Fallout New Vegas

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From here on �C6� is shorthand for �Courier 6� and �GSC� is short for �Goodsprings Compound.�

General Information:

-The bed in C6�s House gives a Well Rested bonus.
-Bitter Drink recipe added. It is located on the work table in the house infirmary.
-Powder charge recipe located at the house workbench.
-Water purifier located in the house kitchen.
-Ice-cold Nuka is availabe in the house Nuka vending machine, but the amount is finite. You�ll need Nuka Chemist to increase the supply.
-All Sierra Madre Vending Machine Codes are provided in the locker next to the SM Vending Machine in the house kitchen. It�s your choice whether to use them up front or save them for Dead Money. They do carry into the Dead Money if you decide to use them in Goodsprings.
-Three reusable Chemistry Sets are located in the house infirmary. Two of these are generic loot sets which allow detox. One of these is a perpetual use chem set. I�ll leave it up to you how often to use it. This is the only one in the mod. A single generic loot set is located in the Companion Barracks.
-Be sure to look under the counters in the kitchen area of the Companion Barracks. Under each is a food locker. They tend to blend in with the background on a cursory look.
-Under the bunks in the Companion Barracks are lockers with gear appropriate for each of the bipedal companions. It�s obviouse who each locker is intended for.
-Two slot machines are located in the house�s living room. Both are still bound to specific casinos (Tops and Gomorrah). Chips are in the safe next to the machines to get you started. To redeem chips you still have to visit the appropriate casino.
-If there are too many placed or stocked items in the mod for your personal taste, players can clear the shelves, horizontal spaces, and containers within the compound. I have placed several empty storage containers in the trailer behind the armory to store any pre-placed items that individual players do not want in their compound.
-A respawning garden is located on the east side of the Armory. Respawn time is three days, but you cannot wait in the same cell as the garden or it won�t respawn.
-The gate in front of the Armory intentionally opens out, to prevent ground clipping due to the steep angle.
-The trailers next to the Barracks and behind the Armory are not Nav-meshed for companion entry. I did place items in them for realism. I saw no real need for companion entry into such small spaces. This was intentional.
-Both outdoor campfires are useable. The fires are for effect only. They do not damage anyone that approaches them. You may have to stand �dangerously� close to use for crafting.
-Gun Runners Arsenal shipment containers are located behind the Armory. The GRA Ammo shipment container respawns. The other DRA containers do not.
-I have added Hopeville shipment containers behind the Armory as well with items unique to the Divide. None of these containers respawn.
-There are also Crimson Caravan shipment containers co-located with the others. These hold fairly scarce or desireable DLC items that the player may want a small, steady supply of. These respawn every three in game days and spawn rules apply as far as waiting in the same cell.
-A Roughin-It bedroll is located in the armory. This is one of three replacer items in the mod. The weight has been reduced from 15lbs to 4 lbs. All functionality of the bedroll remains unchanged and this applies to all copies in game.
-There are placed copies of Lucky Shades and Authority glasses. I have removed the restrictions associated with these particular glasses so that they can now be worn with masks. These are the other two replacer items in the mod. Applies to all copies in game.

Courier 6 unique gear (Weapons and Armor):

I was very dissatisfied with many NV vanilla weapons (sounds, stats etc), so I have modified a personal collection of firearms for C6 into something I personally feel is more �realistic�: a .357 that sounds like a 357 and gets the job done, a BAR that�s�well you try it and see; heavy weapons that are worth their weight to carry; 50 BMG sniper rifles that do the overpowering damage they should, a full-auto 5.56, a shot pistol, an full-auto auto 12 GA, proper M1911A1�s, and the list goes on.
I also wanted the better armor pieces, unique to C6, available early on. I wanted them re-statted and enchanted as I felt they should be. Carrying around ridiculously heavy armor for just a modicum of DT, that degrades insanely fast, was something I though needed fixing. So, I fashioned a unique apparel set that is truly interesting�well, its interesting to me at least. Neither the C6 weapons or armor are intended to replace any of the fantastic custom weapon and armor mods (that I personally use many of); they are only there to offer the player tangible, ultra-effective in-game weapon and armor alternatives, and allow more choice.
Regarding weapons, I�ve re-statted, adjusted rates of fire, added Bonus effects, and re-sounded many guns so they feel more like firearms (and not the bland popguns of vanilla NV). I did the same for some particular armor pieces and enchanted them something in line with Skyrim gameplay, since we have no real mechanism to do that ourselves in New Vegas. I personally hate having a great piece of statted armor that looks like crap. I�ve put the same enchants on different pieces for choice.
All customized weapons and armors are in the armory, have applicable mods, and are labelled �Courier 6� with more realistic nomenclature. Only �Courier 6� weapons and armor pieces are modified and enhanced. There are no replacer weapons or armor. For example, the standard Automatic Rifle you find at the Sierra Madre will still suck�but the Courier 6 BAR FN DA1won�t!; Bozar will continue to be a great weapon of unrealized potential in vanilla NV, but its new .50 BMG semi-auto counterpart unique to C6, is awesome; Joshua Graham�s armor in Zion is good, but C6�s version is great; The Divide�s dusters are cool, but C6�s is way more badass; Riot Helmets are the greatest helmets in the game, but C6�s are still better!

