For a list of unique weapon locations in Fallout 4, see Fallout 4 unique weapons. For a list of legendary effects for weapons, see Fallout 4 legendary weapon effects. |
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This page lists all weapons in Fallout 4. |
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Overview[]
Unlike previous installments, weapons in Fallout 4 fall under three classifications, including normal, legendary, and unique. Normal weapons have no special bonuses on them whatsoever. 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 will always retain the same special bonuses. Uniques are typically either bought from merchants or are quest rewards. Normal and legendary weapons will change their name when mods are applied, unique weapons will not.
All stats are given with standard weapon modifications.
Legend[]
Legend |
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General note: In the following descriptions, the statistics that are shown while playing the game will be referred to as in-game numbers, while the numbers used by the game's code will be referenced as internal numbers. Internal numbers can only be gathered through game editor or console use.
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Accuracy (): This is the Accuracy stat displayed in-game, which is derived from the internal game numbers for projectile deflection angles in an unknown way. See Spread for details on the internal measurements. |
Action Point cost (): The number of Action Points used per activation in V.A.T.S. Generally, this is a one shot equivalent for semi-automatic weapons, but automatic weapons may fire 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's 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. Almost always 6, unless modified by the gun (usually by a bayonet,) meaning gun bashes do less damage base than an unarmed strike. |
Critical Damage Multiplier (): This is the amount that a weapon's damage is multiplied by on a critical hit. As a general rule, this is normally 2, but mods exist for some weapons that change this number from 2. It is part of each weapon's data and is distinct from the sneak attack multiplier, which is not part of each weapon's data (although the combat knife raises its sneak attack multiplier via an external script.) Allegedly, sneak attack damage is calculated as a multiple (usually 2) of critical damage. |
Damage (Gatling laser it is a single beam. | ): This is the damage caused by a single click of the mouse/trigger. For most small guns, that is a single bullet, but for shotguns, the damage is equally split between the shell's pellets, and for the
Damage per second (): The manually calculated maximum cyclic damage dealt in one second, expressed as rate of fire multiplied by damage. Can be arbitrarily misleading due to reload times, whether or not the weapon is automatic, whether or not the weapon must spin or charge up to fire, and whether or not the weapon must be cocked every time it fires. |
Magazine capacity or shots per reload (): The maximum ammunition capacity of the weapon or the maximum number of shots possible before 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's projectile can go before suffering from damage loss. The displayed number is approximately where MaxRange is the total of modifiers to the MaxRange variable by mods equipped to the weapon and k is some constant (for a combat shotgun k is -3.) However, this displayed number is close to meaningless, because there are three hidden internal range ratings: minimum range, maximum range, and the out of range multiplier. Between point blank and 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 the maximum range, the damage is reduced by multiplying 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 a range of 256 units and some research indicates that each of these internal units is meant to equal approximately 4 yards/meters, but more effort is needed to confirm.[2] The real range of a ranged weapon, if encapsulated into a single number, would be , which is the average damage multiplier out to the weapon's maximum range. For example, consider again a combat shotgun, which has an out of range multiplier of 10%. Because the game's listed range is based on the gun's maximum range but the listed damage is based on the minimum, and because other numbers at play are not displayed in-game, it's impossible to tell from looking at the weapon in-game why the weapon does such low damage at even medium ranges. |
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 weapon's attack delay rating divided by its speed rating. However, if a weapon is converted to automatic fire, the time between shots becomes derived purely from its speed and/or firing animation duration.[3] Melee weapons (including unarmed) instead rely on a speed rating listed on them; truly unarmed attacks and gun bashes are both speed Medium. |
Recoil: 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 the spread. Unlike spread, which has a completely random direction, recoil has a limited "window" in which the kick can move the weapon.[4] |
