike.


Ranger Takedown; A special attack that takes an enemy to the ground, briefly incapacitating them.


Legion Assault; A powerful leaping palm strike, Painful really.


Adamantium Skeleton; Wolverine moment, now your skeleton is much tougher making it harder to crack or cripple your limbs. This perk reduces 50% of damage the courier receives. The perk tough guy reduces 20% damage the limbs take so that's helpful 

 

Pyromaniac; Your fire attacks does 25% more.


Robotics Expert; not only do you not do 25% more damage to robots, the courier can now easily Shut down robots.


Silent Runner; You no longer make noise when you run.


Light Step; With this perk Floor traps or mines will not be set off when you walk near or on them.


Splash Damage; Explosions now have longer AoE's


Chemist; Chems and Stimpaks last twice as long and with the Day tripper perk, it lasts 33% longer. 


Meltdown; Anything shot down by the courier With their energy weapons emit a corona of harmful energy.


In Shining Armor; The courier becomes more resistant to energy type weapons, beams. Also reflect on any Shining Armor they wear which are the NCR armors, T-51B power armor and salvaged power armor. Though due to a glitch this for some reason doesn’t do anything.


Solar Powered; Whenever they're outside and it's daytime an interesting effect happens. They get continuously stronger by 2 and passively regenerate their health and bones every second They're in the sun.


Rad Child; Once you're in a radiated area, the courier passively regenerates every second.


Rad Absorption; with this perk they can absorb any kind of radiation that's in the area, to reduce it.


Ghost Hunter; The courier can now kill Ghost people without needing to be dismembered or disintegrated. Negating their regeneration and resurrection. 


Eye for Eye; For each crippled limb you have, you get much stronger by 10%.


Comprehension; With this perk you can comprehend things faster than even the fallout world's scientists.


Educated; You gain double the skill everytime the courier advances.


Atomic!; Now in irradiated areas, your movement and attack speed gets 25% greater, durability and strength becomes twice as good and their Regeneration becomes faster and better. 


Ain't like that now; With this perk their karma is reduced to 0, their AP regenerates on a faster and higher rate, their attack speed is 20% faster and they become immune to critical hits. 


Brainless; After getting their brain yoinked, they got it replaced with some great technology, now not only can their head not get crippled, but they now have greater resistance to Chemicals and addictions. Oh and greater durability 


Heartless; After getting their heart yoinked, they get it replaced with some great technology, now not only are they now completely immune to poison, but the robots' enhanced senses are now unable to spot them and they are 50% less likely to get a critical hit on them.


Spineless; After getting their spine yoinked, they get it replaced with some great technology, now not only can their torso not get crippled but they Also got their strength and durability increased.


Radiation Resistance

With the perk Rad Child the Courier not only can heal from radiation but the more radiation he’s exposed to the better it is. As well as with the perk Atomic! The Courier gets a +2 buff to damage and a 1.25x buff to both attack speed and run speed. And also there is literally just a perk called Radiation Resistance as the name implies grants 25% Radiation Resistance.


Energy Resistance

The perk Energy Resistance quite in the name grants a resistance to energy weapons such as lasers, gamma guns and such. 


Damage Resistance 


Several perks in New Vegas are capable of damage negation such as Toughness is the basic perk of damage negation in New Vegas and does exactly what you’d expect increasing your toughness and resistance to damage. Stonewall which also prevents Courier from being knocked down in combat by melee weapons. Nerd Rage a perk where if your health goes below 20% you gain +15 damage negation and massive boosts in strength. Hit The Deck a perk where you are granted +25 against explosive damage.

Fire Resistance

Courier has a few means to apply fire resistance. Fire Ant Nectar gives a 25 percent increase in resistance, Gecko Backed armor offers a 15 percent boost, The Sierra Madre Scorched Power armor offers another 25 percent resistance boost, as well, an atomic cocktail offering 25 percent more resistance. Even without these boosts, Courier has taken laser shots before, which are hot enough to vaporize massive robots with half charged cell shots, as well, can take the heat of a Nuclear explosion, which hits up to 100,000,000 Celsius. 


