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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
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.
Accuracy (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 (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 (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 (Critical hit Damage): 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 (Damage per shot): 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 Gatling laser it is a single beam.
Damage per second (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 (Magazine capacity (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 (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 (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 (Accuracy): 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 (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 (Weapon value in caps): Base value of the weapon in caps. Resale value is affected by barter skill.
Weight (Weapon 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[]

Pistol name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Special effect Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Form ID
Fo4 44 Pistol .44 pistol 48 28.8 6 119 66 35 1.2 .44 round 6 4.2 99 23.6 000CE97D
Eddies Peace Eddie's Peace 48 28.8 6 125 81 26.25 50% more limb damage. .44 round 6 5 454 90.8 00225AE9
Kelloggs pistol 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 The Gainer 48 28.8 6 119 74 15 points of fire damage. .44 round 6 4.6 468 101.7 00225AE7
Early Retirement Early Retirement Creation Club 119 70 +25% damage towards synths. .44 round xx000C33
Fallout4 10mm pistol 10mm pistol 18 82.8 46 83 60 21 1.5 10mm round 12 3.5 50 14.3 00004822
Fo4 wastelanders friend Wastelander's Friend 27 124.2 46 107 78 +50% more limb damage. 10mm round 24 7.3 772 128.7 001F61E6
FO4CC Gen-4 10mm pistol Gen-4 10mm pistol Creation Club +50% more damage to robots. 10mm round xx000DA0
The Deliverer 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
FO4CC Silver sidearm Silver Sidearm Creation Club 25 66 10mm round xx001202
Classic 10mm pistol Classic 10mm pistol Creation Club 28 41 119 62 28 10mm round xx000F99
Ultimatum Ultimatum Creation Club +50 radiation damage. 10mm round xx00081D
Fallout4 Flare gun Flare gun 10 3 3 146 74 40 0.25 Flare 1 2 50 25 001025AC
WesternPistol Western revolver Nuka-World (add-on) 60 36 6 66 40 0.25 .44 round 6 5.2 99 19 xx0415B3

Rifles[]

Rifle name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Special effect Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Form ID
Fo4CC anti-materiel rifle Anti-materiel rifle Creation Club 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 CR-74L Creation Club 33 135 41 .45 FEXXXF99
Fallout4 Combat rifle Combat rifle 33 108.9 33 119 70 25 1.32 .45 20 11.1 117 10.5 000DF42E
December's Child (Far Harbor) December's Child Far Harbor (add-on) 33 135 41 Lighter, uses 5.56mm,

25% faster fire rate, 15% faster reload.

5.56mm xx014459
Overseers Guardian Overseer's Guardian 55 495 90 109 76 Shoots an additional projectile. .45 20 11.1 117 10.5 001F61E7
Gauss rifle (Fallout 4) Gauss rifle 110 726 66 191 69 40 3.67 2mm EC 7 15.8 228 14.4 000D1EB0
The Last Minute The Last Minute 192 66 203 112 50% more limb damage. 2mm EC 20 21.6 6500 300.1 0022B603
CC Prototype Gauss rifle Prototype Gauss rifle Creation Club 100 60 6 191 81 2mm EC 3 18 265 14.7 FEXXXFA0
FO4NW Handmade rifle Handmade rifle Nuka-World (add-on) 32 128 40 119 72 32 7.62 round 10 12.8 136 10.6 xx033B60
FO4NW The Problem Solver The Problem Solver Nuka-World (add-on) 57 56 59 185 92 Increased damage after each

consecutive hit on same target.

7.62 round xx036C24
Splattercannon Splattercannon Nuka-World (add-on) 51 576.3 113 89 108 Increased damage after each

consecutive hit on same target.

