Protection Again Firarm and Meele Not Hsowing
| This page lists all weapons in Fallout four. |
|
Contents
- 1 Overview
- 2 Weapon statistics
- 3 Ballistic weapons
- 3.one Pistols
- 3.2 Rifles
- three.3 Shotguns
- 3.4 Pipage weapons
- three.5 Heavy weapons
- 4 Energy weapons
- 4.1 Light amplification by stimulated emission of radiation
- 4.2 Plasma
- 4.three Other
- 5 Radiation weapons
- 5.1 Gamma
- 6 Poison weapons
- 7 Explosives
- 7.1 Thrown
- 7.2 Placed
- 7.3 Faction explosives
- eight Traps
- 8.one Placed
- 9 Melee weapons
- 9.1 Bladed
- 9.2 Blunt
- x Unarmed weapons
- xi Renaming weapons
- 12 Mods
- 13 Notes
- xiv Bugs
- 15 Encounter also
- 15.i In Fallout 4
- 15.2 In the rest of the Fallout series
- 16 References
Overview
Unlike previous installments, weapons in Fallout 4 fall under 3 classifications, including normal, legendary, and unique. Normal weapons have no special bonuses on them whatever. Legendary weapons come with random bonuses applied to them and are only dropped by legendary enemies. Unique weapons are weapons that are already named and volition ever retain the aforementioned special bonuses. Uniques are typically either bought from merchants or are quest rewards. Normal and legendary weapons volition modify their name when mods are applied, unique weapons will not.
All stats are given with standard weapon modifications.
Weapon statistics
| General note: In the following descriptions, the statistics that are shown while playing the game will exist referred to every bit in-game numbers, while the numbers used by the game's code will exist referenced as internal numbers. Internal numbers tin can only be gathered through game editor or panel utilise. |
| Accuracy (): This is the Accurateness stat displayed in-game, which is derived from the internal game numbers for projectile deflection angles in an unknown way. Come across Spread for details on the internal measurements. |
| Activeness Bespeak cost (): The number of Action Points used per activation in V.A.T.S. Generally, this is a ane shot equivalent for semi-automatic weapons, only automated weapons may burn several rounds, usually three per VATS action. |
| Ammunition used (): The type of ammunition the weapon uses. This may be changed by the use of receiver mods. |
| Armor piercing: The amount of the target'south damage resistance the weapon ignores.[1] Also known as armor penetration. |
| Bash damage: This is the amount of damage a projectile weapon does when used as a melee weapon. |
| Critical striking Harm (): Most unmodified weapons that achieve a disquisitional hit adds twice the base of operations amount of impairment to the hit. The more specialized Sneak Attack Disquisitional deals twice the damage of a common critical strike. |
| Damage (): This is the damage caused by a unmarried click of the mouse/trigger. For virtually small guns, that's a unmarried bullet, just for shotguns, the impairment is as split between the shell'southward pellets, and for the Gatling laser it's a single axle. |
| Damage per second (): The manually calculated maximum circadian damage dealt in i second, expressed as rate of fire multiplied by harm. Weapons that require a reload every shot accept damage per second shown including reloading times; all others bear witness sustained rates without reloads. |
| Magazine capacity or shots per reload (): The maximum ammunition capacity of the weapon or the maximum number of shots possible earlier requiring a reload. |
| Magnification: The scope or sight mod's magnification rating. |
| Range (): In-game, range is a generalized stat for how far a weapon'south projectile tin can go before suffering from damage loss. This number is approximately where MaxRange is the full of modifiers to the MaxRange variable by mods equipped to the weapon. There are two subconscious internal range ratings, the minimum, and maximum range. Between bespeak bare and the minimum range, damage is full. Between minimum range and maximum range, damage decreases downward to the out of range value at a linear rate. Beyond the maximum range, the damage is reduced by the out of range value. Typically, the out of range value is a 50% loss of damage, though some weapons are higher or lower. Altitude for range is rated differently internally: near ranged weapons begin with range being 256 units and some research indicates that each of these internal units is meant to equal approximately 4 yards/meters, but more than effort is needed to confirm.[2] |
