That Gun is perhaps the most iconic sidearm in the Mojave Wasteland, bridging the gap between early-game accessibility and late-game lethality. Known for its distinct motorized whine and the satisfying "ping" of its reload, this unique 5.56mm pistol is more than just a movie reference—it is a cornerstone for many specialized Courier builds. Understanding how to maximize its potential requires a deep dive into the weapon's mechanics, the ammunition system of the Mojave, and the specific perks that turn this compact revolver into a giant-slayer.

Core Statistics and Hidden Mechanics

To understand why That Gun remains a top-tier choice years after the game's release, one must look at the raw data. On paper, it deals 30 points of base damage per shot. While this may seem modest compared to heavy hitters like the Ranger Sequoia, its real power lies in its critical hit potential and fire rate.

The Critical Hit Powerhouse

That Gun boasts a critical hit chance multiplier of x2.5. This is one of the highest in the game for a one-handed firearm. When paired with a high Luck stat and the right perks, you aren't just shooting; you are consistently delivering devastating critical blows. The critical damage itself is equal to the base damage (30), meaning a standard crit effectively doubles your output before considering other modifiers.

Speed and Efficiency

Unlike many other revolvers in the game, That Gun features a motorized cylinder. This allows for an impressive rate of fire—roughly 3 attacks per second. Furthermore, the reload animation is significantly faster than single-loading revolvers like the .357 or .44 Magnums. It reloads its entire five-round cylinder at once, minimizing downtime during intense firefights with Cazadores or Legion hit squads.

Where to Find That Gun in Novac

Finding the weapon is relatively straightforward, as it is located in Novac, a town most players visit early in their journey toward the New Vegas Strip. However, there are multiple ways to acquire it, depending on your character's moral standing and financial situation.

The Legal Route

The weapon is held by Cliff Briscoe inside the Dino Bite Gift Shop (the giant concrete dinosaur). It is listed for purchase under his inventory. The price typically hovers around 1,000 to 1,750 caps depending on your Barter skill. For an early-game character, this can be a significant investment, but given that the weapon uses 5.56mm ammunition—which is plentiful—it pays for itself in efficiency.

The Stealthy Alternative

If you prefer to save your caps for implants or the Strip, the weapon can be stolen. It is located in the storage room behind the shop counter. The door is locked (Very Easy), and the weapon itself sits on a shelf among various rocket souvenirs.

To successfully steal it without turning the town of Novac hostile:

  1. Wait until Cliff Briscoe is distracted or looking away.
  2. Enter the storage room and close the door behind you.
  3. Use a Stealth Boy if your Sneak skill is low, though it is usually unnecessary if the door is closed.
  4. Pick it up from the shelf. Note that taking it will result in a small loss of Karma.

There is a known interaction where if you steal it and Cliff catches you, he may take it back, making it much harder to re-acquire. It is always safer to ensure the "Hidden" indicator is active before making your move.

The Ammunition Advantage

One of the primary reasons That Gun outperforms other pistols is its caliber. It is one of the few handguns that chamber 5.56mm rounds, which are typically reserved for service rifles and carbines. This gives the Courier access to a variety of specialized ammunition types that most pistols cannot utilize.

5.56mm Armor Piercing (AP)

AP rounds reduce the target's Damage Threshold (DT) by 15. This is crucial when facing armored opponents like Brotherhood of Steel Paladins, NCR Rangers, or high-tier robots. Using AP rounds in That Gun allows a pistol-wielding character to punch through armor that would normally shrug off 9mm or .357 rounds.

5.56mm Hollow Point (HP)

Against unarmored targets like Fiends, Geckos, or Great Khans, HP rounds are devastating. They offer a 1.75x damage multiplier but suffer from a 3x penalty against the target's DT. If the enemy has zero armor, That Gun’s damage jumps from 30 to over 52 per shot before critical modifiers.

.223 Caliber Rounds

For those on a budget, .223 rounds can be fired from That Gun. They deal slightly less damage (0.9x multiplier) but are significantly easier on the weapon's condition, reducing wear by 20%. This is useful for clearing out low-level pests without wasting expensive match-grade ammo.

Match Grade and Surplus

If you have the Hand Loader perk, you can craft 5.56mm Match rounds. These offer a 1.15x damage boost and a significant reduction in spread, making That Gun surprisingly accurate at medium ranges. Conversely, avoid Surplus ammo unless absolutely necessary, as it degrades the weapon three times faster than standard rounds.

Optimal Builds: The Critical Cowboy

To truly unlock the potential of That Gun, your character build should focus on Luck, Agility, and specific damage-boosting perks. While it is a pistol, it qualifies for several perks that you might not expect.

Essential Perks

  1. Cowboy: This is a vital perk. It provides a 25% damage increase to revolvers and lever-action firearms. Despite its high-tech appearance, That Gun is classified as a revolver, meaning this perk raises its base damage from 30 to 37.5.
  2. Better Criticals: Given the x2.5 multiplier, this perk is non-negotiable. It increases critical hit damage by 50%. With this, a critical hit from That Gun becomes a terrifying tool that can one-shot many mid-level enemies.
  3. Finesse: A flat 5% increase to your critical hit chance. Because of the weapon's x2.5 multiplier, this 5% actually turns into a 12.5% effective increase in crit frequency.
  4. Hand Loader: As mentioned, this allows for the creation of Match ammo and provides a steady supply of cases for high-pressure loads.
  5. Light Touch: If you wear light armor, this perk provides a flat 5% crit chance increase that is added after the multiplier, ensuring even more consistency.

