Radium rifle

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Radium rifle
Fo4FH Radium Rifle.png
TypeRifle
Damage
Damage27/75
Damage TypeBallistic/Radiation
Attacks
Ammo Type.45 caliber
Ammo Cap.20
Range
Short barrel: 32.9 m (107.94 ft)
Long barrel: 58.49 m (191.9 ft)
AP cost25
Weapon Modification
SlotsReceiver
Barrel
Stock
Magazine
Optics
Weapon Versions
Other
Weight7
Value80
Technical
Editor IDDLC03_RadiumRifle
Base IDxx025fc4
 
Gametitle-fo4fh.png
Gametitle-fo4fh.png

The Radium rifle is a weapon in Far Harbor.

Background[edit | edit source]

This ancient combat rifle has been converted by the Children of Atom to create a hybrid radiation and conventional weapon. Each .45 caliber round that leaves the barrel is combined with gamma radiation from the emitter mounted around it, making for a deadly weapon against human targets.[1]

Characteristics[edit | edit source]

A solid alternative to the combat rifle, combining its versatility with the lethality of the Gamma gun. For obvious reasons, this is best used against targets susceptible to radiation. Those immune or even healed by it can make for... Frustrating targets. It's best used against trappers, very few of whom have any notable resilience.

Modifications[edit | edit source]

The Radium rifle can be easily modified into a variety of weapons, like the assault rifle or combat rifle.

Receiver[edit | edit source]

The mods do not affect radiation damage dealt by the weapon
Name Effects Damage Fire rate Range Accuracy Weight Value Cost Perks required
Standard +2.5% +2.5% 1x Adhesive

1x Circuitry

2x Gear

1x Nuclear material

3x Oil

2x Screw

2x Spring

4x Steel

Light Frame -25% AP cost

-5% aiming speed

-10% -5% iron sights transition -50% +10% 1x Adhesive

4x Aluminum

1x Circuitry

2x Gear

1x Nuclear material

2x Oil

2x Screw

Heavy Frame +25% AP cost +10% +5% iron sights transition +50% +15% 1x Adhesive

1x Circuitry

2x Gear

1x Nuclear material

2x Oil

2x Screw

6x Steel

Calibrated +100% critical damage +10% +10% +25% 2x Adhesive

1x Circuitry

2x Gear

2x Nuclear material

3x Oil

3x Screw

6x Steel

Hardened +25% +15% +35% 3x Adhesive

2x Circuitry

3x Gear

2x Nuclear material

2x Oil

4x Screw

8x Steel

Automatic Fully automatic

+25% AP cost

-25% -1x base +20% +40% 3x Adhesive

1x Circuitry

4x Gear

2x Nuclear material

4x Oil

4x Screw

9x Steel

Gun Nut 1

Science! 1

Armor Piercing Automatic Fully automatic

+25% AP cost

Penetrates armor (-40 DR)

-25% -0.9x base +25% +45% 3x Adhesive

8x Aluminum

1x Circuitry

4x Gear

2x Nuclear material

3x Oil

5x Screw

Gun Nut 1

Science! 2

Hair Trigger -10% AP cost +33% +5% +55% 5x Adhesive

9x Aluminum

1x Circuitry

4x Gear

1x Nuclear material

4x Oil

5x Screw

Gun Nut 1

Science! 2

Powerful +75% +25% +55% 5x Adhesive

9x Aluminum

4x Gear

3x Nuclear material

3x Oil

5x Screw

Gun Nut 1

Science! 2

Hardened Automatic Fully automatic

+25% AP cost

-1x base +30% +60% 4x Adhesive

9x Aluminum

2x Circuitry

4x Gear

3x Nuclear material

3x Oil

6x Screw

Gun Nut 2

Science! 3

Rapid Automatic Fully automatic

+25% AP cost

-25% +125% -1x base +30% +65% 5x Adhesive

9x Aluminum

1x Circuitry

5x Gear

3x Nuclear material

4x Oil

6x Screw

Gun Nut 2

Science! 3

Calibrated Powerful +100% critical damage +75% +10% +35% +70% 5x Adhesive

10x Aluminum

3x Circuitry

5x Gear

3x Nuclear material

3x Oil

6x Screw

Gun Nut 2

Science! 3

Hardened Piercing Auto Fully automatic

+35% AP cost

Penetrates armor (-40 DR)

-0.9x base +40% +80% 6x Adhesive

11x Aluminum

2x Circuitry

6x Gear

4x Nuclear material

2x Oil

7x Screw

Gun Nut 2

Science! 3

Advanced +125% +45% +95% 7x Adhesive

12x Aluminum

4x Circuitry

6x Gear

5x Nuclear material

2x Oil

8x Screw

Gun Nut 3

Science! 4

Powerful Automatic Fully automatic

+25% AP cost

+40% -1x base +50% +90% 8x Adhesive

13x Aluminum

3x Circuitry

6x Gear

4x Nuclear material

3x Oil

8x Screw

Gun Nut 3

Science! 4

Barrel[edit | edit source]