| Rate of fire (): The in-game given number gives the maximum cyclic number of shots/attacks per 10 seconds, without considering reloading. This is internally derived from the weapons attack delay rating divided by its speed rating. Withal, if a weapon is converted to automatic burn down, the time between shots becomes derived purely from its speed and/or firing animation duration.[3] |
| Recoil: Recoil is the visible movement of the weapon upon firing. Like spread it is represented in maximum possible degrees from the center. Dissimilar spread which is the invisible possible deviation of the projectile from a perfect shot, recoil visibly moves the weapon and crosshairs, and tin can exist condiment with the spread. Unlike spread which has a completely random management, recoil has a limited "window" which the kick can motility the weapon.[4] |
| Reload / Reload speed: This is made upwardly of at least two factors. The base of operations reload speed is derived from the reload animation speed in seconds. There is also a second internal value called reload speed that affects reload time in an unknown style, across the fact that higher values result in faster reloads. |
| Sight time: This is the amount of time information technology takes to transition from hip firing to sighted or scoped country, in seconds. |
| Sighted spread: The corporeality a weapon's spread is reduced to when aiming down a sight or scope. |
| Spread (): Spread is the hidden internal number of degrees from a perfectly centered shot that a projectile can potentially deflect. For example, a combat shotgun has a spread of 12°. When firing it, each of the viii pellets produced by the weapon can proceed separately from between 0° to 12°, randomly generated, in a separately randomly generated 360° cone. Most weapons have a minimum spread when the shooter is continuing still and fully focused, and a maximum spread. The degree of spread somewhat corresponds to the width of the crosshairs. Spread increases with each shot, by an amount different for each weapon, and slowly reverts to base spread afterwards a slight filibuster.[four] |
| Stability: This is an internal value that represents the amount of movement a sight or scope has without player interest. How the internal number relates to actual motion is currently unknown, across the fact that higher stability means less movement.[4] |
| Value to weight ratio (): This is the manually calculated ratio of the base of operations weapon value in caps to the weapon weight. |
| Weapon value in caps (): Base value of the weapon in caps. Resale value is affected past Barter skill. |
| Weight (): Weight value of the weapon that applies to encumbrance. Weapon weight also increases the amount of time it takes for you lot to ADS (aim down sights) or "scope." This is explained in a loading screen tool-tip |
| Unique outcome: Some weapons accept unique furnishings that pretain to them (ex: the Ruthless effect for Kellogg'southward Pistol). |
| Unique weapon entries are shaded. |
Ballistic weapons
Pistols
| Special result | Course ID | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | .44 pistol | 48 | 28.8 | 6 | 119 | 66 | 35 | one.2 | .44 round | 6 | 4.2 | 99 | 23.6 | 000CE97D | ||
| Eddie'due south Peace | 48 | 28.8 | 6 | 125 | 81 | fifty% more limb damage. | .44 circular | vi | 5 | 454 | 90.8 | 00225AE9 | |||
| | Kellogg'due south pistol | 48 | 28.viii | 6 | 119 | 70 | AP refilled on critical striking. | .44 round | 6 | 4.three | 449 | 104.4 | 00225AC1 | |||
| | The Gainer | 48 | 28.eight | 6 | 119 | 74 | 15 points of fire damage. | .44 round | half dozen | 4.vi | 468 | 101.7 | 00225AE7 | |||
| | Early Retirement | 119 | seventy | +25% damage towards synths. | .44 circular | xx000C33 | ||||||||||
| | 10mm pistol | 18 | 82.8 | 46 | 83 | lx | 28 | 1.5 | 10mm circular | 12 | three.5 | fifty | 14.3 | 00004822 | ||
| Wastelander's Friend | 27 | 124.2 | 46 | 107 | 78 | +50% more limb damage. | 10mm round | 24 | seven.iii | 772 | 128.7 | 001F61E6 | |||
