[size=24pt]Armory[/size]
Military technology is the Brotherhood's main priority, and they have obtained as much tech as they possibly can. They'd even kill and go to war with other groups to get their hands on applied science.
Not as advanced as the Enclave, the Brotherhood soldiers often carry hi-tech Energy Weapons and are suited with Powered Infantry armor that consists of T-51b and T-45d suits. Under their fierce armor they wear Recon Armor which allows the wearer a degree of mobility in the bulky suits.
The Brotherhood have access to advanced computers which they have found in various military bases and Vault-Tec Vaults such as the Lost Hills bunker, the ruins of the Pentagon, Bunkers Alpha, Beta, Gamma, Hidden Valley and the Vault Prototype.
They are also in possession of heavy duty robots to assist them, like the intimidating Sentry bots, and even a 40-foot Communist-hating metal giant in the hands of the Capital Wasteland detachment.
[size=18pt]Armors:[/size]
Recon armor:
Is a suit of armor designed to be a comfortable under-armor for the T-45d power armor suit developed by the United States of America. The recon armor is a vacuum-sealed asbestos jumpsuit covering the entire body. Attached to it is the interface and mounts for the T-45d power armor. Its purpose is twofold - it allows the user to actually operate the armor and protect soft tissue from moving parts inside the suit and heat. Unlike the under-armor for the T-51b power armor models, this one is also designed to offer limited protection from anti-personnel weapons.
Use for: Training
Where: Everywhere
T-45d power armor:
T-45d suits were discovered by the Brotherhood of Steel in the ruins of the Pentagon and were extensively used by Brotherhood Knights and Paladins, along with modifications and makeshift repairs. Other variations can be found in terms of coloring and other decorations.
Use for: In battle
Where: Capital and Mojave
T-51b power armor:
The Mojave variant of the T-51b is a type of powered infantry armor, almost exclusively used by the Brotherhood of Steel. In order to wear the armor, the player must first acquire Power Armor Training, which can be obtained by completing the quest Still in the Dark and then completing Eyesight to the Blind or Tend to Your Business, or by completing For Auld Lang Syne. The T-51b power helmet is somewhat rarer than the actual armor, as most of the dead soldiers it is worn by wear the T-45d power helmet.
Use for: In battle
Where: Mojave
[size=18pt]Weapons:[/size]
Melee weapons:
Super sledge:
It has a slow swing speed, but makes up for this with high damage. With a well maintained super sledge, enough Melee Skill, and Critical Hits (Sneak or otherwise), you can kill most enemies (including super mutant masters and Enclave soldiers) with a single hit.
Used by: knights and paladins
Power fist:
Similar in construction to the "Big Frigger" power fist and others, the pneumatic power fist is a large metal glove, with a piston built in above the wearer's fist. The piston shoots forward with every punch, dealing more damage than most unarmed weapons. It no longer uses energy cells to operate.
Used by: knights and paladins
Combat knife:
The military issue combat knife is a rather common melee weapon.
Used by: All ranks
Weapons guns/heavy:
10mm:
The pistol uses 10mm ammunition, commonly found in Washington, DC and the surrounding Wasteland. It is similar to the Colt 6520, which is more common on the West Coast. It is also the first actual gun given to you in the game.
This weapon can be used to repair the silenced 10mm pistol and Colonel Autumn's 10mm pistol.
The 10mm pistol is almost always a superior choice to its counterpart, the Chinese pistol. It has a faster, more predictable fire rate, much greater accuracy, and better damage. It is generally a more common find.
A fully-repaired 10mm pistol can fire 552 rounds, exactly 46 magazines, before breaking. That's only half of what the Chinese pistol can do, though.
Used by: All ranks
R91 assault rifle:
The R-91 is a general-purpose automatic firearm, effective from short to medium range. However, the high spread and low damage per shot greatly reduce its effectiveness against targets at great range, or hard targets like giant radscorpions. Nevertheless, it remains a lightweight, hard-hitting weapon for low to midlevel Small Guns users. Condition degrades at a moderate rate. Poor-condition assault rifles are sold by many vendors across the Wasteland, and are found in raider-occupied camps, buildings, and Metro tunnels.
The basic assault rifle differs from the Chinese assault rifle: the latter does more damage (88 DPS compared to the R91 assault rifle's 64 DPS), but is also scarce and less durable. Spread and magazine capacity are identical.
An assault rifle at 100% condition can fire off 1247 rounds, about 52 magazines, before breaking.
Used by: Fighter ranks
Minigun:
Since it is so common, the minigun is comparatively easy to find and repair, as well as one of the few big guns easy to find ammunition for; nearly every super mutant brute encountered with one has at least 30 5mm rounds for it. It is also carried extensively by Brotherhood of Steel units, Brotherhood Outcast units, Enclave soldiers, as well as occasionally on some raiders, and slavers. This is offset somewhat by the minigun's high rate of fire quickly using up ammunition. Though it does use up ammunition as quickly as the Gatling laser, the minigun is designed as a sustained-firing weapon, and its rate of fire of 20 rounds per second means that it can use up 240 rounds in only 12 seconds of continuous firing. Because of this, those who intend to make use of it should buy additional ammunition, which is generally quite plentiful and cheap at shops.