Reload / Reload speed: 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 a sighted or scoped state, in seconds. |
Sighted spread: The amount 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 8 pellets produced by the weapon can proceed separately from between 0° to 12°, randomly generated, in a separately randomly generated 360° cone. Weapons have a base spread when the shooter hasn't shot yet, a maximum spread by which the spread cannot be worse than, and an amount by which the spread gets worse on a per-shot basis. The current degree of spread somewhat corresponds to the width of the crosshairs. Spread slowly reverts to base spread after a slight delay.[4] |
Stability: 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. |
Weight (): Weight value of the weapon that applies to encumbrance. Weapon weight also increases the amount of time it takes to aim down sights or "scope." This is explained in a loading screen tooltip. |
Unique effect: Some weapons have unique effects that pretain to them (ex: the Ruthless effect for Kellogg's pistol.) |
Unique weapon entries are shaded. |
Ballistic weapons[]
Pistols[]
Special effect | Form ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
.44 pistol | 48 | 28.8 | 6 | 119 | 66 | 35 | 1.2 | .44 round | 6 | 4.2 | 99 | 23.6 | 000CE97D | |||
Eddie's Peace | 48 | 28.8 | 6 | 125 | 81 | 26.25 | 50% more limb damage. | .44 round | 6 | 5 | 454 | 90.8 | 00225AE9 | |||
Kellogg's pistol | 48 | 28.8 | 6 | 119 | 70 | AP refilled on critical hit. | .44 round | 6 | 4.3 | 449 | 104.4 | 00225AC1 | ||||
The Gainer | 48 | 28.8 | 6 | 119 | 74 | 15 points of fire damage. | .44 round | 6 | 4.6 | 468 | 101.7 | 00225AE7 | ||||
Early Retirement | 119 | 70 | +25% damage towards synths. | .44 round | xx000C33 | |||||||||||
10mm pistol | 18 | 82.8 | 46 | 83 | 60 | 21 | 1.5 | 10mm round | 12 | 3.5 | 50 | 14.3 | 00004822 | |||
Wastelander's Friend | 27 | 124.2 | 46 | 107 | 78 | +50% more limb damage. | 10mm round | 24 | 7.3 | 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 hit chance,
25% less AP cost. |
10mm round | 12 | 4.4 | 774 | 175.9 | 000DC8E7 | ||
Silver Sidearm | 25 | 66 | 10mm round | xx001202 | ||||||||||||
Classic 10mm pistol | 28 | 41 | 119 | 62 | 28 | 10mm round | xx000F99 | |||||||||
Ultimatum | +50 radiation damage. | 10mm round | xx00081D | |||||||||||||
Flare gun | 10 | 3 | 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 | 19 | xx0415B3 |
Rifles[]
Special effect | Form ID | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Anti-materiel rifle
|
Anti-materiel rifle
|
50 | 10 | 2 | 119 | 71 | 26 | 1.91 | .50 caliber | 3 | 12 | 55 | 4.58 | FEXXXF9C | |||
Assault rifle | Assault rifle | 30 | 120 | 40 | 119 | 72 | 32 | 0.94 | 5.56mm | 30 | 13.1 | 144 | 11 | 0000463F | |||
CR-74L
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CR-74L
|
33 | 135 | 41 | .45 | FEXXXF99 | |||||||||||
Combat rifle | Standard | 33 | 108.9 | 33 | 119 | 70 | 25 | 1.32 | .45 | 20 | 11.1 | 117 | 10.5 | 000DF42E | |||
December's Child
|
33 | 135 | 41 | Lighter, uses 5.56mm,
25% faster fire rate, 15% faster reload. |
5.56mm | xx014459 | |||||||||||
Overseer's Guardian | 55 | 495 | 90 | 109 | 76 | Shoots an additional projectile. | .45 | 20 | 11.1 | 117 | 10.5 | 001F61E7 | |||||
Gauss rifle | Standard | 110 | 726 | 66 | 191 | 69 | 40 | 3.67 | 2mm EC | 7 | 15.8 | 228 | 14.4 | 000D1EB0 | |||
The Last Minute | 192 | 1267.2 | 66 | 203 | 112 | 50% more limb damage. | 2mm EC | 20 | 21.6 | 6500 | 300.1 | 0022B603 | |||||
Prototype Gauss rifle
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Prototype Gauss rifle
|
100 | 60 | 6 | 191 | 81 | 2mm EC | 3 | 18 | 265 | 14.7 | FEXXXFA0 | |||||
Handmade rifle
|
Standard | 32 | 128 | 40 | 119 | 72 | 32 | 7.62 round | 10 | 12.8 | 136 | 10.6 | xx033B60 | ||||
The Problem Solver
|
57 | 487.6 | 59 | 185 | 92 | Increased damage after each
consecutive hit on same target. |
7.62 round | xx036C24 | |||||||||
Splattercannon
|
41 | 845.6 | 113 | 89 | 108 | Increased damage after each
consecutive hit on same target. |
7.62 round | 75 | 23.6 | 6855 | 290.5 | xx04E424 | |||||
Hunting rifle | Standard | 37 | 11.1 | 3 | 131 | 71 | 28 | 1.32 | .308 | 5 | 9.6 | 55 | 5.7 | 0004F46A | |||
Reba | 37 | 11.1 | 3 | 131 | 71 | .308 | 5 | 9.6 | 55 | 5.7 | 001ABC92 | ||||||
Reba II | 64 | 25.6 | 4 | 215 | 92 | 50% more damage against mirelurks
and bugs. |
.308 | 5 | 15.5 | 306 | 19.7 | 001ABC93 | |||||
Tinker Tom Special | 37 | 16.5 | 3 | 185 | 112 | Higher VATS accuracy if not
in combat, higher AP cost. |
.308 | 1 | 16.7 | 706 | 42.3 | 001F2675 | |||||
Lever-action rifle
|
Standard | 35 | 17.5 | 5 | 122 | 72 | 26 | 1.35 | .45-70 | 5 | 9 | 150 | 16.7 | xx02C8B0 | |||
Lucky Eddy
|
35 | 17.5 | 5 | 122 | 72 | +2 Luck when equipped. | .45-70 | 5 | 9 | 201 | 22.3 | xx045675 | |||||
Old Reliable
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70 | 35 | 5 | 122 | 61 | Shoots an additional projectile. | .45-70 | 5 | 9 | 801 | 89 | xx05158F | |||||
Manwell rifle set | Manwell carbine
|
69 | 227.7 | 33 | 119 | 70 | .308 | 16 | 8 | FEXXXFC2 | |||||||