| Gen-4 10mm pistol | +50% more damage to robots. | 10mm round | xx000DA0 | ||||||||||||
| | Deliverer | 25 | 165 | 66 | 53 | 67 | 26 | 1.69 | Improved VATS striking chance, 25% less AP toll. | 10mm round | 12 | 4.iv | 774 | 175.9 | 000DC8E7 | |
| Argent Sidearm | 25 | 66 | 10mm round | 20001202 | |||||||||||
| | Classic 10mm pistol | 28 | 41 | 119 | 62 | 28 | 10mm round | xx000F99 | ||||||||
| | Ultimatum | +50 radiation damage. | 10mm circular | twenty00081D | ||||||||||||
| Flare gun | 10 | three | 3 | 146 | 74 | xl | 0.25 | Flare | i | 2 | 50 | 25 | 001025AC | ||
| | Western revolver | 60 | 36 | six | 66 | xl | 0.25 | .44 round | 6 | five.ii | 99 | nineteen | xx0415B3 |
Rifles
| Special result | Form ID | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | Anti-materiel rifle | fifty | x | ii | 119 | 71 | 26 | 1.91 | .fifty caliber | 3 | 12 | 55 | four.58 | FEXXXF9C | ||
| | Assail rifle | 30 | 120 | forty | 119 | 72 | 32 | 0.94 | v.56mm | 30 | 13.1 | 144 | xi | 0000463F | ||
| | CR-74L | 33 | 135 | 41 | .45 | IronXxxF99 | ||||||||||
| | Combat rifle | 33 | 108.nine | 33 | 119 | seventy | 25 | one.32 | .45 | xx | 11.ane | 117 | ten.5 | 000DF42E | ||
| | December'due south Child | 33 | 135 | 41 | Lighter, uses five.56mm, 25% faster burn down rate, 15% faster reload. | v.56mm | xx014459 | |||||||||
| | Overseer's Guardian | 55 | 495 | xc | 109 | 76 | Shoots an additional projectile. | .45 | 20 | eleven.1 | 117 | x.5 | 001F61E7 | |||
| | Gauss burglarize | 110 | 726 | 66 | 191 | 69 | 40 | 3.67 | 2mm EC | seven | 15.eight | 228 | 14.iv | 000D1EB0 | ||
| | The Terminal Minute | 192 | 66 | 203 | 112 | 50% more than limb harm. | 2mm EC | 20 | 21.6 | 6500 | 300.1 | 0022B603 | ||||
| | Prototype Gauss burglarize | 100 | threescore | 6 | 191 | 81 | 2mm EC | 3 | eighteen | 265 | 14.7 | FEThirtyFA0 | ||||
| | Handmade rifle | 32 | 128 | 40 | 119 | 72 | 32 | 7.62 round | x | 12.8 | 136 | x.six | xx033B60 | |||
| | The Problem Solver | 57 | 56 | 59 | 185 | 92 | Increased harm after each consecutive hitting on same target. | seven.62 round | ||||||||
| | Splattercannon | 51 | 576.three | 113 | 89 | 108 | Increased impairment after each sequent hit on same target. | seven.62 round | 75 | 23.6 | 6855 | 290.5 | ||||
| | Hunting rifle | 37 | 11.1 | three | 131 | 71 | 28 | 1.32 | .308 | 5 | 9.6 | 55 | five.7 | 0004F46A | ||
| | Reba | 37 | 11.1 | 3 | 131 | 71 | .308 | five | 9.vi | 55 | 5.7 | 001ABC92 | ||||
| | Reba II | 64 | 25.6 | 4 | 215 | 92 | fifty% more damage against mirelurks and bugs. | .308 | 5 | xv.five | 306 | xix.7 | ||||
| | Tinker Tom Special | 37 | 16.v | 3 | 185 | 112 | Higher VATS accuracy if not in gainsay, higher AP cost. | .308 | 1 | 16.seven | 706 | 42.three | 001F2675 | |||
| | Lever-action rifle | 35 | 17.5 | 5 | 122 | 72 | 26 | i.35 | .45-70 | 5 | ix | 150 | 16.7 | xx02C8B0 | ||
| | Lucky Eddy | 35 | 17.5 | 5 | 122 | 72 | +2 Luck when equipped. | .45-70 | 5 | ix | 201 | 22.3 | ||||
| | Old Reliable | 70 | 35 | five | 122 | 61 | Shoots an additional projectile. | .45-70 | 5 | 9 | 801 | 89 | – | |||
| | Manwell carbine | 69 | 227.7 | 33 | 119 | lxx | .308 | 16 | 8 | FEThirtyFC2 | ||||||
| | Manwell burglarize | 90 | 297 | 33 | 119 | 62 | .308 | half-dozen | 11.one | FEXXX94B | ||||||
| | Radium burglarize | 27 | 108 | twoscore | 119 | 72 | 25 | 1.08 | .45 | 20 | 11.ane | fourscore | 7.ii | twenty025FC4 | ||
| | Kiloton radium rifle | 27 | 108 | 40 | 119 | 72 | 15 points of explosive damage. | .45 | 20 | xi.i | ||||||
| | Radical Conversion | 27 | 108 | 40 | 119 | 72 | Ignores xxx% of target'due south damage and energy resistance. | .45 | xx | 11.ane | ||||||
| | Railway rifle | 100 | 100 | 10 | 119 | 69 | 20 | 5 | Railway spike | x | xiv.4 | 290 | xx.ane | 000FE268 | ||
| | Image railway rifle | ane | 1 | two | 119 | 71 | 20 | 5 | Railway fasten | 1 | 14.iv | 290 | 20.1 | 00221235 | ||
| | Submachine gun | ten | 127 | 127 | 107 | 63 | 35 | 0.28 | .45 | l | 12.seven | 109 | viii.half dozen | 0015B043 | ||
| | Silver submachine gun | 10 | 127 | 127 | 107 | 63 | .45 | l | 13.viii | 121 | eight.viii | 001B28F7 | ||||
| | Spray northward' Pray | 33 | 419.i | 127 | 77 | 69 | fifteen points of explosive damage. | .45 | 19 | 1084 | 57.one | |||||
| | Syringer | Variable | Variable | 2 | 119 | 72 | 35 | Syringer ammo | 6.2 | 132 | 21.3 | 0014D09E |