7.62 round 75 23.6 6855 290.5 xx04E424
Hunting rifle Hunting rifle 37 11.1 3 131 71 28 1.32 .308 5 9.6 55 5.7 0004F46A
RebaII Reba 37 11.1 3 131 71 .308 5 9.6 55 5.7 001ABC92
RebaII 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 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 (Far Harbor) Lever-action rifle Far Harbor (add-on) 35 17.5 5 122 72 26 1.35 .45-70 5 9 150 16.7 xx02C8B0
Fo4FH lever action rifle Lucky Eddy Far Harbor (add-on) 35 17.5 5 122 72 +2 Luck when equipped. .45-70 5 9 201 22.3 xx045675
Old Reliable Old Reliable Far Harbor (add-on) 70 35 5 122 61 Shoots an additional projectile. .45-70 5 9 801 89 xx05158F
FO4CC Manwell carbine Manwell carbine Creation Club 69 227.7 33 119 70 .308 16 8 FEXXXFC2
FO4CC Manwell rifle Manwell rifle Creation Club 90 297 33 119 62 .308 6 11.1 FEXXX94B
FO4FH Radium rifle Radium rifle Far Harbor (add-on) 27Damage+50Radiation 108 40 119 72 25 1.08 .45 20 11.1 80 7.2 xx025FC4
FO4FH Radium rifle Kiloton radium rifle Far Harbor (add-on) 27 108 40 119 72 15 points of explosive damage. .45 20 11.1 xx05158E
FO4FH Radium rifle Radical Conversion Far Harbor (add-on) 27 108 40 119 72 Ignores 30% of target's damage

and energy resistance.

.45 20 11.1 xx045673
Railway rifle (Fallout 4) Railway rifle 100 100 10 119 69 20 5 Railway spike 10 14.4 290 20.1 000FE268
Railway rifle (Fallout 4) Prototype railway rifle 1 1 2 119 71 20 5 Railway spike 1 14.4 290 20.1 00221235
FO76 Submachine gun Submachine gun 10 127 127 107 63 35 0.28 .45 50 12.7 109 8.6 0015B043
Silver submachine gun Silver submachine gun 10 127 127 107 63 .45 50 13.8 121 8.8 001B28F7
Spray n Pray Spray n' Pray 33 419.1 127 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[]

Shotgun name Damage per shot Damage per second Fire rate Range Accuracy Action point cost Damage per Action Point Special effect Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Form ID
Fo4 combat shotgun standard Combat shotgun 8x6.25=50 100 20 47 23 32 1.56 Shotgun shell 8 11.1 87 7.8 0014831C
Fo4 justice Justice 50 100 20 35 28 Chance to stagger on hit. Shotgun shell 15.5 1076 69.4 001F61E4
Le Fusil Terribles 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 (Fallout 4) Double-barrel shotgun 8x5.625=45 162 36 47 16 27 1.67 Shotgun shell 2 9 39 4.33 00092217
Handmade shotgun Handmade shotgun Creation Club 45 162 36 47 16 30 Shotgun shell 2 9 39 4.33 FEXXX804
Triple-barrel handmade shotgun Triple-barrel handmade shotgun Creation Club 50 180 36 47 16 30 Shotgun shell 3 9 60 6.67 FEXXX803

Pipe weapons[]

Weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Special effect Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Form ID
Fo4 pipe bolt-action Pipe bolt-action 34 6.8 2 95 63 29 1.17 .308 6 3.2 30 9.4 0014831A
Fallout4 pipe pistol Pipe gun 13 71.5 55 83 57 30 0.43 .38 12 2.3 20 8.7 00024F55
Pipe revolver Pipe revolver 24 14.4 6 83 61 35 0.68 .45 6 4.2 25 6.0 0014831B

Heavy weapons[]

