Pour une liste des emplacements des armes uniques dans Fallout 4, voir Armes uniques de Fallout 4. Pour une liste des effets d'arme légendaires, voir Effets d'arme légendaires. |
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Cette page liste toutes Armes de Fallout 4. | |
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Vue d'ensemble[]
Contrairement aux opus précédents, les armes de Fallout 4 se classent en 3 catégories: normales, légendaires et uniques. Les armes normales n'ont aucun bonus. Les armes légendaires possèdent une compétence bonus et sont uniquement récupérables sur des ennemis légendaires. Les armes uniques sont déjà nommées et ont une compétence définie. Les armes uniques sont souvent vendues par des marchands ou s'obtiennent via une quête. Les armes normales et légendaires vont changer de nom selon leurs mods, contrairement aux armes uniques.
Toutes les statistiques sont données selon les modifications standard de l'arme.
Statistiques des armes[]
Note générale: Dans les descriptions suivantes, les statistiques montrées lorsqu'une partie est lancée feront référence à des nombres en jeu, tandis que les nombres utilisés par le programme source du jeu seront référencés en tant que nombres internes. Les nombres internes peuvent être uniquement être atteints via l'éditeur du jeu ou une utilisation de la console.
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Précision () : Ceci est la statistique de Dispersion affichée dans le jeu, dérivée des nombres internes du jeu pour les angles de déviation des projectiles d'une manière inconnue. Voir Dispersion pour les détails sur les calculs et mesures internes. |
Coût en points d'Aaction () : Le nombre de points d'action utilisés dans une activation du S.V.A.V. De façon générale, c'est équivalent à un tir pour les armes semi-automatiques, mais les armes automatiques peuvent tirer plusieurs cartouches. |
Munitions utilisées ( | ) : Le type de munitions utilisées par l'arme. Ceci peut changer avec l'utilisation d'un mod de culasse différent.
Pénétration d'armure : La quantité de résistance aux dégâts de la cible que l'arme peut ignorer.[1] |
Dégâts de coup de crosse : Ceci est le montant de dégâts qu'un projectile inflige lorsqu'il est utilisée en tant qu'arme de corps à corps. |
Dégâts de Tir Critique () : La plupart des armes non modifiées pouvant effectuer un tir critique ajoutent le double des dégâts de base au tir. La spécialisation Sneak Attack Critical inflige le double des dégâts d'un tir critique normal. |
Dégâts (small guns, that's a single bullet, but for shotguns the damage is equally split between the shell's pellets, and for the Gatling laser it's a single beam. | ) : This is the damage caused by a single click of the mouse/trigger. For most
Dégâts par seconde () : The manually calculated maximum cyclic damage dealt in one second, expressed as rate of fire multiplied by damage. Weapons that require a reload every shot have damage per second shown including reload times; all others show sustained rates without reloads. |
Taille du chargeur ou tirs par rechargement () : The maximum ammunition capacity of the weapon or the maximum number of shots possible before requiring a reload. |
Grossissement : The scope or sight mod's magnification rating. |
Portée () : In-game, range is a generalized stat for how far a weapon's projectile can go before suffering from damage loss. How this number is derived from internal values and related to actual distances is unknown. There are two hidden internal range ratings, the minimum and maximum range. Between point blank and the minimum range, damage is full. Between minimum range and maximum range, damage decreases down to the out of range value at a linear rate. Beyond maximum range, 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. Distance for range is rated differently internally: most ranged weapons begin with range being 256 units and some research indicates that that 256 of these internal units is meant to equal approximately 12 feet, but more effort is needed to confirm.[2] |
Cadence de tir () : 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 However, if a weapon is converted to automatic or bolt-action fire, the time between shots becomes derived purely from its speed and/or firing animation duration.[3] |
Recul : Recoil is the visible movement of the weapon upon firing. Like spread it is represented in maximum possible degrees from the center. Unlike spread which is the invisible possible deviation of the projectile from a perfect shot, recoil visibly moves the weapon and crosshairs, and can be additive with spread. Unlike spread which has a completely random direction, recoil has a limited "window" which the kick can move the weapon.[4] |
