Holdout weapons

Holdout weapons are weapons which can be sneaked into areas where weapons are normally confiscated, primarily seen at the three Strip casinos: the Gomorrah, the Tops, and Ultra-Luxe. Weapons classified as holdout weapons depend on the player character's Sneak skill, though the lists are rather limited regardless. Internally, these lists are referred to as "Holdout Weapons" and "Improved Holdout Weapons," depending on whether the player character's Sneak skill is below 50 or at least 50, respectively.
==Overview==
At certain points in the course of the game, the Courier may have their weapons confiscated from them, in which they will then be presented with an option to retain some of their weapons in the form of a dialogue option, which usually ends with the text "<keep holdout weapons>." Selecting this option will result in retaining a small subset of their weapons; what weapons are retained depends on the Sneak skill.
The complete list of locations that confiscate weapons and allow the option to keep (improved) holdout weapons is: 
* Gomorrah
* The Tops
* The Fort
* Ultra-Luxe
* Camp McCarran interrogation room (when interrogating Silus)
==Holdout weapons==
These weapons are always concealable and able to be brought into weapons-free areas, regardless of Sneak skill. Many of these weapons can be purchased from the merchant Mister Holdout, who can be found near the entrance of the Gomorrah casino.
Legend	Legend 	Legend	Legend	Legend
 	- Weapon name 	 	 	- Action Point cost
 	- Ammunition used 	 	 	- Damage per Action Point
 	- Weapon damage 	 	 	- Weight
 	- Damage per second	 	 	- Weapon skill
 	- Explosion damage 	 	 	- Is weapon silent?
 	- Effect damage 	 	 	
 	 	 	 	 	 	 	 	 	 	
Brass knuckles 	 	18	36.9 	 	 	18	2.0 	1 	Unarmed 	
Cosmic knife 	 	12	36 	 	 	20	1.2 	1 	Melee 	
Cosmic knife clean 	 	15	45 	 	 	20	1.5 	1 	Melee 	
Cosmic knife super-heated 	 	14	42 	 	 	20	1.4 	1 	Melee 	
Figaro 	 	8 	33.2 	 	 	17	0.9 	1 	Melee 	
Knife 	 	8 	24 	 	 	20	0.8 	1 	Melee 	
Li'l Devil Gun Runners' Arsenal normal holdout weapons are not included in the improved holdout weapon list, and will be confiscated when using the improved holdout option.	12.7mm 	45	146.3	 	 	15	3.3 	3 	Guns 	
Love and Hate 	 	30	75.8 	 	 	19	3.2 	1 	Unarmed 	
MFC grenade 	 	1 	52.5 	75 	 	35	2.2 	0.5	Explosives	
Nuka-grenade 	 	1 	228 	350	+2 /5s	24	15.0	0.5	Explosives	
Police pistol 	.357 Mag	30	60 	 	 	19	1.6 	3 	Guns 	
Silenced .22 pistol 	.22LR 	9 	31.5 	 	 	17	0.5 	3 	Guns 	
Spiked knuckles 	 	25	59.2 	 	 	19	2.6 	1 	Unarmed 	
Straight razor 	 	5 	18.5 	 	 	18	0.6 	1 	Melee 	
Switchblade 	 	7 	14 	 	 	18	0.4 	1 	Melee 	
Throwing knife 	 	15	48.2 	 	 	20	0.8 	0.5	Melee 	
Tin grenade 	 	1 	65 	100	 	35	2.9 	0.5	Explosives	
: Note: Unique weapons are highlighted with a darker background.
: Note: Melee Weapons and Unarmed damage is doubled in V.A.T.S.
==Improved holdout weapons==
: See also: Fallout: New Vegas improved holdout weapons
These weapons can be brought into weapons-free areas should the Courier have a Sneak skill of 50 or higher. Bonuses from temporary effects, such as ¡La Fantoma! or Stealth Boys, are counted when determining the skill level.
Note that this list does not replace the standard list of holdout weapons; weapons from the standard holdout weapons list can always be brought into weapons-free areas, regardless of skill.
Legend	Legend 	Legend	Legend	Legend
 	- Weapon name 	 	 	- Action Point cost
 	- Ammunition used 	 	 	- Damage per Action Point
 	- Weapon damage 	 	 	- Weight
 	- Damage per second	 	 	- Weapon skill
 	- Explosion damage 	 	 	- Is weapon silent?
