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Sniper Rifles New Vegas

You can find a Sniper Rifle in the tent where 1st Recon hangs out on a shelf inside of Camp McCarran, you can also find one in a building near New Vegas Medical Clinic (mind the mines and Grenade Trap at the front and back doors) behind a hard locked door on a shelf (there's also Magazines Purified Water, Chems and.308 rounds on other shelves).

  1. Fallout New Vegas Rifle
  2. Unique Sniper Rifle New Vegas
For an overview of hunting rifle models throughout the Fallout series, see hunting rifle.
TypeRifle
Damage
DamageLevel 1: 40
5: 45
10: 50
20: 55
30: 60
40: 65
50: 70
Damage TypeBallistic
Attacks
Ammo Type.50 round
Ammo Cap.5
Attack Rate~21.5 rpm (10 DPS)
0.2 sec iron sight transition
Short barrel: 32.9 m (107.94 ft)
Long barrel: 58.49 m (191.9 ft)
AP cost28
Weapon Modification
Slots
Receiver
Barrel
Stock
Optics
Magazine
Muzzle
Other
NoiseLoud
Weight6
Value40
Technical
Editor IDHuntingRifle

The hunting rifle is a weapon in Fallout 76.

  • 4Modifications

Fallout New Vegas Rifle

Background[editedit source]

The following section is transcluded from Hunting rifle. To modify, please edit the source page.

A classic bolt-action rifle design dating back to the 20th century. Its rugged design, performance against a variety of game, and accuracy made it a staple of American hunting before the Great War. The nuclear holocaust has merely changed the type of animal hunted by the owner of the rifle. The availability of replacement units often cause owners to neglect their rifles, though their performance even while damaged and far between repairs is a testament to the quality of this all American design. While the basic model was chambered for the venerable .308 round, hunters in the Capital Wasteland area are known to use a model chambered for .32 caliber rounds meant for pistols.

Characteristics[editedit source]

The hunting rifle is a rather accurate and powerful weapon for the beginning of the game, and continues to be useful later on, especially if modified with other receivers, magazines, and sights, allowing it to become an efficient sniper rifle. After being modified in .308 or .50 caliber, it has slightly better stats across the board than a pipe rifle in the same caliber. In .38 caliber, it has much higher damage per shot than a .38 pipe rifle, but it is bolt-action rather than semi-automatic or automatic.

The sniper rifle is a dedicated sniping platform loaded with .50 BMG rounds.

Crafting[editedit source]

ComponentsRequirementsProducts
1 Gear
4 Spring
5 Wood

Modifications[editedit source]

Receiver[editedit source]

Modifications list
ModEffectsCrafting
.38 Receiver
(E)

Changes ammo type to .38 Caliber.

  • Loads .38 rounds
Components
7 Adhesive
5 Oil
Critical .38 Receiver
(E)

Changes ammo type to .38 Caliber. Improved critical shot damage.

Components
7 Adhesive
5 Oil
Requirements
Refined .38 Receiver
(E)

Changes ammo type to .38 Caliber. Improved damage.

  • Damage: +25%
  • Value: +40%
  • Weight: +15%
Components
7 Adhesive
5 Oil
Requirements
Precise .38 Receiver
(E)

Changes ammo type to .38 Caliber. Improved hip-fire accuracy.

  • Accuracy (hipfire): +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
Components
7 Adhesive
5 Oil
Requirements
.50 Receiver
(E)

Changes ammo type to .50 Caliber.

Components
9 Adhesive
7 Oil
Requirements
Critical .50 Receiver
(E)

Changes ammo type to .50 Caliber. Improved critical shot damage.

Components
10 Adhesive
7 Oil
Requirements
Refined .50 Receiver
(E)

Changes ammo type to .50 Caliber. Improved damage.

  • Damage: +25%
  • Value: +40%
  • Weight: +15%
Components
10 Adhesive
7 Oil
Requirements
Precise .50 Receiver
(E)

Changes ammo type to .50 Caliber. Improved hip-fire accuracy.