Regeneration


Some perks in New Vegas are capable of giving the Courier the ability to regenerate. One of which being the PHOENIX Monocyte Breeder which is an implant perk that speeds up cell regeneration healing 1 point of HP every 10 seconds, The Solar Powered perk also has a regeneration effect as long as the Courier is outdoors between 6 AM and 6 PM, and the Rad Child perk regenerates 2 HP per second for every 200 rads accumulated. Besides just perks, some armor is capable of regenerating HP. The headgear Atomic-valence tri-radii-oscillator and the Valence raii-accentuator both regenerate health and the Scorched Sierra power armor also regenerates 2 HP per second. In the fallout show, regular people have also shown to be able to regenerate body parts by even just a tiny bit of radiation. 

Feats


The Mandalorian

Overall



Power


Speed


Durability


Courier

Overall

  • Took revenge on Benny 

  • Saved President Kimball

  • Assassinated President Kimball (changes based on the route)

  • Won the 2nd battle of Hoover Dam

  • Decided the fate of the Mojave wasteland

  • Completed the Heist of the Century and defeated Elijah

  • Saved the Sorrows and Dead Horses from the White Legs

  • Escaped the Big Empty 

  • Journeyed through the Divide and confronted Ulysses

  • Became an iconic of western RPGs forever


Power

(That’s not actually Courier but shut up)


Speed


Durability

Scaling


The Mandalorian


Boba Fett and Fennec Shand

Two of the galaxy's best bounty hunters whom Din has crossed paths with on multiple occasions. He has fought side by side with them and performed just as well as they did in their battles together so it's reasonable that he should scale to them even if he’s likely slightly inferior to them. 


Characters from The Mandalorian

During his travels, Din crossed paths with many different people. Some he fought side by side with, some he fought, or both. Due to performing just as well as them in battles, it would be natural for Din to scale to the people he encountered.


Misc. Bounty Hunters

The galaxy contains numerous bounty hunters. Mando was called the greatest bounty hunter of the parsec by Greef Karga, and thanks to scaling to Boba Fett, who would scale to all the other bounty hunters due to him being considered one of the greatest and most feared in the galaxy, itwould make sense for Din to scale to many feats from other bounty hunters.



Courier

Other Fallout Protagonists 

As Courier has been shown to have SPECIAL stats similarly to other protagonists, and has generally been able to do similar achievements to them, they should be able to scale to feats other heroes within the series have done. 


Misc. Wastelanders

As one of the most powerful people in the Fallout world, the Courier should obviously upscale almost any other feat done by random creatures in the series. 


Weaknesses


The Mandalorian

Despite being a member of arguably the greatest group of warriors outside of the Jedi and Sith, Din is not one of the more experienced or skilled members of the Mandalorians. He has been prone to getting easily overwhelmed by a variety of means even as late as season 3. Tying into that is even though his beskar armor can take tons of abuse Din using his body as a shield, constantly taking damage isn’t the best strategy to have against a smart enough opponent. Lastly as mentioned in its individual section, Din never was able to get over the hurdle of being able to wield the Darksaber efficiently meaning he can’t wield it to the same effect as other Mandalorian’s like Bo-Katan and Sabine Wren 


Courier

Considering this is a franchise set in a post-apocalyptic wasteland, it should come to no surprise that the Courier's resources aren't infinite nor is their gear always in the best shape. The more the Courier's weapons are used and the more damage their armor takes will eventually cause it to deteriorate, lessening the damage their weapons deal as well as the protection their armor gives before just breaking altogether. Of course, it takes a good while for Courier's gear to break and they can always just repair it on the fly with either a weapon repair kit or an item of the same type thanks to the Jury Rigging perk.


Buuuut whether the Courier has those resources on them is another matter entirely, their pockets may be deep, but they can only carry so many items on them at once. While it is unlikely given the sheer amount they carry on them, it is entirely possible for Courier to run out of ammo/consumables mid-fight. The Courier's chems and alcoholic drinks also have their own potential downsides as there is always the off chance Courier could get addicted to them, lowering some of their SPECIAL points when they suffer the effects of withdrawal afterward. The only remedies for addiction are to have it cured by a doctor or to temporarily remove it by taking Fixer (which also gives the Courier nausea for a limited time).

The game was rigged from the start…

Before The Verdicts…Check Out This Cool Art!

By: The Big Iron Yoshi

 

By: Tyrannii


By: PrinceRaditz


Fan battle by Noah Green (Video click link)



Fight Script 


Please feel free to check out a script made for this fight made by community member Saulgoodmas, special thanks to him for his work, and enjoy the fight! 