Weapon Highlights:

- There are currently 68 unique edited weapons for C6.
- Most have a moderate Strength requirement of 2 with a low skill requirement of 25, with few exceptions. The exceptions are those that actually have a lower vanilla requirement.
- Most are repairable with a like weapon, with few exceptions. But, repair kits won�t be hard to come by. Exceptions to this rule are listed below in weapon data.
- Many C6�s unique versions of weapons are fixes to their vanilla NV counterpart weapons; especially the Dead Money Automatic Rifle, GRA Bozar, That Gun, Honest Hearts .45 Autos and SMG, most revolvers, Marksman Carbine and All-American, Lonesome Road Red Glare and SMMG, and others.
- All C6 weapons are stand alone models. None are included in merchant inventories. There are 2 copies of each weapon in the mod (either displayed on tables or in �custom weapons� lockers). There are only one copy of �special� weapons, but there are extras for lower tier weapons, for companion use. Extras are located in the Barracks. Some C6 unique weapons use a New Vegas unique as their model (All-American, Lucky, Love and Hate to name a few), or the GRA Custom version; and others use the standard vanilla NV weapon model. Either way, they are still labelled �Courier 6.�
- There are no changes to texture and model files. Changes are limited to stats, effects, function, sound files, and animations.
- Make sure to check DAM/DPS data and any attached Bonus in your Pip-Boy for each weapon so you know what you have. C6 weapons are quite different (what I personally consider, realistic) compared to their vanilla model counterparts, i.e rechambering from 5.56 to .308, adding effect bonus, new sounds, or full auto mechanics where once was semi-auto. Appropriate animations have been changed (or added) where necessary.
- Minimum 1000 Health for all weapons.
- Higher criticals, and Limb DAM values for most C6 unique weapons.
- Higher DAM and DPS (some DPS re-calculated for specific weapons and attacks per second have been revised in most cases�sometimes calculated up with lower DAM, and sometimes calculated down where it seemed appropriate to have higher Damage up front).
- Tightened spreads fairly dramatically for all C6 unique weapons. I left shotgun spreads slightly looser for realism and effectiveness (but they�re still pretty tight).
- Higher rates of fire for specific weapons. I thought some weapons should have higher semi-auto fire rates for a more satisfying (and realistic?) experience, (i.e. Blade Runner, M1911A1, Custom Commander, Hi-Power, SMMG, and BAR). The result is adjustments to Attack Shots/Sec with slightly lower up front DAM than I may have wanted, but higher DPS-(much higher in some cases).
- Resounded most guns so they feel like GUNS. I think most would approve.
- Most weapons will use standard or GRA mods; some won�t�if they don�t, you won�t need them!
- All weapons pack a significantly bigger punch, or have higher DPS values where approriate. Weapon are stronger, but not to the point of absurdity�well, let�s face it, when your Guns score is 100, everything is absurd! There are a few REALLY powerful weapons added as �prototypes� for fun and flavor. You�ll know them when you see them. You don�t need them or have to use them, but they are pretty cool if you�re in the mood. They�re there for fun.
- All C6 unique weapons have been added to appropriate weapon/perk lists (Holdout, Improved Holdout, The Professional, Grunt, Cowboy, Laser Commander, Plasma Spaz, Shotgun Surgeon, And Stay Back!, etc). Take all of your normal perks with confidence, C6�s unique weapons are included in the lists.
- C6�s unique versions of Caravan and Lever-Action Shotguns have been up-statted and re-chambered for 12GA Ammo lists. The C6 unique Lever Action Shotgun (�Courier 6 Model 1887�) and Caravan shotgun (�Courier 6 Sawed-Off Citori�), have both been up-chambered to 12 GA from 20GA. The Cowboy Perk will acknowledge this, and that�s why you are getting 12 GA shells in the Cowboy Perk Pack located in the Armory.