Shotguns
| Special effect | Class ID | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | Combat shotgun | 50 | 100 | 20 | 47 | 23 | 35 | ane.43 | Shotgun beat | 8 | xi.1 | 87 | 7.8 | 0014831C | ||
| | Justice | 50 | 100 | twenty | 35 | 28 | Chance to stagger on hitting. | Shotgun shell | 15.5 | 1076 | 69.iv | 001F61E4 | ||||
| | Le Fusil Terribles | 62 | 124 | twenty | 71 | 29 | +25% impairment/ limb harm, Increased recoil. | Shotgun shell | 15.7 | 389 | 24.8 | 00225771 | ||||
| | Double-barrel shotgun | 45 | 162 | 36 | 47 | xvi | 30 | Shotgun crush | 2 | nine | 39 | 4.33 | 00092217 | |||
| | Handmade shotgun | Shotgun beat | Atomic number 26XXX804 | |||||||||||||
| | Triple-barrel handmade shotgun | Shotgun shell | FeXXX803 |
Pipe weapons
| Special result | Course ID | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | Pipe bolt-activity | 34 | half dozen.8 | 2 | 95 | 63 | 29 | 1.17 | .308 | 6 | 3.ii | 30 | ix.4 | 0014831A | ||
| | Pipe gun | xiii | 71.5 | 55 | 83 | 57 | 30 | 0.43 | .38 | 12 | 2.3 | 20 | viii.7 | 00024F55 | ||
| Pipe revolver | 24 | 14.4 | half dozen | 83 | 61 | 35 | 0.68 | .45 | 6 | iv.ii | 25 | 6.0 | 0014831B |
Heavy weapons
| Special result | Form ID | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | Fatty Man | 468 | 1 | 117 | 63 | lx | 7.8 | Mini nuke | 1 | 30.vii | 512 | xvi.7 | 000BD56F | |||
| | Large Male child | 486 | i | 117 | 39 | Shoots an additional projectile. | Mini nuke | 1 | 30.7 | 12405 | 404.07 | |||||
| | The Striker | 100 | 1 | 117 | 63 | 60 | ane.66 | 50% chance to cripple target'southward leg. | Modified bowling brawl | 1 | xxx.7 | 2512 | 81.82 | xx031702 | ||
| | Nuka-nuke launcher | 794 | 1 | 117 | 63 | Nuka-nuke | ane | 36 | 650 | 18.06 | ||||||
| | Flamer | 12 | 108 | ninety | 47 | 53 | 30 | Flamer fuel | 100 | 16.1 | 137 | 8.51 | 000E5881 | |||
| | Sergeant Ash | xiii | 117 | 90 | 47 | 53 | 20% to cripple target'southward leg. | Flamer fuel | 100 | 16.i | ||||||
| | Harpoon gun | 150 | 2 | 143 | 63 | twoscore | Harpoon | one | sixteen.iii | 205 | 12.58 | 20010B81 | ||||
| | Admiral's Friend | 150 | 2 | 143 | 63 | 40 | x2 impairment if target is at full health. | Harpoon | ane | sixteen.3 | 1005 | 61.66 | ||||
| | Skipper's Last Stand up | 165 | two | 143 | 63 | 40 | +150 damage resistance while reloading. | Harpoon | 1 | 16.3 | 1005 | 61.66 | ||||
| | Defender's Harpoon Gun | 150 | 2 | 143 | 63 | 40 | Ignores 30% of target's damage and free energy resistance. | Harpoon | i | 16.3 | 1005 | 61.66 | ||||
| | Heavy incinerator | 30+43 | 175.2 | 24 | 23 | 53 | Flamer fuel | six | 16.1 | FEThirty809 | ||||||
| Junk Jet | xl | twenty | 119 | 75 | 30 | Most junk items | 29.nine | 285 | half-dozen.2 | 000E942B | |||||
| | Minigun | 8 | 217.6 | 272 | 131 | 35 | 30 | 5mm | 500 | 27.4 | 382 | 14 | 0001F669 | |||
| | Ashmaker | 9 | 281.seven | 313 | 77 | 39 | fifteen points of fire impairment. | 5mm | 500 | 28.7 | 1755 | 61.1 | ||||
| | Missile launcher | 150 | 2 | 203 | 65 | 45 | Missile | 1 | 21 | 314 | fourteen.95 | 0003F6F8 | ||||
| | Partystarter | 150 | two | 191 | 107 | fifty% more damage against humans. | Missile | 28.v | 4822 ? | ? | ||||||
| | Death From Above | 151 | two | 203 | 65 | 75% increased motility speed when aiming downwardly sights. | Missile | 21 | 4479 ? | ? | ||||||
| | Broadsider | 108 | ii | 203 | 63 | 40 | Cannonball | 1 | 27.iv | 245 | nine | 000FD11B |
Energy weapons
Light amplification by stimulated emission of radiation
| Special result | Form ID | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | Institute laser | 21 | 99 | 66 | 71 | 70 | 25 | Fusion cell | xxx | 3.ix | 50 | 12.8 | 001633CC | |||
| | Virgil's rifle | 33 | 217.viii | 66 | 227 | 85 | +50% damage to super mutants. | Fusion prison cell | 7.2 | 384 | 53.three | 00225ABA | ||||
| | Laser musket | xxx | 18 | half dozen | 71 | 70 | 30 | Fusion cell | i | 12.vi | 57 | four.v | 0001DACF | |||
| Laser gun | 24 | 120 | fifty | 71 | 25 | Fusion cell | 30 | iii.5 | 69 | xix.vii | 0009983B | ||||
| Old Faithful | 29 | 145 | 50 | 71 | 71 | x2 impairment if target is at full health. | Fusion cell | 30 | 4.5 | 929 | 206.4 | 001F61E2 | |||