Now Before The Actual Verdict 


MFTL Star Wars?

There do exist instances of piloting ships across hyperspace in the verse, but due to context, these feats rarely require MFTL reactions to perform them. Han’s feat is one that stands valid only because he had a very short distance to actually react to the ships speed, where Hedas feat gave her more thousands of miles to be able to react in, making it very humanly possible to do. Now, you may be wondering, why doesn’t Mando scale to Han? And the answer is simple - he doesn’t really have a scaling chain. While yes, he matched old Boba Fett, who in his prime matched Han…there’s the problem. Mando’s showings were with a Boba who was slower and weaker than the one Han faced - even at his peak, Old Boba has no real showings on par with Han, so it’d be weird to scale Mando to the feat in the first place, especially since Han has been noted several times to be the fastest pilot in the galaxy, and has shown to be consistently above almost everyone else in universe, even some Jedi in terms of speed - scaling someone like Mando to him is frankly, a bit ridiculous. 


As for the other argument for MFTL Star Wars for Mando, we’ll be getting into the verdict.


Darksaber: Attack Potency or Durability Negation?

The Darksaber, and Lightsabers in general having AP makes very little sense. The reason these blades can cut through anything isn’t because of AP, but because how intense their heat is. This is why armor like what Mando wears can block blows from it due to intense heat resistance. 


Courier’s Cross Game Scaling

While it’s true Courier has not met any of the other Fallout protags in canon, it’s still very easy to scale him to anything they can do. Through fighting the same robots and enemies, using the same weaponry, and upscaling the weakest characters in the wasteland who have survived nukes. As well, the Pipboy measuring stats is an acknowledged thing in canon, giving another proper way to scale Courier to them. Any feat performed across all games can be done even with a stat of 1 in all areas, and Courier can very easily reach up to 10. Not to mention the fact that he canonically meets and can kill Marcus, one of Fallout 2’s companions, meaning he can scale to any feats within Fallouts 2 and 1 as a result of this due to Marcus being on par with the Chosen One.


Fallout 4 “Canon Mods”

These mods, while being sold by Bethesda officially, hold way too many issues to actually take seriously. It causes a plethora of issues with the main stories  canon, and would greatly impact stats Fallout would have. It’s best to leave these as mods to the game, rather than actual additions. Outer Fallout is very funny though.


Nuke Scaling

While it may seem odd to scale the characters to the weapons that have devastated the planet, there are many reasons scaling to this level is quite consistent, both from a story and gameplay perspective. Courier not only can survive direct nukes to the face,  but scales to Ulysses, NCR, and Legion, who also survive them too as seen in Lonesome Road.. Most every Fallout game has shown people surviving something on a nuclear scale, such as the Cathedral Explosion, Prydwen explosion, C-23 Megaton Nuke, or even basic laser pistols, which can vaporize robots that are bigger than buildings. This is not contradicted by lore either, as the big threat of the war was not the nuke's power, but Radiation. It is even brought up in The Wasteland Survival Guide that they switched to weaker bombs that spread far more radiation, proving that surviving the explosion was never the biggest issue. While it’s a bit weird, it’s consistent enough (with at least 6 instances) to where we think it’s fine. 


 VATS Speed Scaling

The VATS system has been acknowledged as a real thing in verse by many people. While how it works has rarely been touched on, the perk Wired Reflexes gives an implication it is just paired to their reaction speed. It is described as “Advanced technology from the Commonwealth is implanted into the player's central nervous system and increases their reaction speed”. The actual effects only affect how well your VATS work, showing that VATS are directly connected to their reaction speed, thus making the way they perceive the world scalable. This further can be proven with perks like Blitz, which also acknowledge the movement you make during VATS. As a result, we think MFTL speeds for VATS, with this in mind, are fine.


Big Mountain Transporter

While The Courier does carry the transporter on him, and it not working in combat is likely a game mechanic, it still isn’t viable in this fight, as it would remove himself entirely from the fight. The transporter itself can send him to Big Mountain from anywhere, but it will send him back to the satellite in the Mojave wasteland, opposed to the old location he was at. This means using it will immediately have made him retreat from the fight entirely. 

Verdict

Stats

In terms of stats, both the Mandalorian and the Courier have a few ends, so we’ll touch on all of them before getting into the nitty gritty details.