Heavy weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Special effect Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Form ID
Fallout4 Fat man Fat Man 468 89.43 1 117 63 60 7.8 Mini nuke 1 30.7 512 16.7 000BD56F
Fallout4 Fat man Big Boy 486 1 117 39 Shoots an additional projectile. Mini nuke 1 30.7 12405 404.07 0021A53E
The Striker The Striker Far Harbor (add-on) 100 1 117 63 60 1.66 50% chance to cripple target's leg. Modified bowling ball 1 30.7 2512 81.82 xx031702
FO4NW Nuka-Nuke launcher Nuka-nuke launcher Nuka-World (add-on) 794 1 117 63 Nuka-nuke 1 36 650 18.06 xx05178F
Flamer (Fallout 4) Flamer 12Energy 108 90 47 53 30 Flamer fuel 100 16.1 137 8.51 000E5881
Flamer (Fallout 4) Sergeant Ash Far Harbor (add-on) 13Energy 117 90 47 53 20% to cripple target's leg. Flamer fuel 100 16.1 xx051599
Harpoon gun Harpoon gun Far Harbor (add-on) 150 2 143 63 40 Harpoon 1 16.3 205 12.58 xx010B81
Harpoon gun Admiral's Friend Far Harbor (add-on) 150 2 143 63 40 x2 damage if target is at full health. Harpoon 1 16.3 1005 61.66 xx05158B
Harpoon gun Skipper's Last Stand Far Harbor (add-on) 165 2 143 63 40 +150 damage resistance while

reloading.

Harpoon 1 16.3 1005 61.66 xx04E752
Harpoon gun Defender's Harpoon Gun Far Harbor (add-on) 150 2 143 63 40 Ignores 30% of target's damage

and energy resistance.

Harpoon 1 16.3 1005 61.66 xx032507
Fo4CC Heavy incinerator Heavy incinerator Creation Club 30+43Energy 175.2 24 23 53 Flamer fuel 6 16.1 FEXXX809
Fallout4 junk jet Junk Jet 40 20 119 75 30 Most junk items 29.9 285 6.2 000E942B
Fallout4 Minigun Minigun 8 217.6 272 131 35 30 5mm 500 27.4 382 14 0001F669
Fallout4 Minigun Ashmaker 9 281.7 313 77 39 15 points of fire damage. 5mm 500 28.7 1755 61.1 001F252E
Missile launcher (Fallout 4) Missile launcher 150 2 203 65 45 Missile 1 21 314 14.95 0003F6F8
Missile launcher (Fallout 4) Partystarter 150 2 191 107 50% more damage against humans. Missile 28.5 4822 ? ? 001F61E5
Missile launcher (Fallout 4) Death From Above 151 2 203 65 75% increased movement speed when aiming down sights. Missile 21 4479 213.29 00225969
Broadsider Broadsider 108 2 203 63 40 Cannonball 1 27.4 245 9 000FD11B

Cryolator (Fallout 4)

Cryolator 20Energy 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[]

Heavy weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Special effect Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Form ID
PaddleBall
Paddle ball

Nuka-World (add-on)

1 25 11 151 Paddle ball string 20 2 10 5 xx00A6C0

Energy weapons[]

Laser[]

Laser weapon name Damage per shot Damage per second

Fire rate

Range Accuracy Critical hit Damage Action point cost Damage per Action Point Special effect Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Form ID

