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Sick of carrying around all that useless stuff? Load it into the Junk Jet, and shoot it at unsuspecting enemies. You haven't lived until you've killed someone with a teddy bear.Fallout 4 loading screens

The Junk Jet is a weapon in Fallout 4.

Background[]

Prior to the Great War, an unnamed technician working at ArcJet Systems had become fed up with being repeatedly belittled by his coworkers. Sick of being mocked for only having a high school education, regularly reading science magazines, and being the butt of jokes about attending shop class, he decided to get revenge and created the Junk Jet to showcase his engineering skills, and to murder the engineers who were mocking him. Fortunately for his potential victims, choosing to carry out his murder spree on October 25, 2077 resulted in it, like everything else being cut short by the bombs dropping two days beforehand.[1] Afterward, the Junk Jet was left in the relatively intact sub-terranean rocket silo of the ArcJet Systems building for the next two centuries.

Characteristics[]

A heavy "ballistic" weapon that fires any junk items loaded into its hopper, e.g. desk fans, tin cans, teddy bears, Nuka-Cola bottles, etc. Items must be loaded in manually, and fired items can be picked up after being shot, making this a ranged weapon with theoretically unlimited ammunition. In practice, however, items will (about 10% of the time) be lost upon contact with the enemy as they are no longer interactable. This sometimes results in flung items floating in the air with no support, unable to be picked up or moved.

Statistics[]

The raw damage per shot and damage per second (DPS) values are uncertain as the Junk Jet does a higher amount of damage if the shot is charged for approximately 1 second, thus it's unclear if the listed 40 damage in the Pip-Boy is the base damage per shot or the charged damage. The statistics block is currently reflecting the base rate of fire of very nearly 1.666... shots/sec, times the listed damage and the time to charge up a shot is very close to 1 second, so the charged shots/sec is 0.625.

The listed range statistic is largely irrelevant as projectiles follow a parabolic trajectory, dropping significantly beyond effective pistol range. This makes the weapon impractical for long-range fire unless the shooter can accurately 'lob' shots and still hit the target.

Ammunition[]

The weapon has no hard limit to its 'magazine' capacity. When reloading, one is given an interface like when opening a container. Any junk item can be loaded into the Junk Jet. There does not seem to be a container limit (ex: placing approximately 2000 pieces weighting over 500 lbs. of junk), but the contained junk still counts against Carry Weight. Therefore, the practical ammunition capacity is highly subjective, as it is only dependent how much weight in junk one is willing to carry, and one can fire the weapon indefinitely without any reload needed until the hopper is exhausted. The ammunition counter will never a number higher than 999 no matter how much is loaded into the hopper.

One effective strategy for the Junk Jet is to use a common, light-weight item. One that works well is steel, as it can be easily replenished by dropping most types of weapons from the inventory near a workshop and then directly scrapping them. Another strategy is to use an item that has zero Carry Weight such as pre-War money.

Weapon modifications[]

Slot Mod Description Weapon prefix Damage per shot change Fire rate change Range change Accuracy change Weight change Weapon value change in caps Perk needed Components Form ID
Barrel Short barrel Standard. Adhesive x2
Plastic x2
Screw x5
Steel x6
0016048E
Long barrel Superior range and sighted accuracy. Better recoil. Poor hip-fire accuracy. Long +84 -1 +2.0 +20 Gun Nut 1 Adhesive x6
Plastic x3
Screw x10
Steel x13
00102D57
Stock Standard stock Standard. Adhesive x6
Plastic x3
Screw x8
Steel x3
0016048F
Recoil compensating stock Exceptional recoil. Recoil compensated +1 +1.5 +40 Adhesive x10
Aluminum x14
Rubber x3
Screw x12
Spring x11
00160490
Sights Standard sights Standard. Steel x2 0023A554
Gunner sight Better focus and sighted accuracy. Tactical +5 +0.2 +5 Adhesive x2
Plastic x1
Steel x3
00160491
Muzzle No muzzle
Electrification module Adds electrical damage to projectiles. Electrified +15 Energy +0.5 +70 Gun Nut 2
Science! 1
Adhesive x6
Gears x4
Oil x10
Plastic x6
Screw x4
Spring x6
Steel x12
00102D59
Ignition module Adds fire damage to projectiles. Flaming +17 Fire +0.5 +130 Gun Nut 3
Science! 1
Adhesive x5
Gears x4
Oil x10
Plastic x4
Screw x4
Spring x5
Steel x12
001362C4

Locations[]

  • The weapon can be found inside the ArcJet Systems building, on the table in the rocket control room. Entering the rocket control room is only possible after starting Call to Arms and going there with Paladin Danse. Accessing the room itself requires getting past an Advanced-locked terminal, either by hacking it directly, getting the password from another terminal in the same room or having Nick Valentine unlock the terminal.
  • A second instance of the weapon is used by Manta Man during the The Return of Manta Man! random encounter.

Notes[]

The Junk Jet, as a weapon concept, is similar to the Rock-It Launcher from Fallout 3. However, due to the significant increase in the utility of junk items as a result of introducing the settlement system, collecting junk in Fallout 4 becomes a matter of figuring out which items are worth using as ammunition for the Junk Jet over storing them in the workshop for use with building and crafting, compared to Fallout 3 in which most junk items are solely useful as ammunition for the Rock-It Launcher.

Bugs[]

  • PCPC Xbox OneXbox One It can be impossible to load teddy bears into the Junk Jet - they can be unavailable as ammo. The likelihood of encountering this issue increases if you have more teddy bears, due to the fact that Fallout 4 has a number of teddy bears with different IDs. There are generic ones which can be used as ammo (IDs ff0124c4 and ff0124c5 for small variation) and few with unique IDs which can't, but both are kept in one stack in the player's inventory. To solve this, drop all your teddy bears on the ground and collect back only one pile (with the description "TEDDY BEAR (xx)"). The others can still be used as regular junk to build something - just avoid stacking them up with the "ammo" type.
    • There can only be one version of an item in one's inventory to load into the weapon. For example, if the player has ten regular teddy bears but one is stolen, the stolen one must be removed from the inventory, and the rest will be loadable. The same goes for other items, including pre-War money and Jangles the Moon Monkey.[verified]
  • PCPC It is sometimes impossible to damage ceiling mounted turrets with the Junk Jet.[verified]

Gallery[]

References[]

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