  • Accuracy (hipfire): +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
Components
10 Adhesive
7 Oil
Requirements
Prime Receiver
(E)

Superior Damage. Bonus Damage to Scorchbeasts and Scorched.

  • Loads Ultracite .308 rounds
  • +25% damage to scorched, scorchbeasts, and the scorchqueen
Components
20 Aluminum
16 Gear
16 Screw
2 Pure Crimson Flux
Requirements
Standard Receiver
(E)

Standard.

Components
7 Adhesive
5 Oil
Calibrated Receiver
(E)

Superior critical shot damage.

  • Accuracy: +10%
  • Critical damage: +34%
  • Value: +40%
  • Weight: +30%
Components
7 Adhesive
5 Oil
Vicious Receiver
(E)

Improved hip-fire accuracy, critical shot damage.

  • Accuracy (hipfire): +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
Components
7 Adhesive
5 Oil
Requirements
Hardened Receiver
(E)

Superior damage.

  • Damage: +50%
  • Value: +40%
  • Weight: +30%
Components
7 Adhesive
5 Oil
Severe Receiver
(E)

Improved damage, critical shot damage.

  • Damage: +25%
  • Value: +40%
  • Weight: +15%
Components
7 Adhesive
5 Oil
Requirements
Refined Receiver
(E)

Improved hip-fire accuracy, damage.

  • Damage: +25%
  • Value: +40%
  • Weight: +15%
  • Accuracy (hipfire): +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
Components
7 Adhesive
5 Oil
Requirements
Hair Trigger Receiver
(E)

Superior rate of fire.

  • Attack speed: +55%
  • AP cost: -10%
  • Value: +40%
  • Weight: +30%
Components
4 Oil
Hasty .38 Receiver
(E)

Improved rate of fire. Changes ammo type to .38 caliber.

  • Attack speed: +25%
  • Reload speed: +20%
  • AP cost: -10%
  • Value: +30%
  • Weight: +15%
Components
4 Oil
Requirements
Hasty .50 Receiver
(E)

Improved rate of fire. Changes ammo type to .50 caliber.

  • Attack speed: +25%
  • Reload speed: +20%
  • AP cost: -10%
  • Value: +30%
  • Weight: +15%
Components
6 Oil
Requirements
Tuned Receiver
(E)

Improved rate of fire, damage.

  • Damage: +25%
  • Value: +40%
  • Weight: +15%
  • Attack speed: +25%
  • Reload speed: +20%
  • AP cost: -10%
  • Value: +30%
  • Weight: +15%
Components
4 Oil
Requirements
Snappy Receiver
(E)

Improved rate of fire, critical shot damage.

  • Attack speed: +25%
  • Reload speed: +20%
  • AP cost: -10%
  • Value: +30%
  • Weight: +15%
Components
4 Oil
Requirements
Speedy Receiver
(E)

Improved rate of fire, hip-fire accuracy.

  • Attack speed: +25%
  • Reload speed: +20%
  • AP cost: -10%
  • Value: +30%
  • Weight: +15%
  • Accuracy (hipfire): +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
Components
4 Oil
Requirements
True Receiver
(E)

Superior hip-fire accuracy.

  • Accuracy (hipfire): +25%
  • Accuracy (sighted): +10%
  • Sight transition: -3%
  • Value: +40%
  • Weight: +30%
Components
1 Adhesive
2 Oil
Scorched Killer's Receiver
(E)

50% more damage against Scorched, 20% less against everything else.

  • AttackDamage: -20%
  • AttackDamage: +50% (Scorched only)
  • Value: +100%
  • Weight: +20%
Components
9 Crystal
12 Adhesive
12 Nuclear Material

Barrel[editedit source]

Modifications list
ModEffectsCrafting
Standard Long Barrel

Superior Range.

  • Range multiplier: +1
  • Accuracy (sighted): +25%
  • Value: +20%
Components
3 Adhesive
6 Screw
True Long Barrel

Superior range, hip-fire accuracy.