First of all, in speed, both should be in the FTL range - Courier is able to match with wastelanders dodging microwaves and Din can keep up with faster than light Jedi. However, both gave MFTL arguments we should get into… and unfortunately, they don’t favor Din. 


While there are two other MFTL Star Wars feats, both of them are performed by characters Din has no real scaling chain to. Kylo does one, but Din has no way to scale to him - even if you use Kylo’s Praetorian Guard, due to them being able to fight on par with him, Din has no real way to be connected to them due to the nature of the sequels. Similarly, while a High Republic Jedi has a similar feat, Din doesn’t have a scaling chain to them, either, due to how far in the past they are relative to his part of the universe. As a result, all MFTL routes for Mando don’t really… work - even if you’re generous and allow these ends, similar feats can apply to the Courier.


VATS, as discussed in the Before the Verdict section, is tied to reaction speed, as shown with the perks stated to amplify speed being amps to VATS and Wired Reflexes directly saying it is tied to reaction speed. As a result, while it only applies to reactions, you can fairly reasonably argue MFTL reaction speeds for the Courier - worth noting, this does not apply to travel speed. Courier’s MFTL speeds are as a result, more reliable to give in the first place and just as good, especially since they can enhance their speeds further with amps +  SPECIAL making their speed much, much better.


And even without MFTL speeds, Courier would still be notably faster due to being able to take drugs to amplify their speeds. On top of that, the FTL feat was done by fodder enemies relative to Courier, while Mando’s equivalent was done by characters he’s around the same level in in speed, meaning Courier should be upscaling their speed numbers, in contrast to Mando, who gets no such upscaling. As a result, the Courier should take speed.


As for attack potency and durability, that’s where things get a bit more complicated. 


Without nuke scaling or missile scaling, both of which have narratively weird implications, Courier should be a fair amount stronger. The Laser Pistol being able to disintegrate the Giant Roboscorpion gets around 62 tons of TNT, while Mando’s grenades get around 23 tons of TNT, putting Courier at around 3 times stronger and more durable then Mando with lower ends.


With higher ends, AP gets a lot closer, but Courier should still take it. Being able to tank a Titan warhead (the warheads most comparable to the ones seen in Lonesome Road) directly to the face would require an energy equivalent to 9 megatons of TNT. Meanwhile, Boba’s jetpack missile gets around 4 to 8 megatons of TNT. However, once again, Courier should upscale this feat, as not only were basic Scorchbeasts and similar creatures in the Divide able to survive such blasts, Courier could at 1 Endurance. As the Courier we’re using would have maxed out SPECIAL stats, they’d be much tougher than this, and various drugs could enhance this stat gap even further, as well as their variety of perks increasing resistances to damage and increasing their own damage.


With all this in mind, the Courier should take the stat trinity with low and high ends for all stats in mind, making them the winner of this category overall. 


Arsenal & Abilities


This is a pretty open and shut one, While Din’s Beskar armor is mighty strong and upscales a lot of Star Wars and the Darksaber is strong in its own right, it’s about quantity over quality in this case, and the Courier simply has a lot more to throw at Din then vice versa.


To give Din some credit, he does counter some of Courier’s options. Stealth Boys, the Stealth Suit MK II, and even general sneaking skills wouldn’t work on Mando thanks to them having infrared sights. In addition, Boba was stated to have 360 degree vision and it’s not impossible to assume Din’s helmet is also similar. Also blasters in Star Wars don’t need to consume ammo; they just overheat while Courier’s weapons have a limited ammo and can even break over time, making their arsenal generally less viable for a long, drawn out fight in terms of individual weapons. Mando also has superior mobility due to his jetpack giving him general easier options to approach Courier if things get too troublesome, as well as his ships being a decent aid. Finally the darksaber is far stronger than anything Courier… hell anything in the Fallout universe has faced, meaning any armor Courier has will not protect them from being sliced. On paper, this should give him a clear advantage however when looking at Courier’s huge arsenal reveals a completely different story.


First of all, while the Beskar armor is incredibly useful for Mando, it has a few flaws in it - namely, it doesn’t cover all of his body and has spots where you can shoot Mando’s body directly. Normally, this wouldn’t be a problem, as most opponents wouldn’t be able to deal with this. However, Courier has far, far too many options to exploit this to where it becomes a problem. While yes, most of Courier’s arsenal is rendered moot by this armor - obviously their normal weapons aren’t piercing through it, even with armor piercing rounds, as well as their melee weapons being kind of useless due to it being able to deflect lightsabers… this only leaves a few options left for Courier to get through the beskar.