| | Survivor'due south Special | 26 | 19 | 44 | 47 | 42 | Does more damage the lower the player's health. | Fusion cell | four.8 | 340 | 70.8 | 00225ABC | ||||
| | Protectron's Gaze | 54 | 307.8 | 57 | 47 | 44 | 25% faster burn down rate, fifteen% faster reload. | Fusion prison cell | thirty | 5.ane | 352 | 69 | ||||
| | Skillful Intentions | 21 | 237.iii | 113 | 194 | 82 | Frenzy emenies on critical striking. | Fusion cell | 7.9 | 393 | 49.7 | 0022537B | ||||
| | Paradigm UP77 "Limitless Potential" | 24 | 120 | fifty | 227 | 96 | Unlimited ammo capacity. | Fusion cell | Space | 6.v | 355 | 54.vi | 0023E5EE | |||
| | Righteous Authority | 26 | 130 | 50 | 203 | 76 | x2 critical shot damage, critical meter fills 15% faster. | Fusion cell | 27 | 5.5 | 326 | 59.3 | 00225963 | |||
| | Wazer Wifle | 55 | 275 | 50 | 302 | 76 | Unlimited ammo capacity. | Fusion cell | Infinite | half-dozen.three | 364 | 57.8 | 00225965 | |||
| | Gatling light amplification by stimulated emission of radiation | fourteen | 380.8 | 272 | 203 | 30 | Fusion core | 500 | 19.iii | 804 | 41.7 | 000E27BC | ||||
| | Concluding Judgment | fourteen | 476 | 340 | 203 | 48 | 25% faster fire rate, 15% faster reload. | Fusion core | 500 | 19.3 | 3804 | 197.1 | 00225ABE | |||
| | Aeternus | 24 | 355.v | 45 | 251 | 63 | Unlimited ammo capacity, unlimited ammo. | Fusion core | 500 | 39.three | 4799 | 122.one |
Plasma
| Special outcome | Grade ID | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Plasma gun | 24+24 | 115.5 | 33 | 119 | 30 | Plasma cartridge | 30 | three.ix | 123 | 31.five | 00100AE9 | ||||
| | Experiment eighteen-A | 25+25 | 680 | 136 | 203 | 140 | 6.vi | 25% faster fire rate, fifteen% faster reload. | Plasma cartridge | 001F61E9 | ||||||
| | Sentinel's Plasmacaster | 24+24 | 270.six | 33 | 119 | 148 | x2 damage if target is at full health. | Plasma cartridge | 4.8 | 602 | 125.4 | 00225967 |
Other
All these weapons count every bit non automated weapons and thus work with either Gunslinger, Rifleman, or Sniper, except the Cryolator, which is counted as a heavy gun and thus works with Heavy Gunner.
| Special effect | Form ID | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | Conflicting atomizer | 54 | 540 | 100 | 155 | seventy | Alien equalizer round or Fusion cell | 45 | iii.0 | 1536 | 512 | IronXXX84E | ||||
| | Alien blaster pistol | 50 | 500 | 100 | 119 | 20 | Alien blaster round or Fusion prison cell | 42 | two.5 | 1551 | 620.four | 000FF995 | ||||
| | Hub's Conflicting Blaster | 58 | 580 | 100 | 149 | 76 | twenty | x2 critical shot damage, critical meter fills xv% faster. | Alien blaster round or Fusion cell | 42 | two.5 | 2751 | 1100.4 | 20043416 | ||
| | Conflicting disintegrator | 55 | 220 | 40 | 155 | 72 | Alien equalizer round or Fusion cell | 50 | 4.7 | 1770 | 376.6 | FeXxxF99 | ||||
| | BFG 9000 | Silvery plasma cell | IronThirty800 | |||||||||||||
| | Catholic cannon | 36 | 90 | 77 | 72 | Fusion jail cell | 33 | 5.5 | 95 | 17.three | FEXXX864 FEXXXC45 | |||||
| | Cryolator | twenty | 180 | ninety | 71 | 66 | 20 | Cryo cell | 25 | 13.ii | 302 | 22.9 | 00171B2B | |||
| | Thirst Zapper | Varies | Varies | 100 | Squirt of h2o/ Weaponized Nuka-Cola/ Weaponized Nuka-Ruby/ Weaponized Nuka-Cola Quantum | ii | 10 | 5 | twenty007BC8 | |||||||
| Salvaged Assaultron head | 35 + 45 | 11 | 93 | 65 | Irradiates user past 50 rads per discharge. | Fusion cell | Charged single shot | 8 | 40 | five | xx0100B7 | ||||
| | Solar cannon | 30+35 | 104 | xvi | 155 | 76 | Fusion cell | 16 | 31.6 | FEXXXF99 | ||||||
| | Tesla cannon | 60 | 120 | twenty | 395 | 62 | Fusion cell | 15 | 21 | 314 | 14.9 | Atomic number 2630F99 IronXxx03E | ||||
| | Tesla burglarize | 38 | 152 | xl | 83 | seventy | Fires electric charge that arcs between targets. | Fusion cell | xv | eight.1 | 90 | 11.1 | xx003E07 | |||
| | Thunderbolt | Fusion cell | FEXXX824 |
Radiations weapons
These weapons produce radiation damage, including both direct damage from explosions and harm over time from exposure and poisoning. There is some variance in how damage is dealt within this class of weapon; please consult each weapon's page for specific details. Also, the radiation page explains the unique ways that this kind of damage is handled by the game. These are affected by the perk Nuclear Physicist in terms of radiation damage.