  • Range multiplier: +1
  • Accuracy (sighted): +25%
  • Value: +20%


  • Accuracy (hipfire): +25%
  • Accuracy (sighted): +10%
  • Sight transition: -3%
  • Value: +40%
  • Weight: +30%
Components
3 Adhesive
6 Screw
Requirements
Stabilized Long Barrel
(E)

Superior Range and Recoil.

  • Range multiplier: +1
  • Accuracy (sighted): +25%
  • Value: +20%


  • Recoil: -25%
  • Value: +40%
  • Weight: +30%
Components
6 Steel
Aligned Long Barrel
(E)

Superior Range. Improved recoil and hip-fire accuracy.

  • Range multiplier: +1
  • Accuracy (sighted): +25%
  • Value: +20%


  • Accuracy (hipfire): +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
Components
6 Steel
Requirements
Standard Short Barrel
(E)

Standard.

Things xcom is not allowed to do. Feb 5, 2014 - Mixing an Alien Grenade with the potatoes was not funny the first time, even if the elerium cores have been removed. Kitchen staff DO NOT. Jun 19, 2017 - It's back lads, if any of you enjoyed the previous editions, here's the latest one. A description of tropes appearing in Things XCOM Operatives Are No Longer Allowed to Do. XCOM: An organization that is made of up of the best and the. Jun 3, 2015 - While stealth in now an integral component of some operations, Operatives are not allowed to leave behind necessary XCOM gear in an.

  • Range multiplier: +1
  • Accuracy (sighted): +20%
  • Value: +10%
  • Weight: +10%
Components
5 Adhesive
True Short Barrel
(E)

Improved Range. Superior hip-fire accuracy.

  • Range multiplier: +1
  • Accuracy (sighted): +20%
  • Value: +10%
  • Weight: +10%
  • Accuracy (hipfire): +25%
  • Accuracy (sighted): +10%
  • Sight transition: -3%
  • Value: +40%
  • Weight: +30%
Components
5 Adhesive
Stabilized Short Barrel
(E)

Improved Range. Superior Recoil.

  • Range multiplier: +1
  • Accuracy (sighted): +20%
  • Value: +10%
  • Weight: +10%


  • Recoil: -25%
  • Value: +40%
  • Weight: +30%
Components
5 Adhesive
Aligned Short Barrel
(E)

Improved range, recoil and hip-fire accuracy.

  • Range multiplier: +1
  • Accuracy (sighted): +20%
  • Value: +10%
  • Weight: +10%


  • Accuracy (hipfire): +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
Components
5 Adhesive
Requirements

Stock[editedit source]

Modifications list
ModEffectsCrafting
Standard Stock
(E)

Standard.

Components
4 Adhesive
3 Spring
True Stock
(E)

Superior hip-fire accuracy.

  • Accuracy (hipfire): +25%
  • Accuracy (sighted): +10%
  • Sight transition: -3%
  • Value: +40%
  • Weight: +30%
  • Recoil: -10%
  • Accuracy (sighted): +25%
  • Stability: +20%
  • Value: +20%
  • Weight: +30%
Components
4 Adhesive
3 Spring
Aligned Stock
(E)

Improved recoil and hip-fire accuracy.

  • Accuracy (hipfire): +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
  • Recoil: -10%
  • Accuracy (sighted): +25%
  • Stability: +20%
  • Value: +20%
  • Weight: +30%
Components
4 Adhesive
3 Spring
Requirements
Precise Stock
(E)

Improved Bash damage and hip-fire accuracy.

  • Accuracy (hipfire): +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
  • Bashing damage: ?
  • Value: +30%
  • Weight: +15%
Components
4 Adhesive
3 Spring
Requirements
Stabilized Full Stock
(E)

Superior Recoil.

  • Recoil: -25%
  • Value: +40%
  • Weight: +30%
  • Recoil: -10%
  • Accuracy (sighted): +25%
  • Stability: +20%
  • Value: +20%
  • Weight: +30%
Components
4 Adhesive
3 Spring
Forceful Stock
(E)

Improved Bash damage and recoil.