Fallout4 Institute pistol

Institute laser 21 99 66 71 70 25 Fusion cell 30 3.9 50 12.8 001633CC
Virgils rifle Virgil's rifle 33 217.8 66 227 85 +50% damage to super mutants. Fusion cell 7.2 384 53.3 00225ABA
BaseLaserMusketFO4 Laser musket 30 18 6 71 70 30 Fusion cell 1 12.6 57 4.5 0001DACF
Fallout4 laser pistol Laser gun 24 120 50 71 25 Fusion cell 30 3.5 69 19.7 0009983B
Fallout4 laser pistol Old Faithful 29 145 50 71 71 x2 damage if target is at full health. Fusion cell 30 4.5 929 206.4 001F61E2
Fallout 4 Survivors Special 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 Protectron's Gaze Automatron (add-on) 54 307.8 57 47 44 25% faster fire rate, 15% faster reload. Fusion cell 30 5.1 352 69 xx001F06
Good Intentions Good Intentions 21 237.3 113 194 82 Frenzy enemies on critical hit. Fusion cell 7.9 393 49.7 0022537B
Fallout 4 Laser Rifle Prototype UP77 "Limitless Potential" 24 120 50 227 96 Unlimited ammo capacity. Fusion cell Infinite 6.5 355 54.6 0023E5EE
Fallout 4 Laser Rifle 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 Salvaged Assaultron head Automatron (add-on) 35-165Energy 11 93 65 Irradiates user by 50Radiation per discharge; while equipped, thrown grenades do the same thing when thrown. Fusion cell Charged single shot 8 40 5 xx0100B7
Fallout 4 Laser Rifle Wazer Wifle 55 275 50 302 76 Unlimited ammo capacity. Fusion cell Infinite 6.3 364 57.8 00225965
Gatling laser (Fallout 4) Gatling laser 14 380.8 272 203 30 Fusion core 500 19.3 804 41.7 000E27BC
Gatling laser (Fallout 4) Final Judgment 14 476 340 203 48 25% faster fire rate, 15% faster reload. Fusion core 500 19.3 3804 197.1 00225ABE
Gatling laser (Fallout 4) Aeternus Nuka-World (add-on) 24 355.5 45 251 63 Unlimited ammo capacity, unlimited ammo. Fusion core 500 39.3 4799 122.1 xx04EC35

Plasma[]

Plasma weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Special effect Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Form ID
Fallout4 plasma pistol Plasma gun 24+24 115.5 33 119 30 Plasma cartridge 30 3.9 123 31.5 00100AE9
Plasma gun Experiment 18-A 25+25 680 136 203 140 6.6 25% faster fire rate, 15% faster reload. Plasma cartridge 001F61E9
Fallout4 plasma thrower 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.

Other weapon name Damage per shot Damage per second Fire rate Range Accuracy Action point cost Damage per Action Point Special effect Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Form ID
CC Atomizer Alien atomizer Creation Club 54 540 100 155 70 Alien blaster round or Fusion cell 45 3.0 1536 512 FEXXX84E
Alien blaster pistol Alien blaster pistol 50 500 100 119 79 20 2.5 Alien blaster round or Fusion cell 42 2.5 1551 620.4 000FF995
Alien blaster pistol Hub's Alien Blaster Nuka-World (add-on) 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
Fo4CC alien disintegrator Alien disintegrator Creation Club 55 220 40 155 72 Alien blaster round or Fusion cell 50 4.7 1770 376.6 FEXXXF99
BFG9000 BFG 9000 Creation Club 50 + 250 Energy 66 11 52 Argent plasma cell 10 FEXXX800
Cosmic cannon Cosmic cannon Creation Club 36 90 77 72 Fusion cell 33 5.5 95 17.3 FEXXX864
FEXXXC45

Cryolator (Fallout 4)

Cryolator 20 180 90 71 66 21 Cryo cell 25 13.2 302 22.9 00171B2B
Solar cannon Solar cannon Creation Club 30+35 104 16 155 76 Fusion cell 16 31.6 FEXXXF99
Fo4CC Tesla cannon Tesla cannon Creation Club 60 120 20 395 62 Fusion cell 15 21 314 14.9 FEXXXF99
FEXXX03E
Tesla rifle Tesla rifle Automatron (add-on) 38 152 40 83 70 Fires electrical charge that arcs between targets. Fusion cell 15 8.1 90 11.1 xx003E07
Thirst Zapper Thirst Zapper Nuka-World (add-on) Varies Varies 100 Squirt of water/
Weaponized Nuka-Cola/
Weaponized Nuka-Cherry/
Weaponized Nuka-Cola Quantum
2 10 5 xx007BC8
Thunderbolt Thunderbolt Creation Club 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[]

Other weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Special effect Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Form ID
Gamma gun (Fallout 4) Gamma gun 10RadiationDamage + 100RadiationPoison2 (direct hit) + 23RadiationDamageExplosion (aoe) 121 66 119 69 30 Gamma round 8 3 156 52 000DDB7C
Lorenzos artifact gun Lorenzo's Artifact gun 10RadiationDamage+25Explosion 38.5 66 203 69 30 Stuns target on hit, area of effect. Gamma round 8 4.5 753 167.3 002266F7
Gamma gun (Fallout 4) Zeta gun 10RadiationDamage (direct hit) + 11.5RadiationDamage (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.