First of all, electrical charges are a big threat to Mando. This could disable a lot of his arsenal, as most of it could be short-circuited due to relying on electricity, including things like his jetpack which do give him an edge would be negated by these weapons. In addition, Mandalorians have shown weakness to electrical charges before, including Mando himself in earlier episodes of the show - as a result, these weapons are a huge threat to him. 


Second of all, explosives also serve a pretty good role in countering Mando. The splash damage would bypass the Beskar’s protection to be able to severely hurt Mando, especially with weapons like mini-nukes, which would deal a massive amount of damage to him. In addition to this, they can also use Euclid’s C-Finder to deal a lot of damage since it’s an orbital satellite laser with a large amount of AoE.


Finally, VATS itself is a pretty good counter to Mando’s armor, as it has been shown to be able to target weak points and being able to hit Mando right where it hurts, especially since Courier also has weapons like their plasma rifles, which disintegrate enemies on contact, being a reliable form of durability negation to defeat Mando in one hit. 


So, Courier has quite a few ways of bypassing Mando’s armor, and Mando has a way to bypass Courier’s defenses via the Darksaber and shooting them. Now, this leaves both with a wincon, albeit Courier has more than Mando. So, what else is there?


Well, while Mando could try to shoot Courier to death, it wouldn’t really pan out for him. The rest of his arsenal is fairly well-countered by Courier. First of all, his general energy weapons would be countered due to Courier’s array of healing items as well as their ability to use items to boost their resistance to energy weapons… the vast majority of Mando’s arsenal. Combined with Courier upscaling their AP no matter what values you buy for Mando by quite a bit and the healing, and Mando won’t be dealing any serious damage to Courier that they cannot instantly negate. 


In addition, due to the aforementioned plasma rifles which disintegrate people on contact not doing so to the Courier, it’s unlikely Mando’s rifle that does something similar would do much of the same, due to them resisting something similar. As a result, this removes yet another win-condition for Mando.


So, Mando only has one reliable win-condition, while Courier has several… except, there’s a catch there, too. Actually getting in range of Courier to use the Darksaber is going to be quite tricky for Mando to successfully pull off.


Courier has flash-bangs as well as multiple kinds of mines they can lay down fairly quickly, in addition to their amount of explosives, meaning Mando would have trouble safely approaching the Courier in order to hit them with the darksaber in the first place, especially since his air mobility could be shut down by EMPs or shooting him with something like the Red Glare, meaning he’d have a hard time getting in range to be able to hit Courier with the Darksaber, not to mention even if he did, Courier’s superior speed and VATS could allow them to shoot him in the hands to disarm him of the Darksaber before he could hit them with it. 


Now, finally, there’s one of Courier’s biggest advantages - the numbers advantage. While Mando does have the aid of his droid, Courier has an army of securitrons, ED-E, Rex, and can call in a NCR Ranger to help as well. Considering most of these would have similar stats to what we discussed for Courier, this means Mando would be facing an army of people with similar stats to him with one person who’s weaker than him on his side. 


Obviously, this isn’t a very ideal position to be in, as Mando’s crowd control options, while not terrible, aren’t as good as the Courier’s, and especially not being able to deal with such a large opposing force, putting Mando in a very tough position to deal with Courier.


Courier also has a lot of stat amps with drugs, including Turbo letting them run alongside lasers, meaning that Courier’s travel speed would be enhanced for a short time, making it even harder for Mando to catch up to them, along with the insane amount of other buffs they could throw at him, meaning that Mando will have a hard time trying to catch up with Courier on top of everything else. On top of that, Courier with the Living Anatomy perk would also be able to keep track of both Mando’s health and armor status, meaning they would be able to know how much they’d damaged him in the fight, something Mando wouldn’t have the same luxury of.


Also, Courier can seduce Mando ngl Wiz…


In conclusion, while Mando has some good options in this category, Courier matches and outdoes them at every turn and has far more ways to get a killing blow in before Mando can do the same, making this category pretty clear-cut in the Courier’s favor. 