- Added in a unique custom Auto-12 (based on the Riot Shotgun) with a 20 round drum. High DAM/DPS, and high rate of fire. Very fun!
- Dramatically re-worked the Dead Money Auto Rifle with tighter spread, higher rate of fire, with better firing sound. It�s actually worth its weight now, and it is one satisfying weapon now. My personal fav.
- C6 has unique versions of the .45 Auto and Light Shining in the Darkness found in Zion. They are the �C6 M1911A1� and �C6 Custom Commander� and have higher rates of fire, higher DAM/DPS, and have been re-sounded. These are the same pistols as are found in my other mod �Courier 6 M1911A1 Goodsprings Stash.�
- All revolvers have better damage values, and higher rates of fire.
- Re-chambered down the DM Police Pistol to a .38 Special with higher criticals for minimalist players.
- Transformed All-American into a full- auto 5.56. High fire rate, tighter spread, much higher DAM with re-calculated DPS.
- Added in a C6 unique Designated Marksman carbine (vanilla Marksman Carbine), chambered in .308. Re-statted as appropriate and re-sounded to .308.
- Re-chambered and re-statted Bozar into the .50 BMG semi-auto death machine it should have been.
- Included 3 x hi-energy �prototypes� (at least the big-headed aliens left behind something useful for the folks at Area 51 to reverse engineer!) for those interested in waylaying anything in their path. They�re super deadly, with even a moderate Energy Weapons score, but are included more for wasteland fun than anything.
- Included three C6 unique pistols based on vanilla uniques that are very powerful (�Hail Mary,� High Stakes,� and �Windfall�). These are not recommended if you want challenging gameplay.
- Added a C6 unique Wasteland Judge (based on the 12.7 mm pistol�muzzle certainly looks large enough!); a 20 GA semi-auto pistol (would�ve used .410 but alas, no). Makes use of Shotgun Surgeon and And Stay Back! Perks. Sounds and fires like a shotgun too. This is classified in-game as a shotgun and not a pistol.
- More effective unique melee weapons, including a deadly war axe (based on the previously lackluster hatchet�I really like axes) and fighting knife (based on the LR Bowie Knife which I really liked) and a two-handed Battle Axe (based on Knock-Knock�did I say how much I liked axes?!)
- I only re-vamped three Big Guns for C6 uniqueness, and decided to focus on the more unusual ones that I had high hopes for, and actually wanted to use in the original game, but ended up stashing them in a locker somewhere because they were too gimmicky and useless for their weight: (Red Glare, K9000, and SMMG). Well, now they�re fixed as far as I�m concerned and worth the added weight. These guns do big damage, but are heavy compared to the other C6 uniques, to offset.
- 3x effective hold-out weapons: C6�s Silenced .22, Knuckle Dusters, and Switchblade.
- For the minimalists, there are several C6 unique weapons that are included for authentic realism: �C6 Bolt-Action .22 LR� (re-chambered down Varmint Rifle), �C6 Gov�t Service Rifle,� �.38 Police Special� (mentioned above) and �C6 Ranch Hand� (.357 re-chambered Trail Gun--scope mod included�the C6 version is no longer a .44 Mag!!). Also included here are Street Batons, Wasteland Toothpick, and Super Clean Knife Spears. These are all up-statted, but they are in no way overpowered. These are more in line with handicapped gameplay for those interested in such. You can find these in the companion barracks.
- Re-worked the LR Industrial Hand for a C6 unique fist, so Veronica can now use it. Two other power/ballistic fists added to C6�s uniques as well for unarmed players. Veronica can use these as well.