Other weapon name Damage per shot Damage per second Fire rate Range Accuracy Critical hit Damage Action point cost Damage per Action Point Special effect Ammunition used Magazine capacity (shots per reload) Weapon weight Weapon value in caps Value to weight ratio Form ID
Acidsoaker Acid Soaker Nuka-World (add-on) 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[]

Thrown explosive weapon name Damage per shot AOE size Weapon weight Weapon value in caps Value to weight ratio Form ID
Baseball grenade Baseball grenade 101 AttackExplosion 1 40 40 00107BD6
Cryogenic grenade Cryogenic grenade 151 AttackExplosion 0.5 50 100 000FF21D
Fragmentation grenade (Fallout 4) Fragmentation grenade 151 AttackExplosion 0.5 50 100 000EEBED
FragmentationMIRV-NukaWorld Fragmentation grenade MIRV Nuka-World (add-on) 1AttackExplosion + ?x151AttackExplosion 1 75 75 xx033905
Smart fragmentation grenade Smart fragmentation grenade Nuka-World (add-on) 151 AttackExplosion 0.6 60 100 xx0346FC
HalluciGen gas grenade HalluciGen gas grenade 1 AttackExplosion 1 35 35 000E98E5
FuryGrenade-NukaWorld Fury grenade Nuka-World (add-on) 1 AttackExplosion 1 35 35 xx02618B
PersuasionGrenade-NukaWorld Persuasion grenade Nuka-World (add-on) 1 AttackExplosion 1 35 35 xx023E60
PredatorGrenade-NukaWorld Predator grenade Nuka-World (add-on) 1 AttackExplosion 1 35 35 xx025B0A
Homing Beacon Homing beacon 1 AttackExplosion + ??? 1 0 0 00065DEC
FO4 Institute Pulse grenade Institute EM pulse grenade Cut content 150 EnergyExplosion 0.5 100 200 0018325E
Fo4 Molotov cocktail Molotov cocktail 51 AttackExplosion 0.5 20 40 0010C3C6
Fo4 Nuka grenade Nuka grenade 301 AttackExplosion + 100 RadiationExplosion 0.5 100 200 000E5750
NukaCherryGrenade-NukaWorld Nuka Cherry grenade Nuka-World (add-on) Cut content 201 AttackExplosion 0.5 50 100 xx040CDD
Nuka Quantum grenade Nuka Quantum grenade Nuka-World (add-on) 301 AttackExplosion 0.5 50 100 xx040CDE
Plasma grenade (Fallout 4) Plasma grenade 150 AttackExplosion + 150 EnergyExplosion 0.5 135 270 0010A33D
Fallout4 Pulse grenade Pulse grenade 150 EnergyExplosion, Secondary 0.5 100 200 000FF21F

Placed[]

Placed explosive weapon name Damage per shot AOE Weapon weight Weapon value in caps Value to weight ratio Form ID
Bottlecap mine (Fallout 4) Bottlecap mine 301 Attack 0.5 75 150 0010771F
Fallout4 Cryo mine Cryo mine 101 Attack + Unknown chance to slow by unknown amount for unknown seconds. 0.5 50 100 0010C669
Fallout4 Fragmentation mine Fragmentation mine 101 Attack 0.5 50 100 000E56C2
Nuke mine Nuke mine 301 Attack + 100 Radiation 0.5 100 200 0010A340
Fo4 plasma mine Plasma mine 150Attack + 150Energy 0.5 100 200 0010A342
Fallout4 Pulse mine Pulse mine 150Energy 0.5 100 200 0010A344