Gamma
| Special effect | Grade ID | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | Gamma gun | 110 | 121 | 66 | 119 | 30 | Gamma round | eight | 3 | 156 | 52 | 000DDB7C | ||||
| | Lorenzo's Antiquity gun | 25+10 | 38.5 | 66 | 203 | 69 | Stuns target on hit, area of effect. | Gamma round | 4.v | 753 | 167.three | 002266F7 | ||||
| | Zeta gun | 57 | 62.7 | 66 | 119 | Gamma circular | 8 | 3.1 | 156 | 50 | 002266FC |
Poisonous substance weapons
Poisonous substance weapons utilize the poisonous substance harm blazon to deal ongoing harm to targets.
| Special effect | Form ID | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | Acid Soaker | 11 | ? | 66 | 35 | 94 | ? | ? | ? | Acrid concentrate | 20 | 3 | 125 | 42 | xx007BC6 |
Explosives
Explosives have a maximum range of 93. They seem to hit an invisible wall at their maximum range. Explosives benefit from the Bloody Mess, Demolition Expert and SCAV! - Cautionary Crafts perks, only merely for their "primary" harm effects (which always includes the "Explosive" legendary prefix); this is why the pulse grenade and pulse mine are not afflicted by any of the three.
Thrown
| AOE | Form ID | ||||||
|---|---|---|---|---|---|---|---|
| | Baseball grenade | 101 | 1 | 40 | 40 | 00107BD6 | |
| | Cryogenic grenade | 151 | 0.5 | 50 | 100 | 000FF21D | |
| | Fragmentation grenade | 151 | 0.5 | 50 | 100 | 000EEBED | |
| | Fragmentation grenade MIRV | one | ane | 75 | 75 | 20033905 | |
| | Smart fragmentation grenade | 151 | 0.half-dozen | 60 | 100 | xx0346FC | |
| HalluciGen gas grenade | i | 1 | 35 | 35 | 000E98E5 | |
| | Fury grenade | one | ane | 35 | 35 | xx02618B | |
| | Persuasion grenade | i | i | 35 | 35 | 20023E60 | |
| | Predator grenade | 1 | 1 | 35 | 35 | 20025B0A | |
| | Homing beacon | ane | one | 0 | 0 | 00065DEC | |
| | Found EM pulse grenade | 150 | 0.5 | 100 | 200 | 0018325E | |
| | Molotov cocktail | 51 | 0.5 | 20 | twoscore | 0010C3C6 | |
| | Nuka grenade | 301 + 100 | 0.5 | 100 | 200 | 000E5750 | |
| | Nuka Cherry grenade | 201 | 0.v | l | 100 | xx040CDD | |
| | Nuka Quantum grenade | 301 | 0.5 | l | 100 | xx040CDE | |
| | Plasma grenade | 150 + 150 | 0.5 | 135 | 270 | 0010A33D | |
| | Pulse grenade | 150 , Secondary | 0.v | 100 | 200 | 000FF21F |
Placed
| AOE | Class ID | ||||||
|---|---|---|---|---|---|---|---|
| | Bottlecap mine | 301 | 0.five | 75 | 150 | 0010771F | |
| | Cryo mine | 101 | 0.5 | 50 | 100 | 0010C669 | |
| | Fragmentation mine | 101 | 0.v | l | 100 | 000E56C2 | |
| | Nuke mine | 301 + 100 | 0.five | 100 | 200 | 0010A340 | |
| | Plasma mine | 150 + 150 | 0.5 | 100 | 200 | 0010A342 | |
| | Pulse mine | 150 | 0.5 | 100 | 200 | 0010A344 |
Faction explosives
| AOE | Form ID | ||||||
|---|---|---|---|---|---|---|---|
| | Arms smoke grenade | 1 | 0.5 | 0 | 0 | 0012E2CA | |
| | Establish beacon | one | 0.v | 0 | 0 | 00174F8F | |
| | Synth relay grenade | 1 | 0.5 | 50 | 100 | 000589F2 | |
| | Vertibird bespeak grenade | 1 | 0.5 | ten | xx | 00056917 |
Traps
Placed
| Placed trap proper name | AOE | Course ID | |||||
|---|---|---|---|---|---|---|---|
| | Acquit trap | 8 | 20054072 | ||||
| | Bleeding carry trap | 8 | xx0540F7 | ||||
| | Caltrops | 0.5 | twenty05406E | ||||
| | Poisoned caltrops | 0.5 | twenty0540ED |
Melee weapons
Damage found in the table is base damage, every point of Strength adds 10% to it. Several perks can further increment the damage displayed for a melee weapon.