Manwell rifle
|
90 | 297 | 33 | 119 | 62 | .308 | 6 | 11.1 | FEXXX94B | ||||||||
Radium rifle
|
Standard | 27+50 | 108 | 40 | 119 | 72 | 25 | 1.08 | .45 | 20 | 11.1 | 80 | 7.2 | xx025FC4 | |||
Kiloton radium rifle
|
27 | 108 | 40 | 119 | 72 | 15 points of explosive damage. | .45 | 20 | 11.1 | xx05158E | |||||||
Radical Conversion
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27 | 108 | 40 | 119 | 72 | Ignores 30% of target's damage
and energy resistance. |
.45 | 20 | 11.1 | xx045673 | |||||||
Railway rifle | Standard | 100 | 100 | 10 | 119 | 69 | 20 | 5 | Railway spike | 10 | 14.4 | 290 | 20.1 | 000FE268 | |||
Prototype railway rifle | 1 | 1 | 2 | 119 | 71 | 20 | 5 | Railway spike | 1 | 14.4 | 290 | 20.1 | 00221235 | ||||
Submachine gun | Standard | 10 | 127 | 127 | 107 | 63 | 35 | 0.28 | .45 | 50 | 12.7 | 109 | 8.6 | 0015B043 | |||
Silver submachine gun | 10 | 127 | 127 | 107 | 63 | .45 | 50 | 13.8 | 121 | 8.8 | 001B28F7 | ||||||
Spray n' Pray | 31 | 393.7 | 127 | 77 | 69 | 15 points of explosive damage. | .45 | 19 | 1084 | 57.1 | 001F61E3 | ||||||
Syringer | Syringer | Variable | Variable | 2 | 119 | 72 | 35 | Syringer ammo | 6.2 | 132 | 21.3 | 0014D09E |
Shotguns[]
Special effect | Form ID | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Combat shotgun | 8x6.25=50 | 100 | 20 | 47 | 23 | 32 | 1.56 | Shotgun shell | 8 | 11.1 | 87 | 7.8 | 0014831C | ||
Justice | 50 | 100 | 20 | 35 | 28 | Chance to stagger on hit. | Shotgun shell | 15.5 | 1076 | 69.4 | 001F61E4 | ||||
Le Fusil Terribles | 62 | 124 | 20 | 71 | 29 | +25% damage/ limb damage,
Increased recoil. |
Shotgun shell | 15.7 | 389 | 24.8 | 00225771 | ||||
Double-barrel shotgun | 8x5.625=45 | 162 | 36 | 47 | 16 | 27 | 1.67 | Shotgun shell | 2 | 9 | 39 | 4.33 | 00092217 | ||
Handmade shotgun | 45 | 162 | 36 | 47 | 16 | 30 | Shotgun shell | 2 | 9 | 39 | 4.33 | FEXXX804 | |||
Triple-barrel handmade shotgun | 50 | 180 | 36 | 47 | 16 | 30 | Shotgun shell | 3 | 9 | 60 | 6.67 | FEXXX803 |
Pipe weapons[]
Special effect | Form ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pipe bolt-action | 34 | 6.8 | 2 | 95 | 63 | 29 | 1.17 | .308 | 6 | 3.2 | 30 | 9.4 | 0014831A | |||
Pipe gun | 13 | 71.5 | 55 | 83 | 57 | 30 | 0.43 | .38 | 12 | 2.3 | 20 | 8.7 | 00024F55 | |||
Pipe revolver | 24 | 14.4 | 6 | 83 | 61 | 35 | 0.68 | .45 | 6 | 4.2 | 25 | 6.0 | 0014831B |
Heavy weapons[]
Special effect | Form ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fat Man | 468 | 89.43 | 1 | 117 | 63 | 60 | 7.8 | Mini nuke | 1 | 30.7 | 512 | 16.7 | 000BD56F | |||
Big Boy | 486 | 1 | 117 | 39 | Shoots an additional projectile. | Mini nuke | 1 | 30.7 | 12405 | 404.07 | 0021A53E | |||||
The Striker | 100 | 1 | 117 | 63 | 60 | 1.66 | 50% chance to cripple target's leg. | Modified bowling ball | 1 | 30.7 | 2512 | 81.82 | xx031702 | |||
Nuka-nuke launcher | 794 | 1 | 117 | 63 | Nuka-nuke | 1 | 36 | 650 | 18.06 | xx05178F | ||||||
Flamer | 12 | 108 | 90 | 47 | 53 | 30 | Flamer fuel | 100 | 16.1 | 137 | 8.51 | 000E5881 | ||||
Sergeant Ash | 13 | 117 | 90 | 47 | 53 | 20% to cripple target's leg. | Flamer fuel | 100 | 16.1 | xx051599 | ||||||
Harpoon gun | 150 | 2 | 143 | 63 | 40 | Harpoon | 1 | 16.3 | 205 | 12.58 | xx010B81 | |||||
Admiral's Friend | 150 | 2 | 143 | 63 | 40 | x2 damage if target is at full health. | Harpoon | 1 | 16.3 | 1005 | 61.66 | xx05158B | ||||
Skipper's Last Stand | 165 | 2 | 143 | 63 | 40 | +150 damage resistance while
reloading. |
Harpoon | 1 | 16.3 | 1005 | 61.66 | xx04E752 | ||||
Defender's Harpoon Gun | 150 | 2 | 143 | 63 | 40 | Ignores 30% of target's damage
and energy resistance. |
Harpoon | 1 | 16.3 | 1005 | 61.66 | xx032507 | ||||
Heavy incinerator | 30+43 | 175.2 | 24 | 23 | 53 | Flamer fuel | 6 | 16.1 | FEXXX809 | |||||||
Junk Jet | 40 | 20 | 119 | 75 | 30 | Most junk items | ∞ | 29.9 | 285 | 6.2 | 000E942B | |||||
Minigun | 8 | 217.6 | 272 | 131 | 35 | 30 | 5mm | 500 | 27.4 | 382 | 14 | 0001F669 | ||||
Ashmaker | 9 | 281.7 | 313 | 77 | 39 | 15 points of fire damage. | 5mm | 500 | 28.7 | 1755 | 61.1 | 001F252E | ||||
Missile launcher | 150 | 2 | 203 | 65 | 45 | Missile | 1 | 21 | 314 | 14.95 | 0003F6F8 | |||||
Partystarter | 150 | 2 | 191 | 107 | 50% more damage against humans. | Missile | 28.5 | 4822 ? | ? | 001F61E5 | ||||||
Death From Above | 151 | 2 | 203 | 65 | 75% increased movement speed when aiming down sights. | Missile | 21 | 4479 | 213.29 | 00225969 | ||||||
Broadsider | 108 | 2 | 203 | 63 | 40 | Cannonball | 1 | 27.4 | 245 | 9 | 000FD11B | |||||
Cryolator | 20 | 180 | 90 | 71 | 66 | 20 | Cryo cell | 25 | 13.2 | 302 | 22.9 | 00171B2B |
A quick note on damage types: The flamer and heavy incinerator do not deal fire damage like an Incendiary weapon does or ballistic damage like a Molotov cocktail, instead dealing energy (and, for the incinerator, ballistic) damage; the Cryolator deals neither cryo damage nor ballistic damage (like a cryo mine and cryogenic grenade do), instead dealing energy damage (and ballistic when crystallizing); the Fat Man does not deal any sort of radiation damage (like a nuke mine or Nuka-grenade do).