Armor Highlights:

- There are currently 51 individual unique armors and accessories in C6 GSC.
- Make sure you check the enchants/bonuses on each C6 armor piece/accessory, so you know what you are wearing. Check your Pip-Boy for included bonuses.
- Enchantments are significant in some cases. I personally wanted it that way, and there is a lot of choice included.
- All C6 armor pieces are unique like the C6 weapons, but you only get one of each piece. There is no locker with another copy of �C6 XD Combat Armor� or the �C6 XD Combat Helmet.� What you see on the shelves and tables is what you get.
- Better statted and enchanted armor and accessories made available from the outset as uniques for C6 (dusters, riot armors, riot helmets, cowboy gear, NVGs, rebreather, breathing masks, hats, etc) that are way more useful than just their good looks.
- DT has either been marginally or significantly increased for C6 unique armors and helmets.
- DT/weight ratios are much higher than vanilla.
- Most armors have increased carry capacity attached.
- Most C6 unique armor items have been re-set to Light Armor and re-weighted for player convenience. Most have light armor audio assigned as well, except for the two unique Medium armors.
- Most standard light armors are repairable with leather armor. All higher end, (previously designated Medium armors in vanilla NV), are repairable with standard combat armor.
- Unique hats and helms are repairable with pre-war hats or combat helmets.
- No C6 pieces are factional.
- Included unique accessories: Night Vision Goggles, re-statted breathing mask, personal (non-quest-related) rebreather, protective goggles and glasses.
- The Aegis Protective Mask and Aegis Protective Goggles are intended to be worn together, but you can wear them as individual pieces if you like. Restrictions have been removed from the mask, so have at it anyway you wish.
- The only cowboy hat included as a C6 unique is Daniel�s Hat. There is a Peacemaker and Gunslinger version though. I wanted to use the Ranger Hats as well, but it�s just too glitched (like most other vanilla hats) within the game to be assigned unique item IDs, or work with custom enchants. Any changes tend to make C6 wear it on their left ear. So, 1 unique cowboy hat is it�but�at least it is the best one in the game.
- De-factioned and customized NCR Ranger Patrol Armor and Ranger Combat Armor as unique gear for C6.
- Re-enchanted all Riot Helms as uniques for C6 (all five game models, which includes NCR Ranger helmet). Sneak Sight stays for three of them (between 6PM and 6AM or while indoors, as it works in vanilla), but a number of additional augments have been added, to include radiation resistance. I could have add water-breathing, but there is a C6 unique rebreather. I personally see that as a stand alone capability that should have a unique piece of equipment to enable. All Riot-type helms gain a minimum of +2 DT.
- I added night vision as a separate capability with its own set of goggles, because looking at a green screen tends to gets old and I didn�t want to attach that capability to a beloved helmet or item that you�d have to constantly take on and off. So, I went with it stand alone on a set of unique goggles.
- C6�s unique desert ranger helmet now has augments included, but still no sneak sight; same with the C6 unique NCR Ranger Combat helmet.
- A couple of useful non-combat skills enhancing hats have been included as C6 uniques.
- A set of Reilly�s Rangers Battle Armor seems to have made its way from the Capital Wasteland out west into C6�s possession, but this seems a far better set than what Reilly gave the Lone Wanderer. Only the armor is re-statted. The Ranger Battle Helmet glitches when edited. So it remains unchanged.
- 3 x high critical assassin/stealth suits. Try them out. One gives you a full stealth field. The other two are included for variety and just in case you get tired of walking around invisible all of the time, but still want your high criticals and augmented stealth.
- 2 X chemical/radiation suits. Just FYI, the game only allows you to block no more than 80% of radiation exposure. I personally think this is a good mechanic and it stays in place here.
- Many accessories can be worn together: i.e NVGs and Riot Helm; Glasses and breathing mask; NVGs and breathing mask. I have also re-configured a C6 unique version of Chalk�s hat (for scouting), and removed its wear restrictions so that you can wear shades, glasses, masks or NVGs with it. Try them all out and see what works together! A couple of the combos look pretty cool�and happen to actually be useful.
- Most restrictions have been removed from apparel, so as to allow more mixing and matching. The only exception to this are the total-body covering outfits like the Chinese Stealth Suit models, science outfit models and radiation suit models. Some restrictions still apply to these. Masks cannot be worn while equipping these, but glass can.
- Authority Glasses and Lucky Shades are replacer items in the mod. The only edit to these is the removal of restrictions so you can wear them with masks. This applies to all copies in-game.



All Courier 6 unique weapons and apparel pieces work with the Jury Rigging perk and work fine within the DLCs.


Courier 6 Unique Weapon Inventory and data:


Weapon Name lbs Hlth Crit DAM DPS Value Limb Crit % Mods APs Notes
Pistols / Revovlers � � � � � � � � � � �
Courier 6 Flare Gun 1.5 1000 40 40 102 1200 2.0 2.0 N 5 Fire DAM/Frightens Aboms
Courier 6 .22 Holdout 1.5 1000 25 25 93 3000 1.5 3.0 N 5 0 Skill, 1 ST Req; Bonus Crit Ch/DAM
Courier 6 Nail Gun 3.0 1000 10 10 140 5000 2.0 2.0 N 10 Fire Rate: 14; Bonus CC/LD,Silent
Courier 6 Hi-Power 1.5 1000 35 30 119 4500 1.5 2.5 Y 10 Dummy Knife - Bonus Criti Chance
Courier 6 SA Army 2.0 1000 35 50 124 4500 1.5 2.5 Y 10 Dummy Knife - Bonus Crit Chance
Courier 6 Model 29 3.0 1000 40 60 140 5000 1.5 1.5 Y 15 �
Courier 6 M1911A1 1.5 1000 50 45 179 6000 2.0 2.0 Y 10 Dummy Knife-Bonus Crit Chance; Clip: 8
Courier 6 Custom Cmdr 1.2 1000 50 40 154 6500 2.0 3.0 N 10 Clip: 7. Bonus Crit Ch/Crit DAM
Courier 6 Blade Runner 4.0 1000 50 45 157 6500 2.0 2.5 N 10 Rep: 9mm; Bonus Crit Ch/Crit DAM
Courier 6 .45-70 BFR 4.0 1000 50 80 140 6000 1.5 1.5 Y 15 Ignore DT/DR
Courier 6 .45-70 BFRSeq 4.0 1000 50 80 142 7500 2.0 2.0 N 15 Ignore DT/DR
SMGs � � � � � � � � � � �
Courier 6 A-180 Sup 5.0 1000 20 15 105 4500 1.5 3.0 Y 10 Bonus Crit Ch/Crit DAM
Courier 6 Thompson 11.0 1000 40 25 275 6500 1.5 1.5 Y 15 Fire Rate: 11; Attk Shot/sec: 11.00
Courier 6 10mm Elit Sup 5.0 1000 20 25 240 8500 2.0 2.0 N 10 Silenced
Shotguns � � � � � � � � � � �
Courier 6 WL Judge 3.5 1000 50 50 112 6000 2.0 2.0 N 10 Rep: 12.7mm; Bonus Crit Ch/Crit DAM (20 GA)
Courier 6 S-O Citori 4.0 1000 50 75 112 5000 1.5 1.5 N 10 Chambered to 12 GA
Courier 6 Model 1887 4.0 1000 50 60 127 5000 1.2 1.2 N 10 Chambered to 12 GA
Courier 6 Mdl 870 6.0 1000 50 75 149 6500 1.2 1.2 Y 15 �
Courier 6 Mdl 870 Super 6.0 1000 60 80 159 7500 1.5 1.5 N 15 �
Courier 6 Auto-12 6.0 1000 25 80 285 12000 1.5 1.5 N 15 Rep: Hunt Shotgun; 20 Rd Mag; Full Auto
Rifles � � � � � � � � � � �
Courier 6 Predator Sup 4.0 1000 45 55 104 9000 3.0 5.0 N 10 Bonus Crit Ch/Crit DAM, 0 Skill, 1 ST Req
Courier 6 M1 E14 7.0 1000 50 70 150 5500 1.5 2.0 N 10 Bonus Crit Chance;Repair: Hunting Rifle
Courier 6 Lng Range Sup 6.0 1000 75 55 176 10000 2.0 2.0 N 10 Bonus Crit Ch/Crit DAM; Attk/Sec: 3.2143
Courier 6 Guide Gun 5.0 1000 80 90 138 20000 1.5 2.5 N 15 Bonus Crit Ch/Crit DAM
Courier 6 Bolt-Act .308 6.0 1000 110 75 150 12000 2.0 2.0 Y 15 Bonus Crit Ch/Crit DAM
Courier 6 AA Auto Carb 6.0 1000 30 30 221 12500 2.0 2.0 N 10 Fire Rate: 16; 5.56 Full-Auto; 30 Rd Clip
Courier 6 DM Carbine 6.0 1000 40 50 210 12500 2.0 2.0 N 10 .308 Semi Auto; 20 Rd Clip
Courier 6 .50 BMG SA 15.0 1000 100 100 222 20000 1.5 1.5 N 17 Repair: Anti-Materiel Rifle
Courier 6 .50 BMG Hec 17.0 1000 125 150 221 20000 1.5 1.5 Y 20 Ignore DT/DR