Faction explosives[]

Thrown explosive weapon name Damage per shot AOE Weapon weight Weapon value in caps Value to weight ratio Form ID
VirtyandArtillery Smoke Grenade Artillery smoke grenade 1 Attack 0.5 0 0 0012E2CA
FO4 Institute Pulse grenade Institute beacon 1 Attack 0.5 0 0 00174F8F
FO4 Institute Pulse grenade Synth relay grenade 1 Attack 0.5 50 100 000589F2
VirtyandArtillery Smoke Grenade Vertibird signal grenade 1 Attack 0.5 10 20 00056917

Traps[]

Placed[]

Placed trap name Damage per shot AOE Weapon weight Weapon value in caps Value to weight ratio Form ID
Fo4FH bear trap Bear trap Far Harbor (add-on) 8 xx054072
Bleeding bear trap Bleeding bear trap Far Harbor (add-on) 8 xx0540F7
Caltrops Caltrops Far Harbor (add-on) 0.5 xx05406E
Poisoned caltrops Poisoned caltrops Far Harbor (add-on) 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 energyEnergy, bleedBleed, or other damage values. Several perks can further increase the damage displayed for a melee weapon; as a general rule, perks will apply to energyEnergy and radiationRadiation, but not bleedBleed or poisonPoison.

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.

Bladed melee weapon name Damage per attack Damage per second Speed Critical hit Damage Action point cost Damage per Action Point Special effect Weapon weight Weapon value in caps Value to weight ratio Form ID
Automatron assaultron blade Assaultron blade Automatron (add-on) 17 19.8 Medium 35 3 50 16.7 xx008B8E
Chinese officer sword (FO4) Chinese officer sword 16 18.7 Medium 35 0.46 3 50 16.7 00147BE4
Chinese officer sword (FO4) General Chao's Revenge 28 34 Medium 35 0.8 +50% more damage to robots. 3 775 258.3 00248387
Chinese officer sword (FO4) Sword of Wonders Nuka-World (add-on) 16 Medium Ignores 30% of target's damage

and energy resistance.

3 325 108.3 xx050DD3
Chinese officer sword (FO4) Zao's sword 16 22 Medium 35 0.46 3 50 16.7 001F0860
Fallout4 Combat knife Combat knife 9 11.66 Fast 20 0.45 1 25 25 000913CA
Serrated combat knife 15 + 10Bleed (2/sec, 5 sec) 19.44 + 12.96Bleed 0.75 + 0.5Bleed 37 37
Stealth blade combat knife +0.5x Sneak Attack Damage 43 43
Pickmans Blade Pickman's Blade 15 + 35Bleed (2/sec, 5 sec) 19.44 + 45.35Bleed Fast 20 0.75 + 1.75Bleed (2/sec, 5 sec) +0.5x Sneak Attack Damage 1 143 143 0022595F
Fo4DisciplesBlade HackingBladeMod Disciples blade Nuka-World (add-on) 20 Fast 20 1 1.5 80 53.3 xx01AABC
Fo4DisciplesBlade HackingBladeMod Throatslicer Nuka-World (add-on) 20 Fast 20 1 +25 points of bleeding damage. 1.5 xx04E422
FO4 Grognak axe Grognak's axe 25 + 10Bleed (2/sec, 5 sec) 29.8 + 11.92Bleed Medium 20 1.25 + 0.5Bleed +50% chance to Stagger. 10 100 10 00183FCD
Fallout4 Machete Machete 14 12.52 Medium 30 0.47 2 25 12.5 00033FE0
Serrated machete 24 + 10Bleed (2/sec, 5 sec) 21.47 + 8.94Bleed Medium 30 0.8 + 0.33Bleed 2 37 18.5
Kremvh's Tooth Kremvh's Tooth 28 + 3 Poison 50.2 Medium 30 0.93 + 0.1 Poison +3 points of poison damage. 2 2 1 0022576D
Mr. Handy buzz blade Mr. Handy buzz blade Automatron (add-on) 5 26.2 Very Fast 40 10 50 5 xx0020F8
Revolutionary sword Revolutionary sword 16 18.7 Medium 35 0.46 3 50 16.7 00143AB5
Shem Drowne sword Shem Drowne sword 16 + 9 Radiation 20.4 Medium 35 0.46 + 0.26 Radiation Targets are irradiated on hit. 3 250 8.3 0000364A
Ripper (Fallout 4) 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 + 10Bleed (2/sec, 5 sec) 31.94 + 45.63Bleed 1.225 + 1.75Bleed 9 75 8.3
Ripper (Fallout 4) Reckoning 4 25 Very Fast 40 15% less damage while standing and