  • Bashing damage: ?
  • Value: +30%
  • Weight: +15%
  • Recoil: -10%
  • Accuracy (sighted): +25%
  • Stability: +20%
  • Value: +20%
  • Weight: +30%
Components
4 Adhesive
3 Spring
Requirements
Bruising Stock
(E)

Superior Bash damage.

  • Bashing damage: ?
  • Value: +40%
  • Weight: +30%
Components
4 Adhesive
3 Spring

Magazine[editedit source]

Modifications list
ModEffectsCrafting
Large Magazine
(E)

Superior ammo capacity.

  • Capacity: +50%
  • Reload speed: -20%
  • AP cost: +10%
  • Sight transition: +3%
  • Value: +40%
  • Weight: +30%
Components
5 Adhesive
6 Spring
Stinging Magazine
(E)

Improved armor penetration, ammo capacity.

  • Capacity: +25%
  • AP cost: +5%
  • Sight transition: +3%
  • Value: +30%
  • Weight: +15%
  • Penetrating: Ignores 20% of target armor.
  • AP cost: +10%
  • Value: +30%
  • Weight: +15%
Components
5 Adhesive
6 Spring
Requirements
Swift Magazine
(E)

Improved reload speed, ammo capacity.

  • Capacity: +25%
  • AP cost: +5%
  • Sight transition: +3%
  • Value: +30%
  • Weight: +15%
  • Reload speed: +5% → 30% (scales to lvl. 50)
  • AP cost: -5%
  • Value: +10%
  • Weight: +5%
Components
5 Adhesive
6 Spring
Requirements
Perforating Magazine
(E)

Superior armor penetration.

  • Penetrating: Ignores 40% of target armor.
  • AP cost: +20%
  • Value: +40%
  • Weight: +30%
Components
5 Adhesive
6 Spring
Standard Magazine
(E)

Standard.

Components
5 Adhesive
6 Spring
Quick Magazine
(E)

Superior reload speed.

  • Reload speed: +10% → 60% (scales to lvl. 50)
  • AP cost: -5%
  • Value: +20%
  • Weight: +10%
Components
5 Adhesive
6 Spring
Piercing Magazine
(E)

Improved reload speed, armor penetration.

  • Reload speed: +5% → 30% (scales to lvl. 50)
  • AP cost: -5%
  • Value: +10%
  • Weight: +5%
  • Penetrating: Ignores 20% of target armor.
  • AP cost: +10%
  • Value: +30%
  • Weight: +15%
F76 co mod HuntingRifle Magazine Reload-ArmorPen

Unique Sniper Rifle New Vegas

Sights[editedit source]

Modifications list
ModEffectsCrafting
Glow Sightsmod_HuntingRifle_SCOPE_Glow_BaseF76 co mod HuntingRifle SCOPE Glow Base
Standard Sightsmod_HuntingRifle_SCOPE_IronSights_BaseF76 co mod HuntingRifle SCOPE IronSights Base
Long Scopemod_HuntingRifle_SCOPE_LongScope_BaseF76 co mod HuntingRifle SCOPE LongScope Base
Long Night Vision Scopemod_HuntingRifle_SCOPE_LongScope_NV_BaseF76 co mod HuntingRifle SCOPE LongScope NV Base
Long Recon Scopemod_HuntingRifle_SCOPE_LongScope_Recon_BaseF76 co mod HuntingRifle SCOPE LongScope Recon Base
Medium Scopemod_HuntingRifle_SCOPE_MediumScope_BaseF76 co mod HuntingRifle SCOPE MediumScope Base
Medium Night Vision Scopemod_HuntingRifle_SCOPE_MediumScope_NV_BaseF76 co mod HuntingRifle SCOPE MediumScope NV Base
Reflex Sight (Dot)mod_HuntingRifle_SCOPE_reflex_BaseF76 co mod HuntingRifle SCOPE reflex Base
Reflex Sight (Circle)mod_HuntingRifle_SCOPE_reflex_Circle_BaseF76 co mod HuntingRifle SCOPE reflex Circle Base
Short Scopemod_HuntingRifle_SCOPE_ShortScope_BaseF76 co mod HuntingRifle SCOPE ShortScope Base
Short Night Vision Scopemod_HuntingRifle_SCOPE_ShortScope_NV_BaseF76 co mod HuntingRifle SCOPE ShortScope NV Base
Short Recon Scopemod_HuntingRifle_SCOPE_ShortScope_Recon_BaseF76 co mod HuntingRifle SCOPE ShortScope Recon Base

