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Fallout Wiki
FO76 publicteam xpd.pngFor an overview of the topic, see Gauss Rifle.


The YCS/186 is a unique weapon in Fallout: New Vegas.

Gameplay[edit]

The YCS/186 is a unique variant of the Gauss Rifle. The YCS/186 uses four Microfusion Cells per shot, instead of the normal five of a standard Gauss Rifle. It is slightly more accurate and has 20 more item HP than the standard variety. Its only drawback over the base model is a slightly increased weight, at 8 pounds instead of 7.

Durability[edit]

The YCS/186 can fire a total of about 495 times using standard cells from full condition before breaking.

Ammunition TypeDurability
ShotsReloads
Standard495495
Bulk584584
Optimized450450
Over charge329329
Max charge195195

Variants[edit]

Comparison[edit]

Legend
Weapon name (current weapon is highlighted) Weapon name (melee or unarmed) Weapon name (current weapon is highlighted) Weapon name (gun, energy or explosive)
Damage per attack (damage per projectile) Damage per attack (damage per projectile) Damage per second Damage per second
Area of effect damage Area of effect damage Effect damage & duration Effect damage & duration
Bonus effects Bonus effects Attacks per second Attacks per second
Critical chance % multiplier Critical chance % multiplier Critical damage Critical damage
Critical effect damage & duration Critical effect damage & duration With all mods attached With all mods attached
Attacks in V.A.T.S. Attacks in V.A.T.S. Action point cost Action point cost
Damage per action point Damage per action point Weapon spread Weapon spread
Magazine capacity (shots per reload) Magazine capacity (shots per reload) Durability (number of attacks before breaking) Durability (number of attacks before breaking)
Weight Weight Value in caps Value in caps
Value to weight ratio Value to weight ratio Skill required Skill required
Strength required Strength required
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondAttacks per secondCritical Chance % multiplierCritical damageAction Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Gauss Rifle 120
3603x2604030.035(1)39573000428.6755
YCS/186 140
4203x270403.50.02754(1)49583000375755

Location[edit]

Notes[edit]

  • Like the Gauss Rifle, the magnification is 3.5x for the scope of this weapon.
  • Companions may pick up this weapon without the player character noticing. Check companion inventories if the weapon cannot be found after assaulting the Mercenary Camp.
  • The mercenaries may not be hostile when one approaches them. Killing them to loot the YCS/186 results in no gain or loss of Karma.
  • A single shot in Hardcore Mode will use 0.4 pounds of ammunition, costing at a combined value of 12 Caps per shot.
  • Even though the YCS/186 uses 4 Microfusion Cells per blast, it's only possible to get one Drained Microfusion Cell from firing it.
  • It is not possible to obtain if one changes traits at the Sink Auto-Doc in Old World Blues after having already retrieved the Alien Blaster. This only applies if one has the Wild Wasteland trait.
  • It has the highest base damage of any non-explosive weapon in the game.

Bugs[edit]

Bugs
  • PCPC Playstation 3Playstation 3 Xbox 360Xbox 360 The Pip-Boy's displayed damage per second (DPS) for the gun doesn't account for the need to reload every shot, unlike other single shot weapons such as the Missile Launcher. This is due to the game mechanics not taking into consideration the weapon's use of more than 1 Microfusion Cell per shot.
  • PCPC Playstation 3Playstation 3 Xbox 360Xbox 360 Extremely rarely a projectile is fired, but no hit is detected although the projectile can clearly be seen to travel through the target. On the Xbox 360, this occurs primarily at long-range and most frequently against Deathclaws.
  • Xbox 360Xbox 360 In very rare circumstances the projectile will not fire at all, but still depletes the loaded ammunition. Possibly similar to the aforementioned bug.
  • PCPC Xbox 360Xbox 360 An incorrect normal map texture is specified for this weapon when it is equipped by the player, resulting in highly irregular shading across the weapon. Additionally, the weapon uses lower-resolution textures than most other weapons found in the game.
    • Repair This is fixed in version 1 of YUP.
  • PCPC Playstation 3Playstation 3 Xbox 360Xbox 360 The impact power of the gun is very high, resulting in the enemies being knocked through solid objects and into the terrain or through the game world (falling beneath it) making retrieval of their bodies and any goods impossible. Meltdown does not exacerbate this problem, but somewhat remedies it by changing the trajectory of the corpse or causing the impact force of the shot to dissipate when the energy explosion occurs.
  • PCPC Xbox 360Xbox 360 Sometimes if given to a companion (i.e. Arcade Gannon) it may disappear from their inventory and they will not have it equipped either.
  • Xbox 360Xbox 360 The weapon may become stuck at maximum condition. Even using Max Charge ammunition won't reduce the weapon's condition.
  • Xbox 360Xbox 360 The weapon may stay scoped in the center of the screen after scoping.
  • PCPC Playstation 3Playstation 3 Xbox 360Xbox 360 The Gauss Rifle in Fallout: New Vegas is almost identical to the one found in Fallout 3, and thus suffers from similar bugs, including the one that affects its damage output when fired via V.A.T.S. When used in V.A.T.S., any hit will do exactly 95.244% of the maximum damage, regardless of enemy damage threshold, critical hits, or Sneak Attack Criticals. This means, that with an Energy Weapons skill of 100, the Gauss Rifle shot will do 114.29 points of damage with every V.A.T.S. shot. This is still lower than free aiming, and no bonuses are applied to head shots. The damage bug is related to the Gauss Rifle projectile's "explosive" effect: the projectile is the only hitscan projectile that is also marked as explosive, which affects its V.A.T.S. damage calculations.
    • The Displacer Glove, which applies a similar visual effect on impact, is not affected by this bug, as it is not marked as explosive.

Sounds[edit]

SingleShotVB.png
ReloadVB.png
JamVB.png

Gallery[edit]