 	- Effect damage 	 	 	
 	 	 	 	 	 	 	 	 	 	
.357 Magnum revolver 	.357 mag	26 	45.5 	 	 	26	1.0 	2 	Guns 	
.44 Magnum revolverCompanion-specific variants of these weapons are not included, and will be confiscated from companion(s) (see Bugs).	.44 mag 	36 	67.5 	 	 	25	1.4 	3.5 	Guns 	
.45 Auto pistol 	.45 Auto	29 	79.8 	 	 	17	1.7 	1.5 	Guns 	
5.56mm pistolThe unique That Gun is not included 	5.56mm 	28 	77 	 	 	21	1.3 	5 	Guns 	
9mm pistol 	9mm 	16 	50 	 	 	17	0.9 	1.5 	Guns 	
10mm pistolThe unique weathered 10mm pistol is not included. 	10mm 	22 	60.5 	 	 	17	1.3 	3 	Guns 	
A Light Shining in Darkness 	.45 Auto	33 	144.4	 	 	15	2.2 	1.2 	Guns 	
Bowie knife 	 	23 	79.6 	 	 	20	2.3 	1 	Melee 	
Blood-Nap 	 	30 	110.8	 	 	17	3.5 	1 	Melee 	
C-4 plastic explosive 	 	1 	81.9 	250	 	 	 	0.5 	Explosives	
Chance's knife 	 	22 	91.4 	 	 	17	2.6 	1 	Melee 	
Chopper 	 	14 	54.9 	 	 	22	0.6 	2 	Melee 	
Cleaver 	 	7 	17.8 	 	 	22	1.3 	2 	Melee 	
Combat knife 	 	15 	48.5 	 	 	17	1.8 	1 	Melee 	
Compliance Regulator 	SEC 	8 	30 	 	Paralysis/10s 	15	0.5 	3 	Energy 	
Corrosive glove 	 	21 	22.9 	 	 	28	1.5 	4 	Unarmed 	
Detonator 	C-4 	 	 	 	 	 	 	0.5 	Explosives	
Dr. Klein's glove 	 	34 	46.4 	 	-5 EW/30s-2 ST/30s	18	3.8 	4 	Unarmed 	
Dr. Mobius' glove 	 	28 	38.2 	 	-5 EW/30s-2 ST/30s	15	3.7 	3 	Unarmed 	
Dynamite 	 	1 	30.8 	75 	 	24	3.2 	0.3 	Explosives	
Fat mine 	 	5 	148.4	450	+10 /12s 	 	 	3.25	Explosives	
Fire bomb 	 	1 	12.5 	20 	+4 /8s 	24	1.0 	0.5 	Explosives	
Flare gun 	FF 	10 	18.5 	 	+1 /10s 	30	0.4 	2 	Energy 	
Flash bang 	 	1 	0.7 	 	 	24	0.04	0.5 	Explosives	
Frag grenade 	 	1 	82.2 	125	 	24	5.3 	0.5 	Explosives	
Greased Lightning 	 	32 	96 	 	 	28	2.3 	6 	Unarmed 	
Hatchet 	 	16 	40.6 	 	 	22	1.4 	2 	Melee 	
Industrial hand 	 	50 	160 	 	 	65	1.5 	10 	Unarmed 	
Laser pistol 	SEC 	12 	45 	 	 	15	0.8 	3 	Energy 	
Laser pistol (GRA) 	SEC 	12 	45 	 	 	15	0.8 	3 	Energy 	
Lead pipe 	 	22 	55.8 	 	 	24	1.8 	3 	Melee 	
Long-fuse dynamite 	 	1 	30.8 	75 	 	24	3.2 	0.5 	Explosives	
Loyal's detonator 	 	0 	0 	 	 	 	 	0.5 	Explosives	
Lucky 	.357 mag	30 	82.5 	 	 	17	1.8 	2.5 	Guns 	
Maria 	9mm 	20 	75 	 	 	15	1.3 	1.5 	Guns 	
MF Hyperbreeder Alpha 	MFB 	25 	175 	 	 	20	3.8 	7 	Energy 	
MFC cluster 	 	6 	297.4	450	 	 	 	0.5 	Explosives	
Mysterious Magnum 	.44 mag 	42 	102.4	 	 	22	1.9 	4 	Guns 	
Pew Pew 	SEC 	75 	150 	 	 	35	2.1 	3 	Energy 	
Plasma grenade 	 	1 	147.4	225	 	24	9.4 	0.5 	Explosives	
Plasma pistol 	SEC 	33 	57.8 	 	 	30	1.1 	3 	Energy 	
Plasma pistol (GRA) 	SEC 	33 	57.8 	 	 	30	1.1 	3 	Energy 	
Police baton 	 	10 	27.7 	 	 	23	0.8 	2 	Melee 	
Power fist 	 	40 	43.6 	 	 	28	2.9 	6 	Unarmed 	
Power fist (GRA) 	 	40 	43.6 	 	 	28	2.9 	6 	Unarmed 	
Pulse grenade 	 	1 	7.2 	10 	+200 	24	0.5 	0.5 	Explosives	
Ripper 	 	50 	50 	 	 	65	1.5 	6 	Melee 	
Ripper (GRA) 	 	30 	28 	 	 	65	1.5 	6 	Melee 	
Salt-Upon-Wounds' power fist 	 	45 	64.4 	 	+3 /10s 	25	4.8 	6 	Unarmed 	
Saturnite fist 	 	35 	63 	 	 	25	2.8 	4 	Unarmed 	
Saturnite fist super-heated 	 	55 	90.8 	 	 	25	4.4 	4 	Unarmed 	
Sawed-off shotgunThe unique Big Boomer is not included. 	12 ga 	100	234.4	 	 	37	2.7 	4 	Guns 	
Scientist glove 	 	21 	28.6 	 	 	28	1.5 	2 	Unarmed 	