Muzzle[editedit source]

Modifications list
ModEffectsCrafting
Muzzle Brakemod_HuntingRifle_muzzle_brake_BaseF76 co mod HuntingRifle muzzle brake Base
Compensatormod_HuntingRifle_muzzle_compensator_BaseF76 co mod HuntingRifle muzzle compensator Base
Standard Large Bayonetmod_HuntingRifle_muzzle_LargeBayonet_BaseF76 co mod HuntingRifle muzzle LargeBayonet Base
Suppressormod_HuntingRifle_muzzle_suppressor_BaseF76 co mod HuntingRifle muzzle suppressor Base


Locations[editedit source]

Boxing glove ·Death tambo ·Deathclaw gauntlet ·Knuckles ·Mole miner gauntlet ·Power fist ·Meat hook
BladedAssaultron blade ·Bowie knife ·Chainsaw ·Chinese officer sword · (Blade of Bastet) · (Grant's saber) · (Meteoritic sword) ·Combat knife ·Cultist blade ·Cultist dagger ·Drill ·Fire axe · (Grognak's axe) ·Guitar sword ·Hatchet ·Machete ·Mr. Handy buzz blade ·Multi-purpose axe ·Pickaxe ·Pitchfork ·Revolutionary sword ·Ripper ·Shishkebab ·Shovel ·Sickle ·Ski sword · (Black Diamond) ·Spear ·Switchblade
BluntBaseball Bat ·Baton ·Board ·Bone club ·Bone hammer ·Commie Whacker ·Golf club ·Lead pipe ·Pipe wrench ·Pole hook ·Pool cue ·Protest sign ·Rolling pin ·Sledgehammer ·Super sledge · (All Rise) ·Tire iron ·Walking cane ·War drum
Pistols10mm pistol · (Anti-Scorched training pistol) ·.44 pistol · (Somerset Special) · (Voice of Set) ·Black powder pistol ·Flare gun ·Pipe revolver ·Single action revolver ·Western revolver
ShotgunsBlack powder blunderbuss ·Combat shotgun ·Double-barrel shotgun ·Pump action shotgun
SMGs10mm submachine gun · (Perfect Storm) ·Submachine gun
RiflesAssault rifle ·Black powder rifle · (The Dragon) ·Brotherhood recon rifle ·Combat rifle · (The Fixer) ·Crossbow ·Handmade rifle ·Hunting rifle ·Lever action rifle ·Radium rifle ·Railway rifle ·Syringer · (Rose's syringer) · (Vox syringer)
Heavy Weapons50 cal machine gun ·Auto grenade launcher ·Broadsider ·Fat man · (Daisycutter) ·Flamer · (Pyrolyzer) ·Gatling gun ·Light machine gun ·Junk Jet ·Harpoon gun ·M79 grenade launcher ·Missile launcher · (Bunker buster) ·Minigun
OtherCrossbow
ThrownThrowing knife ·Tomahawk
CryoCryolator
LaserLaser rifle ·Laser musket ·Gatling Laser ·Salvaged assaultron head ·Ultracite laser gun ·Ultracite Gatling laser
PlasmaPlasma Gun ·Gatling plasma
OtherAlien blaster ·Gamma gun ·Gauss rifle ·Tesla rifle
ThrownBaseball grenade ·Cryogenic grenade ·Fragmentation grenade ·Fragmentation grenade MIRV ·HalluciGen gas grenade ·Molotov cocktail ·Nuka Quantum grenade ·Pumpkin grenade ·Pulse grenade ·Plasma grenade
PlacedFrag mine ·Pulse mine ·Plasma mine ·Nuke mine
Binoculars · (Pearly Peepers) ·ProSnap Deluxe camera
Parentheses () denote unique weapon variants
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Sniper_rifle_(Fallout_76)&oldid=2126681'
  • LevelSkip»