Bladed
Bladed weapons tin dismember limbs of humanoid opponents, permanently damaging the limb and disarming the target. Like all melee weapons, bladed weapons benefit from Big Leagues and Strength.
| Special event | Form ID | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Assaultron bract | 17 | xix.8 | Medium | 35 | three | 50 | 16.7 | twenty008B8E | |||
| | Chinese officer sword | sixteen | eighteen.vii | Medium | 35 | 0.46 | 3 | 50 | sixteen.7 | 00147BE4 | ||
| | General Chao's Revenge | 28 | 34 | Medium | 35 | 0.8 | +50% more damage to robots. | three | 775 | 258.iii | ||
| | Sword of Wonders | xvi | Medium | Ignores 30% of target's damage and energy resistance. | 3 | 325 | 108.three | 20050DD3 | ||||
| | Zao'south sword | 16 | 22 | Medium | 35 | 0.46 | three | fifty | sixteen.vii | 001F0860 | ||
| Combat knife | ix | 16 | Fast | 20 | 0.45 | one | 25 | 25 | 000913CA | ||
| | Pickman's Blade | 15 | 59.ix | Fast | 20 | 0.75 | +25 points of bleeding harm. | ane | 143 | 143 | 0022595F | |
| | Disciples blade | 20 | Fast | 20 | 1 | 1.5 | 80 | 53.iii | xx01AABC | |||
| | Throatslicer | 20 | Fast | twenty | i | +25 points of bleeding damage. | 1.5 | xx04E422 | ||||
| Grognak's axe | 25 | 29.8 | Medium | 20 | i.25 | 10 | 100 | x | 00183FCD | ||
| | Machete | 14 | 16.2 | Medium | 30 | 0.47 | 2 | 25 | 12.v | 00033FE0 | ||
| | Kremvh's Molar | 28 + 3 | fifty.2 | Medium | 30 | 0.93 + 0.i | +3 points of toxicant harm. | 2 | two | 1 | 0022576D | |
| | Mr. Handy buzz blade | 5 | 26.2 | Very Fast | xl | 10 | 50 | five | xx0020F8 | |||
| | Revolutionary sword | 16 | xviii.seven | Medium | 35 | 0.46 | 3 | 50 | 16.seven | 00143AB5 | ||
| | Shem Drowne sword | 16 + 9 | 20.four | Medium | 35 | 0.46 + 0.26 | Targets are irradiated on hit. | three | 250 | viii.3 | 0000364A | |
| | Ripper | 4 | 21 | Very Fast | twoscore | 0.7 | 6 | 50 | 8.3 | 000FA2F6 | ||
| | Reckoning | four | 25 | Very Fast | xl | 15% less damage while continuing and not moving. | six | 50 | 8.3 | 0022B604 | ||
| | The Harvester | 4 | Very Fast | 40 | Chance to stagger on hit. | 6 | 250 | 41.7 | xx04FA7E | |||
| Shishkebab | thirteen + xiii | 15.three | Medium | 35 | 0.37 + 0.37 | three | 200 | 67 | 000FA2FB | ||
| | Switchblade | 8 | fourteen.half dozen | Fast | xx | 0.4 | 1 | 20 | 20 | 000FDC81 | ||
| | Steel sword | 35 | Medium | Increased damage later on each sequent hit on same target. | four | 750 | 187.5 | FEXXXF9B | ||||
| | Pint-Sized Slasher knife | +50% more than damage to humans. | Atomic number 26Xxx809 |
Blunt
Blunt weapons tend to stagger opponents more than often than bladed weapons. Similar all melee weapons, blunt weapons benefit from Large Leagues and Forcefulness.
| Special effect | Form ID | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | Alien daze baton | FEXXX84F | ||||||||||
| | Baseball bat | 16 | 12.i | Wearisome | 35 | 0.46 | 3 | 25 | 8.three | 0008E736 | ||
| | 2076 World Series baseball bat | 16 | 16.5 | Tedious | 35 | 0.46 | 6% chance to send targets flying. | 3 | 325 | 108.3 | 00226438 | |
| | Cito'southward Shiny Slugger | 123 | Tiresome | Refills AP on critical hitting. | 7.5 | 175 | 28.3 | xx04F084 | ||||
| | Fencebuster | 44 | Irksome | 35 | 1.26 | Ignores 30% of target'south damage and energy resistance. | three | 125 | 41.7 | twenty04923C | ||
| Board | 14 | 10.5 | Tedious | 33 | 0.42 | three | 20 | 6.7 | 0005C250 | ||
| | Commie Whacker | 10 | Medium | 25 | 0.4 | 2 | 25 | 12.5 | xx052926 | |||
| | Pb piping | 11 | 12.viii | Medium | 30 | 0.37 | iii | xv | 5 | 000FC9C3 | ||
| | Pipe wrench | 13 | xv.iii | Medium | 35 | 0.37 | 2 | 30 | xv | 000D83BF | ||
| | Big Jim | 13 | 17.nine | Medium | 35 | 0.37 | 20% to cripple target'due south leg. | 2 | 150 | 75 | 0023E5EC | |
| | Pole hook | 63 | Tedious | forty | seven | 52 | seven.four | xx009582 | ||||
| | Bloodletter | 30 | Tedious | 40 | +25 points of bleeding damage. | 7 | 52 | seven.4 | 20034E7B | |||
| | The Fish Catcher | 86 | Slow | forty% less AP cost in VATS. | 7 | 312 | 44.6 | xx05158D | ||||
| Pool cue | xiii | 9.9 | Slow | xxx | 0.43 | 1 | 10 | 10 | 000FA3E8 | ||
| | Rolling pin | eleven | 12.eight | Medium | 25 | 0.44 | 1 | ten | x | 00142FAB | ||
| Billy | eleven | 12.8 | Medium | 30 | 0.37 | 2 | 15 | 7.5 | 0008C14D | ||
