Fallout Wiki
Advertisement
Fallout Wiki

Keep your distance long and kill count high. Though this only requires a Perception of 2, increasing this to a much greater degree allows you to spot and remove foes at a greater range, which is what these weapons are designed to do. Be certain you know which weapons nonautomatic rifles are; the Weapons chapter lists them all.Fallout 4 Vault Dweller's Survival Guide description

Rifleman is a Perception perk in Fallout 4.

Effects[]

Taking ranks of this perk increases damage for non-automatic rifles. Higher ranks grant increasing armor penetration and a chance to cripple a target's limb. However, the armor penetration only affects a target's ballistic damage resistance.

Ranks[]

Rank Requirements Description Form ID
1 PER 2 Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage. 0004A0B6
2 PER 2, LVL 9 Attacks with non-automatic rifles do 40% more damage and ignore 15% of a target's armor. 0004A0B7
3 PER 2, LVL 18 Attacks with non-automatic rifles do 60% more damage and ignore 20% of a target's armor. 0004A0B8
4 PER 2, LVL 31 Attacks with non-automatic rifles do 80% more damage and ignore 25% of a target's armor. They also have a slight chance of crippling a limb. 0006FA20
5 PER 2, LVL 46 Attacks with non-automatic rifles do double damage and ignore 30% of a target's armor. They also have a slightly higher chance of crippling a limb. 00065E52
  • Rank 4 gives a 6% chance to cripple the targeted limb.
  • Rank 5 gives an 8% chance to cripple the targeted limb.
  • With the Nuka-World DLC installed, Rifleman then qualifies as a crafting prerequisite, mainly required for non-automatic variants of the handmade rifle.

Affected weapons[]

Whether or not eligible weapons receives a bonus from this perk depends on the mods attached. A non-automatic receiver must be in place. For weapons that are pistols/revolvers in their basic state, a full size shoulder supported stock/grip must be in place (the automatic name generation must label the weapon a rifle, shotgun or scattergun, and not a pistol).

Weapons affected by this perk
Base weapon Variant(s)
Alien disintegrator (semi-automatic) Creation Club -
Anti-material rifle Creation Club -
Assault rifle -
Chinese grenade launcher rifle Creation Club -
Combat rifle CR-74L Creation Club
December's Child Far Harbor (add-on)
Overseer's Guardian
Combat shotgun Justice
Le Fusil Terribles
Double-barrel shotgun -
Gauss rifle The Last Minute

Prototype Gauss rifle Creation Club

Handmade rifle Nuka-World (add-on) The Problem Solver Nuka-World (add-on)
Splattercannon Nuka-World (add-on)
Handmade shotgun Creation Club -
Hunting rifle Reba
Reba II
Tinker Tom Special
Institute rifle Virgil's rifle
Laser musket -
Laser rifle Old Faithful
Survivor's Special
Protectron's Gaze Automatron (add-on)
Good Intentions
Prototype UP77 "Limitless Potential"
Righteous Authority
Wazer Wifle
Lever-action rifle Far Harbor (add-on) Lucky Eddy Far Harbor (add-on)
Old Reliable Far Harbor (add-on)
Manwell carbine Creation Club -
Manwell rifle Creation Club -
Pipe gun -
Pipe bolt-action -
Pipe revolver -
Plasma gun Experiment 18-A
Sentinel's Plasmacaster
Radium rifle Far Harbor (add-on) Kiloton radium rifle Far Harbor (add-on)
Radical Conversion Far Harbor (add-on)
Railway rifle Prototype railway rifle
Solar cannon Creation Club -
Tesla rifle (charging variants) Automatron (add-on) -
Triple-barrel handmade shotgun Creation Club -

Damage total[]

Since the actual damage dealt is affected by damage-to-armor ratio, we can analyze how both damage increase and armor reduction affects real damage.

The following calculation assumes no criticals (which scale differently than how sneak attack multiplier scales):

These equations assume that the resultant damage-to-armor ratio doesn't exceed 6.45 (that the resulting damage of the weapon is at most 6.45 times the resulting armor value of the enemy).

Rifleman LVL Damage Multiplier Armor Multiplier Net Damage Multiplier
0 1.00 1.00 1.000
1 1.20 1.00 1.283
2 1.40 0.85 1.680
3 1.60 0.80 2.061
4 1.80 0.75 2.478
5 2.00 0.70 2.934

Note: "X" represents the multiplier of this component.

Notes[]

Despite the perk and loading screen description listing non-automatic rifles as being affected by Rifleman, non-automatic shotguns are included under its effects.

Gallery[]

Advertisement