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The All American, Marksman Carbine, Sniper Rifle, La Longue Carabine and the Anti-Materiel Rifle are our objectives in this Part 2. Fallout New Vegas Sniper Guide Part 2 as you can probably guess follows on directly from Fallout New Vegas Sniper Guide Part 1 and will take you from where we finished up in part 1, the Sniper's Nest, on a trek to Vault 34 where we will find 3 more of the Sniper Rifles available in Fallout New Vegas and then onwards to attaining the final 2 sniper rifles.

This is a direct continuation of my character in Part 1, which again is a fairly standard character build. The level up options I have chosen have been chosen to achieve our objectives as quickly as possible. I am not claiming this is the best sniper build out there, just one of many.

So you're standing there at the Snipers Nest We have the Ratslayer, and we have just released the Gobi Campaign Scout Rifle from its imprisonment. Long range is now your friend and you should be able to deal with pretty much anything coming your way, at a distance. E-DE and its Enhanced Sensors is letting you know when enemies are letting you know where enemies are long before you can see them, and of course they are usually dead before they know where you are. Sniping in New Vegas is awesome, now we have some right rifles. There are more though, more Sniper rifles to find leading to more sniping fun, lets go get em.

Tip

If Merchants are selling Rad Away, BUY IT.

Vault 34 is completely irradiated, Rad Away will help you control you radiation level while in the vault.

188 to 34 +1

When you get to Trading Post 188 you will find a few merchants and a few NCR soldiers milling around, The Weapon Merchant there is worth taking a look at as she sells some sweet weapons, ammo, and mods, and is worth checking in on semi regularly to see what's she's got.

The main reason for stopping by 188 Trading Post is Veronica. Veronica can (and should) become a companion from here on out, she is primarily a melee fighter with her power fist. in Vault 34if you set her behaviour to aggressive she will charge around and take most of the heat off you, plus her fist is actually quite deadly so the damage she deals will help you out a lot in Vault 34. There is also no quest to be completed in order to enlist her services which suits us just fine, just don't tell her you hate the Brotherhood of Steel and she will join you.

Set your sights on Vault 34, and you should almost be able to go straight there. I hit Level 10 just before entering Vault 34 (Level up Instructions are below) which gave me the 80 in Science you will need (along with Programmers DigestScience Skill Magazine for extra +20 Science skill point bonus). There are plenty of things to kill on the way to vault 34, And even a Deathclaw nest to the southeast If you want to try your hand with them (I recommend the Gobi Campaign Scout Rifle if you do).

Level Up

Following on from Part 1. The perks you choose from here are really up to you as the rest of this guide does not rely on any one perk being selected. However I will still tell you what I chose, and why.

Level 8 - 16 Skill Points, Put all points on Science taking it to 62. As I mentioned briefly in Part 1. Perk - Intense Training, I put the extra SPECIAL point on Strength to meet the optimal use requirement (Strength 6) for the Gobi Campaign Scout Rifle and most of the other Sniper Rifles as well.

Level 9 - 15 Skill Points, put them all on Science taking it to 77.

Level 10 - 16 Skill Points, 3 points on Science taking it to 80. From here your skill points are yours to play with, do with them what you will or follow my suggestion. The remaining 13 points I put on Repair taking it to 45. (The reason I chose Repair is that at level 14 The Jury Rigging Perk becomes available which requires you have a repair skill of 90. Jury Rigging will let you repair your Sniper Rifles with many other weapons, making them much easier and much cheaper for you to repair, as well as being able to repair your armour with almost anything similar. ) Perk, I took Scrounger here. Scroungerincreases the amount of ammo you find in containers for looting. Snipers are pretty useless without ammo. I left Vault 34 with over 1100 10mm rounds. Good if you aren't playing hardcore.

Level 11 - 15 Skill Points, all on Repair taking it to 60.