S.P.E.C.I.A.L. Considerations

  • Luck: Start with at least 8 Luck. With the Luck Implant and the Naughty Nightwear or the 1st Recon Beret, you can reach 10 Luck easily. At 10 Luck, combined with Finesse and a x2.5 multiplier, your base crit chance with That Gun will be 37.5% before any other bonuses.
  • Strength: The weapon requires a Strength of 6. While this is high for a pistol, it is necessary to prevent aim sway and firing speed penalties. If you are playing a low-strength character, consider the Weapon Handling perk to reduce the requirement to 4.

Maintenance and the Jury Rigging Bottleneck

One of the few drawbacks of That Gun is its repair list. Unlike common 9mm or 10mm pistols, That Gun can only be repaired with other 5.56mm pistols. In the base game, the 5.56mm pistol is somewhat rare, often only appearing in specific vendor inventories like the Gun Runners or at the Great Khan Armory.

To mitigate this, the Jury Rigging perk (Repair 90) is highly recommended. This allows you to repair That Gun with any one-handed pistol, including the ubiquitous 9mm and .357 revolvers found on almost every Powder Ganger in the Mojave. Without Jury Rigging, you will likely find yourself relying heavily on Weapon Repair Kits, which require a high Repair skill and specific components (Scrap Metal, Scrap Electronics, Wonderglue, Wrenches, and Duct Tape) to craft.

Comparison: That Gun vs. Lucky

Many players debate whether to use That Gun or Lucky (the unique .357 revolver found in Primm). Both are available early and both rely on critical hits.

  • Lucky: Has a higher crit multiplier (x2.5, same as That Gun) and higher crit damage, but uses .357 ammo. It is slower to reload and has lower base DPS. It is a "true" cowboy gun.
  • That Gun: Offers higher fire rate, faster reloads, and much better armor penetration thanks to the 5.56mm AP rounds.

In most scenarios, That Gun is the superior choice for general combat, especially against armored factions like the NCR or Caesar's Legion. Lucky is often preferred for roleplaying or purely unarmored crit-fishing.

Tactical Use and Combat Tips

Using That Gun effectively requires more than just pointing and clicking. Its unique properties allow for specific tactical advantages in the field.

VATS vs. Real-Time

That Gun has a relatively low Action Point (AP) cost of 19. This makes it an excellent choice for VATS-heavy characters. You can often get off 5 to 7 shots in a single VATS cycle with a moderate Agility score. However, because of its low spread (0.5), it is also very capable in real-time aiming, especially at medium ranges where other pistols might struggle.

Handling the "Ping"

When the weapon reloads, a green light on the side turns yellow, then flashes green again with an audible "ping" once ready. This audio-visual cue is incredibly helpful in chaotic fights. If you hear the ping, you know you are clear to fire. If the weapon jams (due to low condition), the light will turn red. Always keep an eye on this indicator during high-stakes encounters like the "Come Fly With Me" quest or when navigating the REPCONN Test Site.

Robot and Super Mutant Encounters

That Gun is particularly effective against robots and Super Mutants. Many Super Mutants have a natural DT that negates small arms fire. Switching to 5.56mm AP rounds allows you to ignore their armor entirely. Furthermore, using That Gun against robots contributes to specific in-game challenges, such as "Benefit or a Hazard," providing extra XP and perks for those who favor this sidearm.

Legacy and Pop Culture Roots

While the mechanics make it a great weapon, its popularity is bolstered by its history. For those who played the original Fallout and Fallout 2, this weapon is an evolution of the .223 Pistol. The name "That Gun" is a meta-reference to the fan community, who frequently referred to the original weapon simply as "that gun from Fallout 1."

Visually, it is an unmistakable homage to the LAPD 2019 Blaster used by Rick Deckard in the film Blade Runner. The double triggers (though only one is functional in New Vegas), the transparent grip panels, and the glowing LEDs are all design cues taken directly from cinema history. This makes it a must-have for players who enjoy the "Tech-Noir" aesthetic within the retro-futuristic world of Fallout.

Long-term Viability

As you progress toward the late game and face enemies in the DLCs—such as the armored Lobotomites in Old World Blues or the Marked Men in Lonesome Road—many early-game weapons become obsolete. That Gun, however, remains viable.

Its ability to stay relevant is tied entirely to the 5.56mm ammo pool. As long as you have access to Armor Piercing and Match-grade rounds, That Gun can still contribute meaningful damage even in the final battle at Hoover Dam. While you might eventually supplement it with a Brush Gun or an Anti-Materiel Rifle for long-distance engagements, That Gun is the perfect "Plan B" for when enemies get too close.

Conclusion

That Gun is a masterclass in weapon design within the Fallout: New Vegas engine. It offers a perfect blend of style, utility, and power. By focusing on a critical hit build, securing a steady supply of 5.56mm AP rounds, and managing its repair needs through Jury Rigging, any Courier can turn this Novac souvenir into the most feared weapon in the Mojave. Whether you are a newcomer looking for your first reliable sidearm or a veteran optimizer, That Gun deserves a permanent spot in your quick-select wheel.