Machine Guns � � � � � � � � � � �
Courier 6 SAW 12 1000 20 25 253 10500 1.5 1.5 Y 15 Fire Rate (FR): 12; Attk/Sec: 10.15
Courier 6 BAR FN DA1 15 1000 50 40 300 13000 1.5 1.5 Y 15 Fire Rate: 12; Att/Sec: 7.50; Ignore DT/DR
Explosive � � � � � � � � � � �
Courier 6 Mk 25 6.0 1000 15 15 162 8000 1.2 1.2 Y 10 Bonus Crit Chance; Rep: Grenade Rifle
Courier 6 Old World M79 5.0 1000 40 70 115 6000 1.5 2.0 Y 10 Bonus Crit Ch/Crit DAM
Courier 6 China Lake GL 8.0 1000 20 50 166 6500 1.5 1.5 N 15 �
Energy Weapons � � � � � � � � � � �
Courier 6 Hi-E Plas Def 2.0 1000 35 35 131 7500 1.5 1.5 Y 10 �
Courier 6 Hi-E Holorif 8.0 1000 80 100 155 12000 1.5 1.5 Y 10 Holorifle DAM
Courier 6 Laser Cmdr 4.0 1000 45 50 190 12000 2.0 2.0 N 10 Ammo Use: +2
Courier 6 Auto Laser 4.0 1000 25 25 225 13000 1.5 1.5 Y 10 Rate of Fire: 10; Attk/Sec: 9.02
Unarmed/Melee � � � � � � � � � � �
Courier 6 Shp Dres Cane 2.0 1000 35 35 80 1000 1.5 1.5 N 3 Fatigue DAM
Courier 6 Switchblade 1.0 1000 30 20 83 1000 1.5 3.0 N 5 Bonus Crit Ch/Crit DAM; ST 1
Courier 6 Combat Knife 1.0 1000 40 40 92 1500 1.5 2.0 N 10 Bonus Crit Chance
Courier 6 Knuck Dusters 1.0 1000 40 40 101 1500 1.5 2.0 N 10 �
Courier 6 Energy Baton 2.0 1000 25 25 100 3500 2.0 2.0 N 5 Shock and Fire: 10 @ 5 sec
Courier 6 Lgn Gladius 2.0 1000 40 40 119 1600 2.0 1.5 N 12 Bonus Limb DAM
Courier 6 Fight Knife 1.0 1000 45 45 124 1750 2.0 2.5 N 10 Bonus Crit Ch/Crit DAM; Rep Cbt Knife
Courier 6 War Axe 2.0 1000 40 50 115 1750 4.0 1.5 N 12 Bonus Limb DAM
Courier 6 Buzz Saw 4.0 1400 25 75 75 5000 4.0 1.5 Y 15 Ignore DT/DR
Courier 6 Battle Axe 6.0 1000 50 75 146 6000 2.0 2.0 N 15 Limb DAM Bonus; Ignores DT/DR
Courier 6 Proton I-Axe 5.5 1000 50 80 141 6500 2.5 2.5 N 15 Damage Heatlh + DAM vs Robots, EMP
Courier 6 Indust Hand 5.0 2000 45 50 160 5000 1.5 1.5 N 15 Ignores DT/DR
Courier 6 Sat Supr Heat 4.0 2000 55 65 107 5000 1.5 1.5 N 15 Heat DAM
Courier 6 Thunder Boom 4.0 2000 75 75 102 20000 1.0 3.0 N 15 Bonus Crit Ch/Reduce Crit DAM
Big Guns � � � � � � � � � � �
Courier 6 Cust Red Glar 17.0 1000 20 40 366 15000 1.0 1.0 Y 15 �
Courier 6 SMMG 15.0 1000 20 35 400 16000 1.0 1.5 Y 20 FR: 14; RepairMinigun; Attk/Sec: 11.44
Courier 6 K9K Mini-Gun 17.0 1000 25 30 416 17000 1.5 1.5 Y 20 FR: 12; RepairMinigun, Attk/Sec: 13.56
Barracks Placed � � � � � � � � � � �
Coureir 6 Street Baton 2.0 1000 10 50 80 700 1.0 1.0 N 10 Fatigue DAM
Courier 6 WL Toothpick 2.0 1000 40 40 110 1300 2.0 2.0 N 10 Bonus Crit Ch/Crit DAM
Courier 6 Super Cleaner 4.0 1000 40 60 113 1500 3.0 1.5 N 15 Bonus Crit Ch/Limb DAM
Courier 6 BA .22 HB 4.0 1000 25 30 93 2000 2.0 2.5 Y 7 Bonus Crit Ch/Crit DAM
Courier 6 .38 Pol Spec 1.5 1000 30 35 100 4000 2.0 4.0 N 5 .38 Spec Only!/Bonus Crit Ch/Crit DAM
Courier 6 Govt Serv Rif 6.5 1000 25 35 130 3000 1.5 1.5 Y 10 Fire Rate: 11; Attk/Sec: 3.73
Courier 6 Ranch Hand 5.5 1000 50 50 115 3750 1.5 2.0 Y 12 Bonus Crit Chance; .357 Ammo - no .44 Mag
Supers � � � � � � � � � � �
Courier 6 Hail Mary 1.5 1500 50 50 200 20000 4.0 4.0 N 5 Bonus Crit Ch/Crit DAM
Courier 6 Hi-Stakes 2.5 1500 50 75 195 20000 4.0 4.0 N 6 Bonus Crit Ch/Crit DAM
Courier 6 Windfall 3.0 1500 50 100 190 20000 4.0 4.0 N 7 Bonus Crit Ch/Crit DAM
Courier 6 Hi-E Pr Pist 1.5 1500 40 35 420 20000 3.0 3.0 N 5 Full Auto; Ignore DT/DR; Rep: Laser Pist
Courier 6 Hi-E Pr Flam 3.0 1500 40 40 400 20000 2.0 2.0 N 10 Flamer; Ignore DT/DR; Rep: Laser Rifle
Courier 6 Hi-E Pr Rifle 3.0 1500 50 30 540 20000 2.5 2.5 N 10 Full Auto; Ignore DT/DR; Rep: Laser Rifle
68 Total






