Tertiary Factors

Finally, for tertiary factors, Courier and Mando even out quite a bit, actually. First of all, in the area of experience, Din pretty cleanly takes it. The Courier has mostly been - well, a courier for most of their life, with a few adventures beforehand as shown in other dialogue, but they don’t have any showings of being a fighter prior to the events of New Vegas. On the other hand, Mando has been a bounty hunter for a fairly long time prior to the events of his show, and within his show has gone for longer then Courier has. However, the Courier should outdo him in skill - while Mando is obviously a very skilled fighter, having been raised from birth as a Mandalorian and gaining quite a bit through that, the Courier’s sheer training from so many people as well as the amount of skills they have at their disposal in comparison to Mando simply outdoes him, especially given that Courier is also generally smarter than Mando, having a maxed out Intelligence and Science stat and being able to use them to do hacking and the like well beyond what Mando has done, in addition to the plans they’ve made and executed across Vegas, best shown in the Independent route’s ending. So, overall, Courier takes intelligence and skill, while Mando vastly outdoes in experience.


Conclusion


“Don’t be afraid.”

Advantages: 

  • Superior Armor

  • More experienced

  • Strongest weapon in this fight

  • Darksaber could injure Courier…

  • Completely counters stealth/sneak

  • Mando seasons 1 and 2

  • His theme song goes so hard 


Disadvantages:

  • …But being able to hit Courier with it is almost impossible

  • Weaker and less durable

  • Explosives cause big damage to Din

  • VATS can get in between the plates 

  • Heavily outnumbered

  • No counters to being seduced (Really)

  • Mando season 3

  • Family Guy



“It's said war - war never changes. Men do, through the roads they walk. And this road - has reached its end.”

Advantages: 

  • Takes the stat trinity

  • Much, much bigger arsenal

  • Way more healing items

  • Drugs

  • Much smarter

  • Explosives bypass armor gaps

  • VATs could target specific body parts

  • Can seduce Mando

  • Numbers advantage

  • Has an immortal NCR trooper trust  (Not a glitch totally) 


Disadvantages:

  • Less experienced

  • Weaker armor

  • Cannot sneak up on Mando 

  • Finite ammo

  • 18 month game development

  • Fallout lore inconsistencies


In conclusion, while the Mandalorian has things going for him, this was a fairly clear-cut match against him.


In terms of stats, while both are around the City range at their best and have similar showings in the City Block to Multi-City Block range without said feats, the Courier should edge out in speed - even ignoring VATS, Mando is simply FTL while the Courier is 4 times the speed of light, and can severely amp this speed gap with their various drugs, allowing this to go from a small gap for Mando to a huge one, which only makes things tougher for him, especially when it comes to the trickiest part of this bout, actually killing the Courier.


The Courier’s sheer amount of healing options as well as ways around Mando’s arsenal means that he would have a difficult time actually dealing any lasting damage to them - while you could argue that the beskar would argue similar things for the opposite direction, it’s not really that simple. Courier’s vast amount of explosives would be serious threats to Din, as well as their plasma rifles serving as durability-negation methods to vaporize him instantly, something Din has no way around. And, if that fails, they can use VATS to shoot Din in one of his various weakspots, getting around that issue fairly easily. While the Darksaber would be a way around the Courier’s superior defenses, it simply doesn’t matter that much when Din both only uses it as a last resort and would have to actually close in on the Courier to be able to do it, which between their various speed amps and other ways of fucking with the battlefield, would be very hard for him to do.


And finally, the numbers advantage turns this from a bout where one side has a few more win conditions than the other to a clear cut match. While Mando on his own could in some cases beat the Courier, when you factor in the Courier’s assistance in ED-E, the Securitron army, and even calling in help like the NCR, there’s no real way for Mando to deal with all that pressure, especially given all these characters are slightly stronger and faster then him to begin with - meaning that he doesn’t really have a way to win here.


While Din Djarin was a fearsome mercenary, and undoubtedly one of the most dangerous hunters the Galaxy had ever seen, Courier Six had the stats, the arsenal, the skill, and the numbers to take him down. Mando might have gone on living but he made one fatal slip, when he tried to match the Courier with the big iron on their hip.


The winner is Courier Six.

Final Tally

Mandalorian (1) - Roxx (ain't voting against my goat)

Courier (14) - door-kun, Saul, Landon1195, Roxx (actual vote), Gio, Buttersamuri, YaBoiGhosty, The Big Iron Yoshi, Coach Boomer, RestaurantWorried, Pasbros, TripleCx3, Joshski, Guruguru, Pasbros



Next Time…


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