Other[]
Special effect | Form ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Paddle ball
|
1 | 25 | 11 | 151 | Paddle ball string | 20 | 2 | 10 | 5 | xx00A6C0 |
Energy weapons[]
Laser[]
|
Special effect | Form ID | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Institute laser | 21 | 99 | 66 | 71 | 70 | 25 | Fusion cell | 30 | 3.9 | 50 | 12.8 | 001633CC | ||||
Virgil's rifle | 33 | 217.8 | 66 | 227 | 85 | +50% damage to super mutants. | Fusion cell | 7.2 | 384 | 53.3 | 00225ABA | |||||
Laser musket | 30 | 18 | 6 | 71 | 70 | 30 | Fusion cell | 1 | 12.6 | 57 | 4.5 | 0001DACF | ||||
Laser gun | 24 | 120 | 50 | 71 | 71 | 25 | Fusion cell | 30 | 3.5 | 69 | 19.7 | 0009983B | ||||
Old Faithful | 29 | 145 | 50 | 71 | 71 | x2 damage if target is at full health. | Fusion cell | 30 | 4.5 | 929 | 206.4 | 001F61E2 | ||||
Survivor's Special | 26 | 19 | 44 | 47 | 42 | Does more damage the lower the
player's health. |
Fusion cell | 4.8 | 340 | 70.8 | 00225ABC | |||||
Protectron's Gaze | 54 | 307.8 | 57 | 47 | 44 | 25% faster fire rate, 15% faster reload. | Fusion cell | 30 | 5.1 | 352 | 69 | xx001F06 | ||||
Good Intentions | 21 | 237.3 | 113 | 194 | 82 | Frenzy enemies on critical hit. | Fusion cell | 7.9 | 393 | 49.7 | 0022537B | |||||
Prototype UP77 "Limitless Potential" | 24 | 120 | 50 | 227 | 96 | Unlimited ammo capacity. | Fusion cell | Infinite | 6.5 | 355 | 54.6 | 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 | ||||
Salvaged Assaultron head | 35-165 | 11 | 93 | 65 | Irradiates user by 50 per discharge; while equipped, thrown grenades do the same thing when thrown. | Fusion cell | Charged single shot | 8 | 40 | 5 | xx0100B7 | |||||
Wazer Wifle | 55 | 275 | 50 | 302 | 76 | Unlimited ammo capacity. | Fusion cell | Infinite | 6.3 | 364 | 57.8 | 00225965 | ||||
Gatling laser | 14 | 380.8 | 272 | 203 | 30 | Fusion core | 500 | 19.3 | 804 | 41.7 | 000E27BC | |||||
Final Judgment | 14 | 476 | 340 | 203 | 48 | 25% faster fire rate, 15% faster reload. | Fusion core | 500 | 19.3 | 3804 | 197.1 | 00225ABE | ||||
Aeternus | 24 | 355.5 | 45 | 251 | 63 | Unlimited ammo capacity, unlimited ammo. | Fusion core | 500 | 39.3 | 4799 | 122.1 | xx04EC35 |
Plasma[]
Special effect | Form ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Plasma gun | 24+24 | 115.5 | 33 | 119 | 30 | Plasma cartridge | 30 | 3.9 | 123 | 31.5 | 00100AE9 | |||||
Experiment 18-A | 25+25 | 680 | 136 | 203 | 140 | 6.6 | 25% faster fire rate, 15% faster reload. | Plasma cartridge | 001F61E9 | |||||||
Sentinel's Plasmacaster | 24+24 | 270.6 | 33 | 119 | 148 | x2 damage if target is at full health. | Plasma cartridge | 4.8 | 602 | 125.4 | 00225967 |
Other[]
All these weapons count as non-automatic 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 | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alien atomizer | 54 | 540 | 100 | 155 | 70 | Alien blaster round or Fusion cell | 45 | 3.0 | 1536 | 512 | FEXXX84E | ||||
Alien blaster pistol | 50 | 500 | 100 | 119 | 79 | 20 | 2.5 | Alien blaster round or Fusion cell | 42 | 2.5 | 1551 | 620.4 | 000FF995 | ||
Hub's Alien Blaster | 58 | 580 | 100 | 149 | 76 | 20 | 2.9 | x2 critical shot damage, critical meter
fills 15% faster. |
Alien blaster round or Fusion cell | 42 | 2.5 | 2751 | 1100.4 | xx043416 | |
Alien disintegrator | 55 | 220 | 40 | 155 | 72 | Alien blaster round or Fusion cell | 50 | 4.7 | 1770 | 376.6 | FEXXXF99 | ||||
BFG 9000 | 50 + 250 | 66 | 11 | 52 | Argent plasma cell | 10 | FEXXX800 | ||||||||
Cosmic cannon | 36 | 90 | 77 | 72 | Fusion cell | 33 | 5.5 | 95 | 17.3 | FEXXX864 FEXXXC45 | |||||
Cryolator | 20 | 180 | 90 | 71 | 66 | 21 | Cryo cell | 25 | 13.2 | 302 | 22.9 | 00171B2B | |||
Solar cannon | 30+35 | 104 | 16 | 155 | 76 | Fusion cell | 16 | 31.6 | FEXXXF99 | ||||||
Tesla cannon | 60 | 120 | 20 | 395 | 62 | Fusion cell | 15 | 21 | 314 | 14.9 | FEXXXF99 FEXXX03E | ||||
Tesla rifle | 38 | 152 | 40 | 83 | 70 | Fires electrical charge that arcs between targets. | Fusion cell | 15 | 8.1 | 90 | 11.1 | xx003E07 | |||