not moving.

6 50 8.3 0022B604
Ripper (Fallout 4) The Harvester Far Harbor (add-on) 4 Very Fast 40 Chance to stagger on hit. 6 250 41.7 xx04FA7E
Shishkebab (Fallout 4) Shishkebab 13 + 13 Energy 15.3 Medium 35 0.37 + 0.37 Energy 3 200 67 000FA2FB
Fo4 switchblade Switchblade 8 10.37 Fast 20 0.4 1 20 20 000FDC81
Serrated switchblade 14 + 10Bleed (2/sec, 5 sec) 18.14 + 12.96Bleed 0.7 + 0.5Bleed 30 30
Fo4CC steel sword Steel sword Creation Club 35 Medium Increased damage after each

consecutive hit on same target.

4 750 187.5 FEXXXF9B
F4 PSS Knife Trans Pint-Sized Slasher knife Creation Club 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).

Blunt melee weapon name Damage per attack Damage per second Speed Critical Damage Multiplier Action point cost Damage per Action Point Special effect Weapon weight Weapon value in caps Value to weight ratio Form ID
Fo4CC alien shock baton Alien shock baton Creation Club 11 + 23 Energy Medium 30 0.37 + 0.77 Energy 2 FEXXX84F
Natural baseball bat fo4 Baseball bat 16 9.07 Slow 35 0.46 3 25 8.33 0008E736
Cedar Baseball Bat 2076 World Series baseball bat 16 16.5 Slow 35 0.46 6% chance to send targets flying. 3 325 108.3 00226438
Cito'sShinySlugger-NukaWorld-Melee Cito's Shiny Slugger Nuka-World (add-on) 31 Slow 35 0.89 Refills AP on critical hit. 7.5 175 28.3 xx04F084
Fencebuster Fencebuster Far Harbor (add-on) 16 Slow 35 0.46 Ignores 30% of target's damage

and energy resistance.