Rechargement / Vitesse de rechargement : This is made up of at least two factors. The base 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 way, beyond the fact that higher values result in faster reloads. |
Sight time : This is the amount of time it takes to transition from hip firing to sighted or scoped state, in seconds. |
Sighted spread : The amount a weapon's spread is reduced to when aiming down a sight or scope. |
Dispersion () : 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 8 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 standing 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 after a slight delay.[4] |
Stabilité : This is an internal value that represents the amount of movement a sight or scope has without player involvement. How the internal number relates to actual movement is currently unknown, beyond the fact that higher stability means less movement.[4] |
Value to weight ratio () : This is the manually calculated ratio of the base weapon value in caps to the weapon weight. |
Weapon value in caps () : Base value of the weapon in caps. Resale value is affected by Barter skill. |
Poids () : Weight value of the weapon that applies to encumbrance. Weapon weight also increases the amount of time it takes for you to ADS (aim down sights) or "scope." This is explained in a loading screen tool-tip |
Unique weapon entries are shaded. |
Armes à feu[]
Armes de poing[]
Form ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pistolet .44 | 48 | 4.8 | 6 | 119 | 66 | 35 | 1.2 | .44 round | 6 | 5.2 | 99 | 19 | 000ce97d | ||
Paix d'Eddie | 52 | 8.4 | 6 | 125 | 81 | .44 round | 6 | 5 | 454 | 90.8 | 00225ae9 | ||||
Pistolet de Kellogg | 48 | 5.7 | 6 | 119 | 70 | .44 round | 6 | 4.3 | 449 | 104.4 | 00225ac1 | ||||
The Gainer | 48 | 28.8 | 6 | 119 | 74 | .44 round | 6 | 4.6 | 468 | 101.7 | 00225ae7 | ||||
Early Retirement | .44 round | FEXXX000 | |||||||||||||
Pistolet 10mm | 18 | 13.8 | 46 | 119 | 61 | 28 | 1.5 | 10mm round | 12 | 4.2 | 53 | 12.6 | 00004822 | ||
Compagnon des Terres Désolées | 27 | 20.7 | 46 | 107 | 78 | 10mm round | 24 | 7.3 | 772 | 128.7 | 001f61e6 | ||||
Gen-4 10mm pistol | 10mm round | FEXXX000 | |||||||||||||
Libérateur | 25 | 165 | 66 | 60 | 67 | 26 | 1.69 | 10mm round | 12 | 4.4 | 774 | 175.9 | 000dc8e7 | ||
Silver sidearm | 10mm round | FEXXX000 | |||||||||||||
Classic 10mm pistol | 28 | 41 | 119 | 62 | 10mm round | 12 | 4.9 | 53 | 10.8 | FEXXXF99 | |||||
Ultimatum | 28 | 41 | 119 | 62 | 10mm round | 12 | 4.9 | 53 | 10.8 | FEXXXF99 | |||||
Pistolet lance-fusées | 10 | 0.5 | 3 | 146 | 74 | 40 | 0.25 | Flare | 1 | 2 | 50 | 25 | 001025ac | ||
Western revolver | 60 | 36 | 6 | 66 | 40 | 0.25 | .44 round | 6 | 5.2 | 99 | xx0415b3 |
Fusils[]
Fusils à pompe / de chasse[]
Armes de fortune[]
Arme Lourde[]
Form ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fat Man | 468 | 7.8 | 1 | 117 | 60 | Mini nuke | 1 | 30.7 | 512 | 16.7 | 000bd56f | ||||
Big Boy | 486 | 8.1 | 1 | 117 | 39 | Mini nuke | 1 | 30.7 | 12405 | 404.7 | |||||
The Striker | 100 | 1 | 117 | 63 | 60 | 1.66 | Modified bowling ball | 1 | 30.7 | 2512 | 81.82 | xx031702 | |||
Nuka-nuke launcher | 794 | 1 | 117 | 63 | Nuka-nuke | 1 | 36 | 650 | 18.06 | – | |||||
Flamer | 12 | 18 | 90 | 47 | 30 | Flamer fuel | 100 | 16.1 | 137 | 8.51 | 000e5881 | ||||
Sergeant Ash | Flamer fuel | xx?????? | |||||||||||||
Harpoon gun | 150 | 5 | 2 | 63 | Harpoon | 1 | 16.3 | xx010b81 | |||||||
Heavy incinerator | – | – | – | – | – | Flamer fuel | – | – | – | FEXXX000 | |||||
Admiral's Friend | Harpoon | xx?????? | |||||||||||||
Skipper's Last Stand | Harpoon | xx?????? | |||||||||||||
Junk Jet | 40 | 14 | 20 | 119 | 30 | Most junk items | 29.9 | 285 | 6.2 | 000e942b | |||||
Minigun | 8 | 36.3 | 272 | 131 | 30 | 5mm | 500 | 27.4 | 382 | 14 | 0001f669 | ||||
Ashmaker | 9 | 47 | 313 | 77 | 39 | 5mm | 500 | 28.7 | 1755 | 61.1 | 00000000 | ||||
Missile launcher | 150 | 5 | 2 | 203 | 45 | Missile | 1 | 21 | 314 | 14.95 | 0003f6f8 | ||||
Partystarter | 150 | 5 | 2 | 191 | 107 | Missile | 28.5 | 4822 ? | ? | 00000000 | |||||
Death From Above | 151 | 5 | 2 | 203 | 65 | Missile | 21 | 4479 ? | ? | 00225969 | |||||
Broadsider | 108 | 3.6 | 2 | 203 | 40 | Cannonball | 1 | 27.4 | 245 | 9 | 000fd11b |
Armes à énergie[]
Laser[]
Plasma[]
Autres[]
All these weapons count as non automatic weapons and thus work with either Gunslinger, Rifleman or Sniper respectively, except the Cryolator which is counted as a heavy gun and thus works with Heavy Gunner.