Thirst Zapper | Varies | Varies | 100 | Squirt of water/ Weaponized Nuka-Cola/ Weaponized Nuka-Cherry/ Weaponized Nuka-Cola Quantum |
2 | 10 | 5 | xx007BC8 | |||||||
Thunderbolt | Fusion cell | 15 | FEXXX824 |
Radiation weapons[]
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. See the radiation page for how radiation damage is handled by the game. These are affected by the perk Nuclear Physicist in terms of radiation damage.
Gamma[]
Special effect | Form ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Gamma gun | 10 + 100 (direct hit) + 23 (aoe) | 121 | 66 | 119 | 69 | 30 | Gamma round | 8 | 3 | 156 | 52 | 000DDB7C | ||||
Lorenzo's Artifact gun | 10+25 | 38.5 | 66 | 203 | 69 | 30 | Stuns target on hit, area of effect. | Gamma round | 8 | 4.5 | 753 | 167.3 | 002266F7 | |||
Zeta gun | 10 (direct hit) + 11.5 (aoe) | 62.7 | 66 | 119 | 69 | 30 | Gamma round | 8 | 3.1 | 156 | 50 | 002266FC |
Poison weapons[]
Poison weapons utilize the poison damage type to deal ongoing damage to targets.
Special effect | Form ID | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Acid Soaker | 11 | ? | 66 | 35 | 94 | ? | ? | ? | Acid concentrate | 20 | 3 | 125 | 42 | xx007BC6 |
Explosives[]
Explosives have a maximum range of 93 and behave as if hitting an invisible wall at their maximum range. Explosives benefit from the Bloody Mess, Demolition Expert and SCAV! - Cautionary Crafts perks, but only for their "primary" damage effects (which also includes the "Explosive" legendary prefix.) This is why the pulse grenade and pulse mine are not affected by any of the three.
Grenade throwing distance is not affected by character strength. It is affected by the vertical throwing angle, and the height difference between the throwing point and the impact point.
Thrown[]
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 | 1 + ?x151 | 1 | 75 | 75 | xx033905 | ||
Smart fragmentation grenade | 151 | 0.6 | 60 | 100 | xx0346FC | ||
HalluciGen gas grenade | 1 | 1 | 35 | 35 | 000E98E5 | ||
Fury grenade | 1 | 1 | 35 | 35 | xx02618B | ||
Persuasion grenade | 1 | 1 | 35 | 35 | xx023E60 | ||
Predator grenade | 1 | 1 | 35 | 35 | xx025B0A | ||
Homing beacon | 1 + ??? | 1 | 0 | 0 | 00065DEC | ||
Institute EM pulse grenade | 150 | 0.5 | 100 | 200 | 0018325E | ||
Molotov cocktail | 51 | 0.5 | 20 | 40 | 0010C3C6 | ||
Nuka grenade | 301 + 100 | 0.5 | 100 | 200 | 000E5750 | ||
Nuka Cherry grenade | 201 | 0.5 | 50 | 100 | xx040CDD | ||
Nuka Quantum grenade | 301 | 0.5 | 50 | 100 | xx040CDE | ||
Plasma grenade | 150 + 150 | 0.5 | 135 | 270 | 0010A33D | ||
Pulse grenade | 150 , Secondary | 0.5 | 100 | 200 | 000FF21F |
Placed[]
AOE | Form ID | ||||||
---|---|---|---|---|---|---|---|
Bottlecap mine | 301 | 0.5 | 75 | 150 | 0010771F | ||
Cryo mine | 101 + Unknown chance to slow by unknown amount for unknown seconds. | 0.5 | 50 | 100 | 0010C669 | ||
Fragmentation mine | 101 | 0.5 | 50 | 100 | 000E56C2 | ||
Nuke mine | 301 + 100 | 0.5 | 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 | ||||||
---|---|---|---|---|---|---|---|
Artillery smoke grenade | 1 | 0.5 | 0 | 0 | 0012E2CA | ||
Institute beacon | 1 | 0.5 | 0 | 0 | 00174F8F | ||
Synth relay grenade | 1 | 0.5 | 50 | 100 | 000589F2 | ||
Vertibird signal grenade | 1 | 0.5 | 10 | 20 | 00056917 |
Traps[]
Placed[]
Placed trap name | AOE | Form ID | |||||
---|---|---|---|---|---|---|---|
Bear trap | 8 | xx054072 | |||||
Bleeding bear trap | 8 | xx0540F7 | |||||
Caltrops | 0.5 | xx05406E | |||||
Poisoned caltrops | 0.5 | xx0540ED |
Melee weapons[]
In the table below, damage listed is base weapon damage, which gains a +10% bonus for every point of Strength. Unless otherwise noted, Strength will not modify energy, bleed, or other damage values. Several perks can further increase the damage displayed for a melee weapon; as a general rule, perks will apply to energy and radiation, but not bleed or poison.