New

Level 12 - 16 Skill Points, again all on Repair taking it to 76. Perk I took here was StrongBack, to carry an extra 50 pounds means I can carry more stuff to sell, even though I can fill up my 2 companions inventories as well meaning trips to the merchants are usually very profitable indeed.

Level 13 - 15 Skill Points, 14 to Repair to get it to 90, the extra 1 point is yours to play with, I started working my Guns skill toward 100.

Level 14 - 16 Skill Points for what ever you like. Perk, I took Jury Rigging. This makes keeping your Sniper Riflesmaintained much much easier. It also helps out when repairing various armours. So besides helping your weapons stay as deadly as possible it means almost any weapon or piece of apparel you sell should be in perfect or near perfect condition meaning more caps.

Remember The Radiation

Radiation is ever present in vault 34.

Monitor your radiation level throughout your time in the vault, because if the ghouls don't kill you, the radiation will.

Take Rad Away regularly to avoid advanced levels of radiation sickness. Take Rad X, any time you are taking more than 1 Rads per second.

Vault 34

Sniper Rifle - Marksman Carbine - All American

The Entrance to Vault 34 is surrounded by golden geckos, kill em all and make your wy inside. Inside the Vault you will encounter Vault Dweller and Vault Security ghouls tey can be hard to kill if you aren't prepared. In addition you will be constantly exposed to varying levels of radiation while in the vault, so make sure you have a good amount of Rad X and Rad Away. A Radiation Suit also helps, although offers minimal protection against any enemies you encounter.

Vault 34 is something of a 10mm heaven, you will find many 10mm pistols, 10mm SMGs, and plenty of 10mm ammo, as such a 10mm SMG is a handy weapon to walk around with inside the vault.

Terminals scattered around the vault give you a bit of an idea of what's gone on in the vault however my focus is getting to the armory. Here is how.

Once in the vault explore a bit you will eventually find a room with a window looking at a few ghouls, the door is INACCESSIBLE. Just around the corner from here is a flooded stairwell. I would recommend saving here. You need to do this quick or you will die. You have to do this twice on two separate staircases pretty much exactly the same.

Get in the water around the corner and slightly left, you will see a dead Vault Technician. Loot him for his password card thing, then get straight back to the stairs. Once you get back to the stairs (the first staircase only) you have the Ghouls from the formerly 'Inaccessible' room to deal with. Continue until you find the second Flooded Staircase and repeat the process.

If you then follow the 'Armory' signs you will come to the armory door, but just before it is the 'Utility' room, this room has a Very Hard terminal that needs to be hacked. Read your Programmers Digest (you should have 1 by now, I had 5 of them) kicking your science up to 100 and get hacking. Activate the pumps draining the the flooded areas. Head back to where the second flooded staircase was, It's now a closed door. Enter and go to Security Station A, you will find some Vault 34 Security Armour which is well worth keeping, and a Overseer's Journal Fragment. activate the terminal and disengage the lock to the Overseers Office.

You now need to head back up, and follow the signs to the the Overseer's office. Once you get to the Overseers Office door stop. Move to the left side of the hallway and open the door from there. 2 Ghouls will come at you from behind you, turn around but don't move into the centre of hallway or the turrets in the overseers office will carve you up. Deal to the ghouls then back to the overseers office. Take Care of the turrets (I had a grenade launcher here so just launched a few grenades into the office which took care of the turrets) then move in on the Overseer. Take him out and access his terminal to unlock the Armory.

You can now follow the Signs back to the Armory. The armory is pretty much christmas. You will more than likelyleave fully loaded up, as well as your companions being loaded up as well. You will find the Marksman Carbine, the All American, and a couple of SniperRifles lying around, as well as a Riot Shotgun, Mini-gun, Missile Launcher, C4 and some Assault Carbines. You will also find a Guns n Bullets Skill Book in a room on the armory level as well.

Vault 34 is linked in with a few quests you will probably run into later in the game, I'm not going into those here, however with the passage ways now open those quests should not be too difficult at all for you to complete later on. Alternatively If you aren't to irradiated you can explore a bit more and you may not not have to come back at all.