3 125 41.7 xx04923C
Fallout4 Security Baton Baton 11 9.84 Medium 30 0.37 2 15 7.5 0008C14D
Board Board 14 7.94 Slow 33 0.42 3 20 6.67 0005C250
FO4 Bladed board Bladed board 29 + 10Bleed (2/sec, 5 sec) 16.44 + 5.67Bleed Slow 33 0.88 + 0.3Bleed 4.5 30 6.67
Commie Whacker Commie Whacker Nuka-World (add-on) 10 8.94 Medium 25 0.4 2 25 12.5 xx052926
Fo4 lead pipe Lead pipe 11 9.84 Medium 30 0.37 3 15 5 000FC9C3
Fallout4 Pipe wrench Pipe wrench 13 11.63 Medium 35 0.37 2 30 15 000D83BF
Fallout4 Pipe wrench Big Jim 13 11.63 Medium 35 0.37 20% to cripple target's leg. 2 150 75 0023E5EC
Pole hook Pole hook Far Harbor (add-on) 30 Slow 40 0.75 7 52 7.4 xx009582
Pole hook Bloodletter Far Harbor (add-on) 30 Slow 40 0.75 +25 points of bleeding damage. 7 52 7.4 xx034E7B
Pole hook The Fish Catcher Far Harbor (add-on) 30 Slow 24 1.25 40% less AP cost in VATS. 7 312 44.6 xx05158D
Fallout4 Pool cue Pool cue 13 7.37 Slow 30 0.43 1 10 10 000FA3E8
Sharp pool cue 17 + 10Bleed (2/sec, 5 sec) 9.64 + 5.67Bleed Slow 30 0.57 + 0.33Bleed 1.2 13 10.83
Fallout4 Rolling pin Rolling pin 11 9.84 Medium 25 0.44 1 10 10 00142FAB
FO4 Sharp aluminum rolling pin Sharp aluminum rolling pin 17 + 10Bleed (2/sec, 5 sec) 15.21 + 8.94Bleed Medium 25 0.68 + 0.4Bleed 1 16 16
Fo4 sledgehammer Sledgehammer 23 13.04 Slow 40 0.58 12 40 3.33 000E7AB9
Super sledge (Fallout 4) Super sledge 40 22.67 Slow 45 0.89 20 180 9 000FF964
Stunning super sledge 40 + 27Energy 22.67 + 15.31Energy Slow 45 0.89 + 0.6Energy 25% chance to paralyze. 20 540 27
Atoms Judgement Atom's Judgement Far Harbor (add-on) 40 + 100 Radiation Slow 45 0.89 + 2.22 Radiation +100 radiation damage. 20 xx03A388
Natural baseball bat fo4 Swatter 18 10.2 Slow 35 0.51 3 30 10 00061721
Bladed Swatter 36 + 10Bleed (2/sec, 5 sec) 20.41 + 5.67Bleed Slow 35 1.03 + 0.29Bleed 4.5 42 9.33
Rockville Slugger Rockville Slugger 22 12.7 Slow 21 1.05 40% less AP cost in VATS. 3.5 133 38 001F2674
Fallout4 Tire Iron Tire iron 12 10.73 Medium 25 0.48 2 25 12.5 00185D25
Fallout4Tire Iron Bladed Bladed tire iron 21 + 10Bleed (2/sec, 5 sec) 18.78 + 8.94Bleed Medium 25 0.84 + 0.4Bleed 3 37 12.33
Walking cane 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 Bleed 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.

Fist melee weapon name Damage per attack Damage per second Speed Critical Damage Multiplier Action point cost Damage per Action Point Special effect Weapon weight Weapon value in caps Value to weight ratio Form ID
Unarmed 8 7.16 Medium 2 22 0.36 0 0
Boxing glove (Fallout 4) 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 (Fallout 4) 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
Fallout4 Knuckles Knuckles 10 8.94 Medium 2 25 0.4 0.5 10 20 0005524B
Sharp knuckles 12 + 10Bleed (2/sec, 5 sec) 10.73 + 8.94Bleed Medium 2 25 0.48 + 0.4Bleed 0.6 13 21.67
Bladed knuckles 17 + 10Bleed (2/sec, 5 sec) 15.21 + 8.94Bleed Medium 2 25 0.68 + 0.4Bleed 0.7 15 21.43
Meat hook Meat hookFar Harbor (add-on) 20 17.89 Medium 2 30 0.67 2 32 16 xx04B5F4
Large meat hookFar Harbor (add-on) 25 22.36 Medium 2 30 0.83 +25% chance to Disarm. 2.4 41 17.08
Butcher's HookFar Harbor (add-on) 20 Medium 30 0.67 AP refills on critical hit. 2 xx05158C
Power fist (Fallout 4) 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 + 20Energy 17.89 + 17.89Energy Medium 2 35 0.57 + 0.57Energy 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[]

  • PCPC Playstation 4Playstation 4 Xbox OneXbox One 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]
  • PCPC Playstation 4Playstation 4 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[]

References[]

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