Bladed[]
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. Bladed weapons can be Medium (attack speed 1 attack per 1.1180 seconds, equivalent to a ranged weapon with a fire rate of 8.94, which would display as 8), Fast (attack speed 1 attack per 0.7718 seconds, equivalent to a ranged weapon with a fire rate of 12.96, which would display as 12), or Very Fast; because all Very Fast weapons are also automatic, in practice they have an attack rate of 4.5364 attacks per second, which is equivalent to 1 attack per 0.2204 seconds, or a ranged weapon with an attack rate of 45.364, which would display as 45.
Special effect | Form ID | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Assaultron blade | 17 | 19.8 | Medium | 35 | 3 | 50 | 16.7 | xx008B8E | ||||
Chinese officer sword | 16 | 18.7 | Medium | 35 | 0.46 | 3 | 50 | 16.7 | 00147BE4 | |||
General Chao's Revenge | 28 | 34 | Medium | 35 | 0.8 | +50% more damage to robots. | 3 | 775 | 258.3 | 00248387 | ||
Sword of Wonders | 16 | Medium | Ignores 30% of target's damage
and energy resistance. |
3 | 325 | 108.3 | xx050DD3 | |||||
Zao's sword | 16 | 22 | Medium | 35 | 0.46 | 3 | 50 | 16.7 | 001F0860 | |||
Combat knife | 9 | 11.66 | Fast | 20 | 0.45 | 1 | 25 | 25 | 000913CA | |||
Serrated combat knife | 15 + 10 (2/sec, 5 sec) | 19.44 + 12.96 | 0.75 + 0.5 | 37 | 37 | |||||||
Stealth blade combat knife | +0.5x Sneak Attack Damage | 43 | 43 | |||||||||
Pickman's Blade | 15 + 35 (2/sec, 5 sec) | 19.44 + 45.35 | Fast | 20 | 0.75 + 1.75 (2/sec, 5 sec) | +0.5x Sneak Attack Damage | 1 | 143 | 143 | 0022595F | ||
Disciples blade | 20 | Fast | 20 | 1 | 1.5 | 80 | 53.3 | xx01AABC | ||||
Throatslicer | 20 | Fast | 20 | 1 | +25 points of bleeding damage. | 1.5 | xx04E422 | |||||
Grognak's axe | 25 + 10 (2/sec, 5 sec) | 29.8 + 11.92 | Medium | 20 | 1.25 + 0.5 | +50% chance to Stagger. | 10 | 100 | 10 | 00183FCD | ||
Machete | 14 | 12.52 | Medium | 30 | 0.47 | 2 | 25 | 12.5 | 00033FE0 | |||
Serrated machete | 24 + 10 (2/sec, 5 sec) | 21.47 + 8.94 | Medium | 30 | 0.8 + 0.33 | 2 | 37 | 18.5 | ||||
Kremvh's Tooth | 28 + 3 | 50.2 | Medium | 30 | 0.93 + 0.1 | +3 points of poison damage. | 2 | 2 | 1 | 0022576D | ||
Mr. Handy buzz blade | 5 | 26.2 | Very Fast | 40 | 10 | 50 | 5 | xx0020F8 | ||||
Revolutionary sword | 16 | 18.7 | Medium | 35 | 0.46 | 3 | 50 | 16.7 | 00143AB5 | |||
Shem Drowne sword | 16 + 9 | 20.4 | Medium | 35 | 0.46 + 0.26 | Targets are irradiated on hit. | 3 | 250 | 8.3 | 0000364A | ||
Ripper | 4 | 18.25 | Very Fast | 40 for 7 hits | 0.7 | 6 | 50 | 8.3 | 000FA2F6 | |||
Curved Ripper | 6 | 27.38 | 1.05 | +25% chance to disarm | 7.1 | 65 | 9.2 | |||||
Extended Ripper | 7 + 10 (2/sec, 5 sec) | 31.94 + 45.63 | 1.225 + 1.75 | 9 | 75 | 8.3 | ||||||
Reckoning | 4 | 25 | Very Fast | 40 | 15% less damage while standing and
not moving. |
6 | 50 | 8.3 | 0022B604 | |||
The Harvester | 4 | Very Fast | 40 | Chance to stagger on hit. | 6 | 250 | 41.7 | xx04FA7E | ||||
Shishkebab | 13 + 13 | 15.3 | Medium | 35 | 0.37 + 0.37 | 3 | 200 | 67 | 000FA2FB | |||
Switchblade | 8 | 10.37 | Fast | 20 | 0.4 | 1 | 20 | 20 | 000FDC81 | |||
Serrated switchblade | 14 + 10 (2/sec, 5 sec) | 18.14 + 12.96 | 0.7 + 0.5 | 30 | 30 | |||||||
Steel sword | 35 | Medium | Increased damage after each
consecutive hit on same target. |
4 | 750 | 187.5 | FEXXXF9B | |||||
Pint-Sized Slasher knife | 13 | Fast | 20 | +50% more damage to humans. | 1.5 | 200 | FEXXX809 |
Blunt[]
Blunt weapons tend to stagger opponents more frequently than bladed weapons. Like all melee weapons, blunt weapons benefit from Big Leagues and Strength. Blunt weapons are always Medium (attack speed 1 attack per 1.118 seconds, equivalent to a ranged weapon with a fire rate of 8.94, which would display as 8) or Slow (attack speed 1 attack per 1.7641 seconds, equivalent to a ranged weapon with a fire rate of 5.67, which would display as 5).