Form ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alien atomizer | Alien blaster round or Fusion cell | FEXXX000 | |||||||||||||
Alien blaster pistol | 50 | 83 | 100 | 119 | 20 | Alien blaster round or | Fusion cell | 42 | 2.5 | 1551 | 620.4 | 000ff995 | ||||
Hub's Alien Blaster | 58 | 580 | 100 | 149 | 76 | 20 | Alien blaster round or Fusion cell | 42 | 2.5 | 2751 | 1100.4 | xx043416 | |||
Alien disintegrator | Alien blaster round or Fusion cell | FEXXX000 | |||||||||||||
Cosmic cannon | 36 | 90 | 77 | 72 | Fusion cell | 33 | 5.5 | 95 | FEXXX864 FEXXXC45 | ||||||
Cryolator | 20 | 1800 | 90 | 71 | 66 | 20 | Cryo cell | 25 | 13.2 | 302 | 22.9 | 00171b2b | |||
Thirst Zapper | Varies | Varies | 100 | If modified, Nuka-Cola, Nuka-Cherry, or Nuka-Cola Quantum | 2 | 10 | 5 | xx007bc8 | |||||||
Salvaged assaultron head | 35 + 45 | 11 | 93 | 65 | Fusion cell | Charged single shot | 8 | 40 | 5 | xx0100b7 | |||||
Solar cannon | Fusion cell | FEXXXF99 | |||||||||||||
Tesla rifle | 38 | 152 | 40 | 83 | 70 | Fusion cell | 15 | 8.1 | 90 | 11.1 | xx003e07 | ||||
Thunderbolt | Fusion cell | FEXXX000 | |||||||||||||
BFG 9000 | Argent plasma cell | FEXXX800 |
Armes à radiation[]
These weapons produce radiation damage, including both direct damage from explosions and damage 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[]
Explosifs[]
Explosives have a maximum range of 93. They seem to hit an invisible wall at their maximum range. Explosives benefit from the Demolition Expert perk.
Explosifs à lancer[]
Explosifs à poser[]
Fumigènes et grenades de faction[]
AOE | Form ID | ||||||
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Artillery smoke grenade | 1 | 0.5 | 0 | 0 | 0012e2ca | ||
Synth relay grenade | 1 | 0.5 | 50 | 100 | 000589f2 | ||
Vertibird signal grenade | 1 | 0.5 | 10 | 20 | 00056917 |
Pièges[]
À placer[]
Nom du piège | AOE | Form ID | |||||
---|---|---|---|---|---|---|---|
Bear trap | Bear trap | 8 | xx?????? | ||||
Bleeding bear trap | Bleeding bear trap | 8 | xx?????? | ||||
Caltrops | Caltrops | 0.5 | xx?????? | ||||
Poisoned caltrops | Poisoned caltrops | 0.5 | xx?????? |
Armes de corps à corps[]
Damage found in the table is base damage, every point of strength adds 10% to it. Several perks can further increase the damage displayed for a melee weapon.
Armes blanches[]
Bladed weapons can 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.
Armes contondantes[]
Blunt weapons tend to stagger opponents more frequently than bladed weapons. Like all melee weapons, blunt weapons benefit from Big Leagues and Strength.
Mains nues[]
Fist weapons benefit from the Iron Fist Perk as well as from Strength. Note that fist weapons cannot be used while wearing power armor.
Renaming weapons[]
In Fallout 4, the player character is able to rename any weapon, including unique weapons, at any weapons workbench. Renaming weapons does not affect any weapon stats. This primarily adds a level of personalizing to weapons and can help avoid accidentally disassembling a favored weapon.
Mods[]
Weapons may be modified in Fallout 4. Each weapon has modification 'slots' (e.g. barrel, grip, magazine, sights) that may be modified with increasingly powerful or useful mods by the player character based on their perks. However, the player character may salvage useful mods that are not yet available via the player character's perk level by simply modifying any weapon that already has the mod of interest.[5] By replacing the mod of interest with any available mod the original mod goes into inventory and may then be used to alter the player character's chosen weapon without regard for their perk level. Unique weapons do not offer this capability; their special mods are 'reserved' and since they are unique, no other examples are available to be salvaged.
Notes[]
If a player character puts 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 be irretrievable. Therefore, access to personal containers should be restricted, either by obstructing the expected path used by them to reach the container, or by the use of powered doors, holes, floating structures, etc.
Voir aussi[]
Dans Fallout 4[]
- Munitions de Fallout 4
- Modules d'armes de Fallout 4
- Armes unique Fallout 4
- Armes légendaire
Dans la série Fallout[]
- Armes de Fallout
- Armes de Fallout 2
- Armes de Fallout Tactics
- Armes de Fallout 3
- Armes de Fallout: New Vegas
- Armes de Fallout 76
- Armes de Fallout Tactics
- Armes de Fallout: Brotherhood of Steel