Courier 6 Unique Armor and Accessory Inventory and data:


Apparel Name Lbs Type Health Value DT Repair Enchantments
Armor/Clothing � � � � � � �
Courier6 Sharp Dress Suit 2 LT 2000 2000 5 Pre-War Casual Charisma +2, Barter +25, Melee +15, Speech +25, Unarmed +15
Courier 6 Old World GO Uniform 2 LT 2000 2000 5 Leather Armor Charisma +2, Barter +20, Guns +10, Speech +20
Courier 6 Utility Coat 5 LT 2000 2500 7 Leather Armor IN +2, PER +2, Lockpick +20, Repair +20, Science +20
Courier 6 Tunnel Snake Armor 4 LT 2000 1200 8 Vault Suit Weight +20, EN +1, Melee +10, Unarmed +10, ST +1
Courier 6 Cowboy Drifter 2 LT 2000 1400 8 Leather Armor Weight +25, EN +2, PER +2, Med +15, Survival +15
Courier 6 Leather Drifter 6 LT 2000 1400 12 Leather Armor Weight +25, EN +2, PER +2, Med +15, Survival +15
Courier 6 Cowboy Drifter with Vest 4 LT 2000 2500 12 Leather Armor AP +10, Weight +25, Guns +15, Expl +15, Melee +15
Courier 6 Brush Survivalist 2 LT 2000 2500 10 Leather Armor Weight +50, Crit Ch +2, EN +2, Med +20, Survival +20
Courier 6 Vault-Tec Security Armor 10 LT 2000 3500 22 Combat Armor AP +10, Weight +50, Crit Ch +2, Energy Wpns +20, Guns +20
Courier 6 SM Security Armor 10 LT 2000 3500 22 Combat Armor AP +10, Weight +50, Crit Ch +2, Energy Wpns +20, Guns +20
Courier 6 Bull Combat Duster 4 LT 2000 5000 20 Leather Armor AP +10, Weight +50, Crit Ch +2, Energy Wpns +20, Guns +20
Courier 6 Bear Combat Duster 4 LT 2000 5000 20 Leather Armor AP +10, Weight +50, Crit Ch +2, Energy Wpns +20, Guns +20
Courier 6 Patrol Armor 12 LT 2000 6000 24 Combat Armor Weight +50, END +2, Melee +20, Unarm +20, ST +2
Courier 6 Brush Armor 6 LT 2000 6000 22 Leather Armor AP +20, Weight +50, Expl +20, Guns +20, Melee +20
Courier 6 AoS Combat Duster 4 LT 2000 6000 20 Leather Armor AP +20, Weight +50, Energy Wpns +20, Exp +20, Melee +20
Courier 6 Old World Combat Duster 4 LT 2000 6000 20 Leather Armor AP +20, Weight +50, Expl +20, Guns +20, Melee +20
Courier 6 Riot Gear Mk I 13 LT 2000 9500 30 Combat Armor AP +10, Weight +50, Crit Ch +2, Energy Wpns +20, Guns +20
Courier 6 LAPD Riot Gear and Jeans 10 LT 2000 9500 27 Combat Armor AP +10, Weight +50, Crit Ch +2, Energy Wpns +20, Guns +20
Courier 6 Black Combat Armor 15 LT 2000 10000 32 Combat Armor AP +10, Weight +50, Crit Ch +2, Energy Wpns +20, Guns +20
Courier 6 Riot Gear Mk II 14 LT 2000 11000 32 Combat Armor AP +10, Weight +50, Crit Ch +2, Energy Wpns +20, Guns +20
Courier 6 RR's Battle Armor 17 LT 2000 12000 36 Combat Armor AP +20, Weight +50, Expl +20, Guns +20, Melee +20
Courier 6 Desert Ranger Combat Armor 15 LT 2000 12000 35 Combat Armor AP +10, Weight +50, Crit Ch +2, Energy Wpns +20, Guns +20
Courier 6 U.S. Army Combat Armor 20 MED 2000 13000 40 Combat Armor AP +20, Weight +50, Expl +20, Guns +20, Melee +20
Courier 6 XD Combat Armor 22 MED 2000 14000 45 Combat Armor AP +10, Weight +50, Crit Ch +2, Energy Wpns +20, Guns +20
Special � � � � � �
Courier 6 Hi-Critical Executioner 10 LT 2000 10000 20 Combat Armor Crit Ch +5, LCK +3, Guns +20, Melee +20, Sneak +50
Courier 6 Hi-Critical Assassin 8 LT 2000 12000 17 Leather Armor AG +2, Crit Ch +5, LCK +3, PER +3, Sneak +75
Courier 6 Hi-Critical Infiltrator 5 LT 2000 15000 12 Leather Armor Crit Ch +5, LCK +3, PER +3, Sneak +100, Stealth Field 100
Courier 6 Environmental Suit 5 LT 1000 1500 10 Radiation Suit RAD Resist +100, Med +15
Courier 6 CBRN Suit 10 LT 1000 3000 15 Radiation Suit END +3, Poison Resist +100, RAD Resist +100, Med +20
Accessories � � � � � � �
Courier 6 Peacemaker 1 LT 1000 1000 1 Prewar Hat CHR +2, IN +2, PER +2, Barter +20, Speech +20
Courier 6 Gunslinger 1 LT 1000 1500 3 Prewar Hat AG +2, Crit Ch +5, LCK +2, PER +2, Sneak +20
Courier 6 Sharp Dress Hat 1 LT 1000 1500 2 Prewar Hat Crit Ch +2, Luck +3, Expl +15, Guns +15, Sneak 25
Courier 6 Wasteland Tinkerer 1 LT 1000 1000 1 Prewar Hat IN +3, PER +3, Lock +25, Repair +25, Science +25
Courier 6 Wasteland Scout 1 LT 1000 750 1 Prewar Hat AG +2, Crit Ch +3, LCK +2, PER +3, Sneak +25
Courier 6 Ranger Survivalist 1 LT 1000 750 1 Prewar Hat END +2, PER +2, Med +20, Survival +20
Courier 6 Spectacles 0.25 LT 1000 1500 1 Glasses CHR +2, IN +2, Barter +10, Science +10, Speech +10
Courier 6 Shooting Glasses 0.25 LT 1000 1500 1 Glasses AP +10, AG +2, Crit Ch +2, LCK +2, PER +2
Courier 6 Aegis Protective Goggles 1 LT 1000 2000 3 Glasses Crit Ch +3, LCK +2, PER +4, RAD Resist +25, Sneak +15
Courier 6 Aegis Protective Mask 1 LT 1000 2000 4 Glasses AG +2, END +2, Poison Resist +50, RAD Resist +50, Med +15
Courier 6 Aegis NVGs 1 LT 1000 3000 3 Glasses Crit Ch +2, LCK +2, PER +3, RAD Resist +25, Night Vision
Courier 6 Aegis Rebreather 0 LT 1000 2000 0 None RAD Resist +50, Water Breathing; AR +3
Helmets � � � � � � �
Courier 6 Tac Helmet Mk I 3 LT 2000 2500 5 Cbt Helm AG +2, Crit Ch +5, DR +10, LCK +2, PER +2,
Courier 6 Tac Helmet Mk II 3 LT 2000 2500 5 Cbt Helm AG +2, Crit Ch +5, DR +10, LCK +2, PER +2,
Courier 6 Energy Combat Helmet 3 LT 2000 3000 5 Cbt Helm AP +10, Crit Ch +5, LCK +2, PER +3, Energy Wpns +25
Courier 6 Wasteland Brute 3 LT 2000 3000 7 Cbt Helm DR +20, PER +2, Expl +20, Melee +20, Unarmed +20, ST +2
Courier 6 Protector Helmet 2 LT 2000 3500 8 Cbt Helm DR +20, PER +2, Expl +20, Melee +20, Unarmed +20, ST +2
Courier 6 LAPD Riot Helmet 3 LT 2000 4000 7 Cbt Helm AG +3, Crit Ch +5, LCK +2, PER +3, RAD Resist +25
Courier 6 Desert Ranger Combat Helmet 3 LT 2000 4000 7 Cbt Helm AG +3, Crit Ch +5, LCK +2, PER +3, RAD Resist +25
Courier 6 Combat Helmet Alpha 3 LT 2000 4500 7 Cbt Helm AG +2, Crit Ch +5, LCK +2, PER +3, RAD Resist +25, Sneak Sight
Courier 6 Combat Helmet Bravo 3 LT 2000 4500 7 Cbt Helm AG +2, Crit Ch +5, LCK +2, PER +3, RAD Resist +25, Sneak Sight
Courier 6 XD Combat Helmet 4 LT 2000 5000 10 Cbt Helm AG +2, Crit Ch +5, LCK +2, PER +3, RAD Resist +25, Sneak Sight
51 Total