She's Embrace 	 	25 	44 	 	 	20	2.5 	10 	Unarmed 	
Sleepytyme 	10mm 	22 	220 	 	 	22	4.0 	5 	Guns 	
Sonic emitter - Gabriel's bark 	SEC 	55 	56.9 	 	+20 	30	1.8 	2 	Energy 	
Sonic emitter - opera singer 	SEC 	55 	56.9 	 	+20 	30	1.8 	2 	Energy 	
Sonic emitter - revelation 	SEC 	31 	32.1 	 	+20 	30	1.0 	2 	Energy 	
Sonic emitter - robo-scorpion 	SEC 	65 	67.2 	 	+20 	30	2.2 	2 	Energy 	
Sonic emitter - tarantula 	SEC 	60 	62.1 	 	+20 	30	2.0 	2 	Energy 	
Sterilizer glove 	 	21 	28.6 	 	 	28	1.5 	3 	Unarmed 	
The Humble Cudgel 	 	26 	72 	 	 	21	2.5 	3 	Melee 	
Time bomb, high yield 	 	1 	130.8	400	 	 	 	0.5 	Explosives	
Tire iron 	 	15 	34.6 	 	 	27	1.1 	3 	Melee 	
Two-Step Goodbye 	 	70 	76.4 	 	 	28	5.0 	6 	Unarmed 	
War club 	 	19 	57 	 	 	21	1.8 	3 	Melee 	
Yao guai gauntlet 	 	20 	32.6 	 	 	22	1.8 	10 	Unarmed 	
: Note: Unique weapons are highlighted with a darker background.
: Note: Melee Weapons and Unarmed damage is doubled in V.A.T.S.
==Notes==
* If choosing the holdout dialogue option, weapons carried by companions will be confiscated based on the player character's Sneak skill, not that of their companion(s).
* There are only two holdout weapons which Lily Bowen is capable of using: frag grenades, and plasma grenades. This is due to a restriction placed on Lily which limits what weapons she can use, primarily limiting her to heavy weapons such as miniguns.
* When disarmed upon entering weapons-free areas, all confiscated weapons are stripped of their associated hotkeys.
* If the Courier convinces Swank to give them back their weapons to deal with Benny in Ring-a-Ding-Ding!, the Courier will be allowed to bring all of their weapons into The Tops from then on.
* Killing the Legionary main gate guard (silently) at The Fort will bypass the weapons check entirely for any later visits there. Likewise, silently killing the weather station guard in the weather monitoring station will allow bringing the weapons back outside without the guard confiscating them.
* Weapons which are also quest items, such as the missing laser pistol, cannot be confiscated regardless of Sneak skill.
* Sleepytyme is the only submachine gun holdout weapon. It is a silent weapon.
==Bugs==
* The companion-specific versions of some improved holdout weapons are not included in these lists, and will be confiscated when these companions enter casinos. This includes melee weapons such as Cass's combat knife and Raul's lead pipe, which differ from the normal versions only in that they cannot be taken by the player character. 
* ED-E's integrated weapons can be brought into weapons-free areas as holdout weapons, but only if the Courier's Sneak skill is below 50. This is caused by ED-E's weapons being included on the holdout weapons list but not the improved holdout weapons list.
* Rex's Bite "weapon" is not classified as a holdout weapon and will be confiscated.
* Occasionally, weapons carried by companions will not be returned after exiting a casino. Therefore it is advisable to safely store any unique weapons before entering any casino.
 
de:Versteckte Waffe
es:Armas de mano pequeñas
ru:Оружие скрытного ношения
zh:Holdout weapons