Used by: Fighter ranks
Fat man:
The mini nuke projectile is very heavy, and if simply fired straight ahead, it will travel only a short distance before falling to the ground and detonating (causing you to be caught well within the very damaging mini-nuclear blast).
Used by: Fighter ranks
Sniper:
The sniper rifle is the top-tier long-range weapon. It has a scope and deals much more damage than the hunting rifle, but has a very rare ammunition type and is a very fragile gun.
The sniper rifle has very noticeable sway to it when manually aimed. The sway can be reduced with either a higher skill level in small guns, or by entering sneak mode. At 100 points in small guns, the scope has no sway at all. However, a crippled arm will result in severe sway while using the scope regardless of small guns skill points.
Used by: Fighter ranks
Laser weapons
Laser pistol:
The AEP7 laser pistol is a military-grade weapon used by the Brotherhood of Steel and the Enclave in Fallout 3 instead of the Wattz 1000 laser pistol used in previous Fallout games. Talon Company mercenaries may also be armed with them.
Like other energy weapons, the laser pistol has a multiplier on critical chance, making critical hits more frequent with this weapon over most others. Critical hits that are fatal reduce enemies to smoking piles of ash, but this process does not damage any equipment or items the victim was holding or wearing prior to their death.
Used by: All ranks
Laser rifle:
The laser rifle is a military-grade weapon used by the Brotherhood of Steel and the Enclave, instead of the Wattz 2000 laser rifle used in previous Fallout games. Its pistol-sized counterpart is the AEP7 laser pistol.
As with all energy weapons, the AER9 can suffer from poor performance if not properly maintained. The crystal arrays and non-mechanical components are delicate and if not properly serviced can lead to a loss of beam intensity, overheating, and energy regulation failure. Given that laser weapons were still in their infancy as regular military weapons, parts can be hard to come by in the wasteland. However, its lack of moving parts (aside from the microfusion cell holding latch and trigger mechanism) means it is resilient against extended use. By nature of firing a beam projectile, its shots will instantly hit, negating any need to lead the shot.
Used by: Fighter ranks
Tri-beam:
The tri-beam laser rifle has the appearance of a "sawed-off" laser rifle, missing the tube on the bottom length of the barrel, being rather shorter than other models, and having a new emitter aperture and attached wires. The new emitter fires three laser beams with each shot. It is the main weapon of the New Vegas Brotherhood of Steel. It also uses 3 microfusion cells when fired. This weapon also degrades very quickly and is very expensive to repair. With the Jury Rigging perk it can be repaired by normal laser rifles. The weapon is unable to be modded.
Used by: Fighter ranks in the mojave
Gauss rifle:
The scoped Gauss rifle is an advanced sniper rifle, that uses a series of 11 electromagnetic coils to energize and magnetize a pre-loaded standard projectile round at tremendous speed.[1] In appearance it is almost identical (apart from the addition of the buttstock), to the Gauss rifle of the Fallout 3 Operation: Anchorage add-on. The Gauss rifle featured in Fallout: New Vegas uses 5 microfusion cells per shot as opposed to the 1 used by its Fallout 3 counterpart.
Like most other energy weapons in Fallout: New Vegas, it can be expensive and difficult to find ammunition for and its rarity can make it difficult to maintain or repair. On the killing shot, the Gauss rifle's powerful shot causes a small distorted shockwave which will send enemies flying back.
Used by: Fighter ranks
Gatling laser:
This weapon has a Strength requirement of 8 to use effectively and uses electron charge packs as ammunition. It deals extremely high damage per second, particularly when used with a high energy weapons skill, focus optics mod and max-charged ammunition.
The Gatling laser achieves a high DPS by firing multiple low powered lasers at an incredibly fast rate, about 1800 rpm. It consumes ammunition at an equally incredible rate, depleting a full battery of 240 electron charge packs in just 8 seconds. Like any Energy Weapon, Gatling laser automatically ignores 2 DT while using regular electron charge packs; this value raises to 5 with over charge electron charge pack, over charge and even to 10 with electron charge pack, max charge.
Used by: Fighter ranks
Other
Frag grenade:
The frag grenade is a standard grenade creating an explosive blast and dealing significant damage, with a high chance to cripple limbs. It seems to have the same blast radius as its more powerful energy-based variant, the plasma grenade. They are commonly used by melee equipped raiders and super mutants when they are out of melee range.
Frag mine:
The frag mine looks like a tan shaped disk with a black gear and red button on top. The tan paint is most likely used to camouflage the mine out in the desert covered Capital Wasteland. The frag mine will begin beeping when a target comes within a short distance to it until it is disarmed or it detonates. The time until detonation depends on the Explosives skill of the person setting it off.