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The power fist is a weapon in Fallout 4.

Characteristics

A more bare-bones design than other iterations, the power fists found in the Commonwealth were originally used as pre-War hardware for demolition crews rather than as weapons.[Non-game 1] However, like the previous designs, the power fist also uses a pneumatic battering ram to deliver powerful, medium-speed punches to attackers, releasing a puff of steam and sparks with each punch. Its power attack is a heavy underhanded thrust.

The puncturing modification adds more ballistic damage and penetrates armor to some degree. The heating coil adds slightly more energy damage than the puncturing modification, but it does not penetrate armor. This weapon can also not be used while in power armor.

Weapon modifications

Slot Mod Description Weapon prefix Damage per hit change Weight change Weapon value change in caps Perk needed Components Form ID
Piston No upgrade
Puncturing Armor piercing. Superior damage. Puncturing +27 +1.1 +45 Blacksmith 2 Adhesive x4
Aluminum x8
Concrete x5
00152183
Heating coil Adds energy damage. Heated +20Energy +100 Blacksmith 3 Adhesive x6
Asbestos x4
Circuitry x5
Copper x11
00152184

Locations

Gallery

References

Non-game

  1. The Art of Fallout 4 p.234: "Chapter 5 WEAPONS
    ONE OF THE CORE Fallout experiences is surviving in the Wasteland through combat, so we set out to give the player a system that allows modification and customization of any weapon in the game. Every gun was designed with modularity in mind. Classic guns, like the plasma and laser rifles, were broken up into interchangeable components. New guns, such as the pipe set, were designed from the ground up to work with this system and provide as much variety and flexibility as possible.
    The pipe gun set is the most basic of the ballistic weapons, crudely crafted from various bits of found bolts, metal, and wood. These guns look just as likely to kill the shooter as the target, but they are plentiful in the Wasteland and a favorite of raiders. We used this early set to figure out how we wanted to break a gun down to the basic elements that all guns would share, in order to maximize interchangeability. This drove the structure of the crafting interface, with standardized slots for receiver, barrel, muzzle attachments, grip, and scope. The root identity of any gun is determined by the receiver; everything else can be swapped. This allows the player to go as far as transforming a short-range pistol into a sniper rifle.
    Luckily, given the improvised nature of most things in the game's world, weird or unusual gun combinations still look appropriate and fit into the setting. Some of our guns are based on realistic interpretations of well-known, real-life prewar weapons, and therefore their range of customization options is slightly limited. But even in these instances you can substantially change the gun's appearance to achieve some really interesting builds. The base 10 mm, for instance, is a different design from the version in Fallout 3. But with the proper mods, you can transform it into something very similar.
    It's not all about the guns, of course. The melee selection was expanded as well, with a eye toward entertaining builds designed to deliver massive (and painful) physical damage. Some of these weapons were initially intended for purposes other than inflicting harm. The power first and super sledge are prewar hardware originally used by construction crews for demolition. But it certainly didn't take much imagination to find alternative uses for them."
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