Special effect | Form ID | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Alien shock baton | 11 + 23 | Medium | 30 | 0.37 + 0.77 | 2 | FEXXX84F | ||||||
Baseball bat | 16 | 9.07 | Slow | 35 | 0.46 | 3 | 25 | 8.33 | 0008E736 | |||
2076 World Series baseball bat | 16 | 16.5 | Slow | 35 | 0.46 | 6% chance to send targets flying. | 3 | 325 | 108.3 | 00226438 | ||
Cito's Shiny Slugger | 31 | Slow | 35 | 0.89 | Refills AP on critical hit. | 7.5 | 175 | 28.3 | xx04F084 | |||
Fencebuster | 16 | Slow | 35 | 0.46 | Ignores 30% of target's damage
and energy resistance. |
3 | 125 | 41.7 | xx04923C | |||
Baton | 11 | 9.84 | Medium | 30 | 0.37 | 2 | 15 | 7.5 | 0008C14D | |||
Board | 14 | 7.94 | Slow | 33 | 0.42 | 3 | 20 | 6.67 | 0005C250 | |||
Bladed board | 29 + 10 (2/sec, 5 sec) | 16.44 + 5.67 | Slow | 33 | 0.88 + 0.3 | 4.5 | 30 | 6.67 | ||||
Commie Whacker | 10 | 8.94 | Medium | 25 | 0.4 | 2 | 25 | 12.5 | xx052926 | |||
Lead pipe | 11 | 9.84 | Medium | 30 | 0.37 | 3 | 15 | 5 | 000FC9C3 | |||
Pipe wrench | 13 | 11.63 | Medium | 35 | 0.37 | 2 | 30 | 15 | 000D83BF | |||
Big Jim | 13 | 11.63 | Medium | 35 | 0.37 | 20% to cripple target's leg. | 2 | 150 | 75 | 0023E5EC | ||
Pole hook | 30 | Slow | 40 | 0.75 | 7 | 52 | 7.4 | xx009582 | ||||
Bloodletter | 30 | Slow | 40 | 0.75 | +25 points of bleeding damage. | 7 | 52 | 7.4 | xx034E7B | |||
The Fish Catcher | 30 | Slow | 24 | 1.25 | 40% less AP cost in VATS. | 7 | 312 | 44.6 | xx05158D | |||
Pool cue | 13 | 7.37 | Slow | 30 | 0.43 | 1 | 10 | 10 | 000FA3E8 | |||
Sharp pool cue | 17 + 10 (2/sec, 5 sec) | 9.64 + 5.67 | Slow | 30 | 0.57 + 0.33 | 1.2 | 13 | 10.83 | ||||
Rolling pin | 11 | 9.84 | Medium | 25 | 0.44 | 1 | 10 | 10 | 00142FAB | |||
Sharp aluminum rolling pin | 17 + 10 (2/sec, 5 sec) | 15.21 + 8.94 | Medium | 25 | 0.68 + 0.4 | 1 | 16 | 16 | ||||
Sledgehammer | 23 | 13.04 | Slow | 40 | 0.58 | 12 | 40 | 3.33 | 000E7AB9 | |||
Super sledge | 40 | 22.67 | Slow | 45 | 0.89 | 20 | 180 | 9 | 000FF964 | |||
Stunning super sledge | 40 + 27 | 22.67 + 15.31 | Slow | 45 | 0.89 + 0.6 | 25% chance to paralyze. | 20 | 540 | 27 | |||
Atom's Judgement | 40 + 100 | Slow | 45 | 0.89 + 2.22 | +100 radiation damage. | 20 | xx03A388 | |||||
Swatter | 18 | 10.2 | Slow | 35 | 0.51 | 3 | 30 | 10 | 00061721 | |||
Bladed Swatter | 36 + 10 (2/sec, 5 sec) | 20.41 + 5.67 | Slow | 35 | 1.03 + 0.29 | 4.5 | 42 | 9.33 | ||||
Rockville Slugger | 22 | 12.7 | Slow | 21 | 1.05 | 40% less AP cost in VATS. | 3.5 | 133 | 38 | 001F2674 | ||
Tire iron | 12 | 10.73 | Medium | 25 | 0.48 | 2 | 25 | 12.5 | 00185D25 | |||
Bladed tire iron | 21 + 10 (2/sec, 5 sec) | 18.78 + 8.94 | Medium | 25 | 0.84 + 0.4 | 3 | 37 | 12.33 | ||||
Walking cane | 10 | 8.94 | Medium | 20 | 0.5 | 2 | 10 | 5 | 000FDC7D |
Unarmed weapons[]
Unarmed weapons benefit from the Iron Fist perk as well as from Strength. Note that unarmed weapons cannot be equipped while wearing power armor. All unarmed weapons are speed Medium (attack speed 1 attack per 1.118 seconds, equivalent to a ranged weapon with a fire rate of 8.94, which would display as 8). Buffs to melee damage won't modify damage, but because it ignores all resistance, it is included as equivalent to "real" damage. 30% armor penetration, when the target has damage resistance reasonably close to the damaging attack, works like a 10% damage increase.