| | Sledgehammer | 23 | 17.six | Slow | xl | 0.58 | 12 | 40 | 3.3 | 000E7AB9 | ||
| | Super sledge | xl | thirty.eight | Deadening | 45 | 0.89 | 20 | 180 | 9 | 000FF964 | ||
| | Atom's Sentence | 40 + 100 | Boring | 45 | +100 radiation impairment. | 20 | xx03A388 | |||||
| | Swatter | 17 | ? | Dull | 35 | 0.49 | 3 | 30 | 10 | 00061721 | ||
| | Rockville Slugger | 21 | 12.seven | Boring | 21 | 1 | 40% less AP toll in VATS. | 3.5 | 133 | 38 | 001F2674 | |
| | Tire iron | 12 | 13.vi | Medium | 25 | 0.48 | ii | 25 | 12.5 | 00185D25 | ||
| Walking cane | 10 | 11.nine | Medium | 20 | 0.5 | 2 | ten | five | 000FDC7D |
Unarmed weapons
Unarmed weapons do good from the Iron Fist perk likewise as from Strength. Notation that unarmed weapons cannot be equipped while wearing power armor.
| Special effect | Form ID | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| | Boxing glove | 9 | 10.2 | Medium | 25 | 0.36 | ane | x | x | 0016498F | ||
| | Deathclaw gauntlet | 25 | 29.viii | Medium | forty | 0.63 | 10 | 75 | 7.5 | 000D8576 | ||
| | Duke | ten | 9.four | Medium | 25 | 0.iv | 0.v | ten | xx | 0005524B | ||
| | Meat hook | xx | Medium | 2 | 32 | 16 | xx04B5F4 | |||||
| | Butcher'south Hook | xx | Medium | AP refills on critical hit. | 2 | xx05158C | ||||||
| | Power fist | 20 | 23.eight | Medium | 35 | 0.57 | iv | 100 | 25 | 0011B336 |
Renaming weapons
In Fallout 4 the player is able to rename whatever weapon, including unique weapons, at whatever weapons workbench. Withal, the Silver submachine gun, the Survivor'south Special, Ashmaker and Grognak's axe cannot be renamed, nor will they selection upward whatsoever prefixes from modding. Renaming weapons does not affect any weapon stats. This primarily adds a level of personalization to weapons and tin assistance avoid accidentally disassembling a favored weapon.
- Special and absolute characters (i.eastward. alt-codes) can be used when renaming a weapon, but some of those volition exist replaced with "?".
- Since patch one.three, HTML tags (e.g. <u>, <i>) tin can no longer exist used to change the appearance of the weapon'southward proper name.
Mods
Weapons may exist modified in Fallout 4. Each weapon has modification "slots" (e.g. butt, grip, magazine, sights) that may be modified with increasingly powerful or useful mods past the role player character based on their perks. However, the thespian graphic symbol may salve useful mods that are not all the same bachelor via the actor character'due south perk level by simply modifying any weapon that already has the mod of involvement.[5] Past replacing the mod of involvement with any available mod the original modern goes into inventory and may then be used to change the histrion character'due south chosen weapon without regard for their perk level. Unique weapons do not offering this adequacy; their special mods are 'reserved' and since they are unique, no other examples are available to be salvaged. However information technology is possible to do the reverse, that is, to transfer standard mods from standard weapons onto unique and legendary weapons.
Notes
If a thespian graphic symbol puts any weapons, including unique and legendary weapons in a container in a settlement, nearby NPCs, like settlers or even enemy attackers, can randomly take them and they may exist irretrievable. This cannot be totally prevented by any form of barrier or obstacle. Store valuable weapons in an unpopulated settlement, in an interior jail cell, or on an Armor rack.
Bugs
Meet also
In Fallout 4
- Fallout 4 ammunition
- Fallout iv weapon mods
- Fallout 4 unique weapons
- Legendary weapons
In the residuum of the Fallout serial
- Fallout weapons
- Fallout 2 weapons
- Fallout iii weapons
- Fallout: New Vegas weapons
- Fallout 76 weapons
- Fallout Tactics weapons
- Fallout: Brotherhood of Steel weapons
References
- ↑ https://www.nexusmods.com/fallout4/articles/189
- ↑ https://www.creationkit.com/index.php?title=Unit
- ↑ https://www.creationkit.com/fallout4/index.php?title=Talk:Weapons
- ↑ 4.0 four.one iv.2 https://world wide web.creationkit.com/fallout4/index.php?title=AimModel
- ↑ Notes from page for Gun Nut perk
Source: https://fallout.fandom.com/wiki/Fallout_4_weapons
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