Vault 34 Complete

It may be a good idea to visit a doctor to have your radiation healed when you leave Vault 34. You can always fast travel back to Goodsprings and visit Doc Mitchell if you need to.

La Longue Carabine

If you wish you could probably complete this part before you go to Vault 34 if you like. I put Vault 34 first because you can get 3 Sniper Rifles at the same time and place.

La Longue Carabine is the private weapon of one Corporal Sterling of the NCR First Recon Sniper Division, based at Camp McCarran, and getting the weapon involves killing him. When you kill him you automatically fail the quest 'I Don't Hurt Anymore'. However if you complete that quest first his unit is sent to Camp Forlorn Hope where killing him without losing any reputation with the NCR becomes harder. The choice is yours. Me? I took him out at Camp McCarran.

First of all West of Vault 34 is the NCR Sharcropper Farms, and South West of there is Camp McCarran, you will more than likely run into some Fiends on the way, feel free to kill them.

Upon entering camp McCarran you will see a line of tents, First recon Sniper hang out in the tent 1 in from the right. Head there and you will find Corporal Sterling not too far away. you can loot a Sniper Rifle from one of the top bunks without stealing it so do that. Now to get La Longue Carabine without losing reputation with NCR you have to kill Corporal Sterling whilst remaining hidden. A lot of people say it must be done with one shot but I had to hit him twice and it worked fine. First of all take your companions to another area, either outside Camp McCarran, or into the terminal building, and tell them to wait there.

You need to find a spot somewhere where you are hidden, so crouch and make sure you are hidden. I also used a stealth boy to be doubly sure. When you can find a place where you are hidden and can get Corporal Sterling in your sights with a silenced weapon (that's the tricky bit) then take him out. Personally I used the Ratslayer and stealthboy when he was in a tent by himself, it took 2 head shots which wasn't ideal but worked none the less, and no rep was lost with NCR, Loot his body for La Longue Carabine. Pick up your companions and off you go. 1 to go.

Anti Materiel Rifle

The Creme de la Creme of Sniper Rifles.

Sniper

There isn't much to say about the Anti Materiel Rifle. You can loot them from NCR Ranger Veterans who sometimes carry them however I generally like the NCR so avoid this method.

That leaves buying one. The thing is you can't buy one until you hit a certain level. Level 16 to be precise. Head north east from Camp Mccarran and you will find the Gun Runners, once the location is found you can fast travel back there at will. you can also purchase one from the Weapons dealer at 188 Trading Post, although its condition will be poorer than one bought from Gun Runners.

At this point with nothing much else to do, I headed back to Goodsprings and starting pumping through the quests. Of course you don't have to, you can pick up quests in many of the locations you have already visited so take your pick. For me though, I've got my Sniper Rifles and a couple of friends, it was time for me to 'start the game' so to speak. Head back to Goodsprings and let the quests begin.

And We're Done

So that's it for my Fallout New Vegas Sniper Guide. I know that it is not as detailed nor as precise as many guides/walkthroughs you may have seen before, but I truly believe that much of the fun in New Vegas is in the exploration, and I wanted to try to not take that away.

I do hope you have enjoyed, or at least found this guide useful in one way or another. Please let me know what you think.

Thanks for checking out my guide, and if you would like a little more info on the Sniper Rifles to be found Check out, Fallout new Vegas Sniper Rifles.

Cheers


  • I always lean towards a sniping role in the Fallout games, you've covered a few things I hadn't considered before and I'll be sure to use them in my next playthrough!

  • Forgot I had this game on my PC. Decided to start as a sniper and looked all over for some decent builds. Yours, by far is the best. Thanks :D

  • Great guide! After going unarmed in my last play through, this was an excellent aid for a change of pace. Thanks for the help!

  • Thanks for the hub man! I haven't started this one yet, still working through the previous Fallout 3..these games have so much content in them, and you could replay them numerous time I imagine, with a different character! I have a hard enough time with one though! Too much life in the way of games!