Special effect | Form ID | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Unarmed | 8 | 7.16 | Medium | 2 | 22 | 0.36 | 0 | 0 | ∞ | |||
Boxing glove | 9 | 8.05 | Medium | 2 | 25 | 0.36 | 1 | 10 | 10 | 0016498F | ||
Spiked boxing glove | 11 (behaves like 12.1 due to penetration) | 10.82 (after penetration) | Medium | 2 | 25 | 0.48 (after penetration) | 30% Armor Penetration | 1.2 | 13 | 10.83 | ||
Puncturing boxing glove | 13 (behaves like 14.3 due to penetration) | 12.79 (after penetration) | Medium | 2 | 25 | 0.57 (after penetration) | 30% Armor Penetration | 1.3 | 14 | 10.77 | ||
Lead lined boxing glove | 16 | 14.31 | Medium | 2 | 25 | 0.64 | +25% limb damage, +20% chance to cripple | 1.7 | 17 | 10 | ||
Deathclaw gauntlet | 25 | 22.36 | Medium | 2 | 40 | 0.63 | 10 | 75 | 7.5 | 000D8576 | ||
Large deathclaw gauntlet | 31 | 27.73 | Medium | 2 | 40 | 0.78 | +25% chance to Disarm. | 12 | 97 | 9.7 | 000D8576 | |
Knuckles | 10 | 8.94 | Medium | 2 | 25 | 0.4 | 0.5 | 10 | 20 | 0005524B | ||
Sharp knuckles | 12 + 10 (2/sec, 5 sec) | 10.73 + 8.94 | Medium | 2 | 25 | 0.48 + 0.4 | 0.6 | 13 | 21.67 | |||
Bladed knuckles | 17 + 10 (2/sec, 5 sec) | 15.21 + 8.94 | Medium | 2 | 25 | 0.68 + 0.4 | 0.7 | 15 | 21.43 | |||
Meat hook | 20 | 17.89 | Medium | 2 | 30 | 0.67 | 2 | 32 | 16 | xx04B5F4 | ||
Large meat hook | 25 | 22.36 | Medium | 2 | 30 | 0.83 | +25% chance to Disarm. | 2.4 | 41 | 17.08 | ||
Butcher's Hook | 20 | Medium | 30 | 0.67 | AP refills on critical hit. | 2 | xx05158C | |||||
Power fist | 20 | 17.89 | Medium | 2 | 35 | 0.57 | 4 | 100 | 25 | 0011B336 | ||
Puncturing power fist | 30 (behaves like 33 due to penetration) | 29.52 (after penetration) | Medium | 2 | 35 | 0.94 (after penetration) | 30% Armor Penetration | 5.1 | 145 | 28.43 | ||
Heated power fist | 20 + 20 | 17.89 + 17.89 | Medium | 2 | 35 | 0.57 + 0.57 | 4 | 200 | 50 |
Renaming weapons[]
In Fallout 4 the player is able to rename any weapon, including unique weapons, at any weapons workbench. However, the Silver submachine gun, the Survivor's Special, Ashmaker, and Grognak's axe cannot be renamed, nor will they pick up any prefixes from modding (if they can be modded). Renaming weapons does not affect any weapon stats. This primarily adds a level of personalization to weapons and can help avoid accidentally disassembling a favored weapon.
- Special and accented characters (i.e. alt-codes) can be used when renaming a weapon, but some of those will be replaced with "?".
- Since patch 1.3, HTML tags (e.g. <u>, <i>) can no longer be used to change the appearance of the weapon's name.
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. However it is possible to do the reverse, that is, to transfer standard mods from standard weapons onto unique and legendary weapons.
Notes[]
If a player character 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 be irretrievable. This cannot be totally prevented by any form of barrier or obstacle. Store valuable weapons in an unpopulated settlement, in an interior cell, or on a weapon rack.
Bugs[]
- Sometimes, when starting the game, gunfire cannot be heard on certain weapons. This can be fixed by re-starting the game or re-loading to a previous save file.[verified]
- Sometimes, when using a night vision scope, the night vision effect will stick around after going out of the scope.[verified]
See also[]
In Fallout 4[]
In the rest of the Fallout series[]
- Fallout weapons
- Fallout 2 weapons
- Fallout 3 weapons
- Fallout: New Vegas weapons
- Fallout 76 weapons
- Fallout Tactics weapons
- Fallout: Brotherhood of Steel weapons