Name Effects Range Accuracy Weight Value Cost Perks required
Short Barrel -10% AP cost 9 x Base +10% accuracy

-10% recoil

+25% +10% 1x Adhesive

3x Screw 3x Steel

None
Long Barrel +10% AP cost

+3% iron sights transition

-10% capacity

16 x Base +40% sighted accuracy

-50% hip fire accuracy

-15% recoil

+50% +20% 2x Adhesive

3x Copper

3x Screw 6x Steel

Science! 1
Ported Barrel +10% AP cost

+3% iron sights transition

-10% capacity

16 x Base +40% sighted accuracy

-50% hip fire accuracy

-15% recoil

+50% +40% 6x Adhesive

8x Aluminum

4x Screw 4x silver

Gun Nut 1

Science! 3

Stock[edit | edit source]

Name Fire Rate Accuracy Weight Value Resources Perks required
Short Stock +5% iron sights transition +7% stability

+40% sighted accuracy

-15% recoil

+20% +20% 2x Adhesive

5x Screw

5x Wood

None
Full Stock +20% AP cost

+10% iron sights transition

+7% stability

+40% sighted accuracy

-20% recoil

+30% +30% 4x Adhesive

6x Screw

7x Wood

Gun Nut 1

Science! 3

Marksman's Stock +20% AP cost

+10% iron sights transition

+9% stability

+40% sighted accuracy

-25% recoil

+40% +40% 5x Adhesive

6x Aluminum

2x Rubber 6x Screw

3x Spring

Gun Nut 1

Science! 3

Recoil Compensating Stock +20% AP cost

+10% iron sights transition

+7% stability

+40% sighted accuracy

-30% recoil

+45% +50% 6x Adhesive

7x Aluminum

3x Rubber 8x Screw

6x Spring

Gun Nut 1

Science! 3

Magazine[edit | edit source]

Slot Capacity Reload time Effects Weight Value Resources Required Perks
Standard Magazine 20 +10% +10% +2.5% 4x Adhesive

1x Nuclear material

3x Screw

3x Spring

5x Steel

None
Large Magazine 40 +10% AP cost

+3% iron sights transition

+20% +20% 5x Adhesive

2x Nuclear material

4x Screw

5x Spring

6x Steel

Science! 2
Quick Eject Mag 20 +30% -5% AP cost +15% +35% 6x Adhesive

3x Aluminum

1x Nuclear material

3x Oil

3x Screw

6x Spring

Gun Nut 1

Science! 3

Large Quick Eject Mag 40 +20% +3% iron sights transition +25% +55% 7x Adhesive

10x Aluminum

5x Nuclear material

5x Oil

4x Screw

8x Spring

Gun Nut 2

Science! 4

Optics[edit | edit source]

Name Effects Accuracy Weight Value Cost Perks required
Standard Sights +2.5% +2.5% 1x Adhesive

2x Steel

None
Glow Sights -7.5% AP cost

-5% iron sight transition

+10% (sighted) +2.5% +10% 2x Adhesive

2x Nuclear material

2x Steel

None
Reflex Sight (Circle) 1.5x scope

-15% AP cost

-10% iron sight transition

+15% (sighted) +10% +25% 2x Adhesive

2x Aluminum

1x Glass

2x Nuclear Material

2x Screw

1x Silver

None
Short Scope 4x scope

-20% base stability

+30% AP cost

+10% iron sight transition

+20% (sighted) +20% +20% 2x Adhesive

1x Glass

2x Screw

2x Steel

None
Medium Scope 6x scope

-20% base stability

+40% AP cost

+15% iron sight transition

+20% (sighted) +25% +40% 3x Adhesive

2x Glass

2x Screw

3x Steel

Gun Nut 1

Science! 3

Long Scope 10x scope

-20% base stability

+50% AP cost

+20% iron sight transition

+20% (sighted) +30% +50% 4x Adhesive

4x Glass

4x Screw

5x Steel

Gun Nut 1

Science! 3

Short Night Vision Scope 4x night-vision scope

-20% base stability

+30% AP cost

+10% iron sight transition

+20% (sighted) +20% +65% 4x Adhesive

4x Aluminum

1x Circuitry

1x Fiber Optics

2x Glass

2x Nuclear Material

2x Screw

2x Silver

Gun Nut 2

Science! 3

Medium Night Vision Scope 6x night-vision scope

-20% base stability

+40% AP cost

+15% iron sight transition

+20% (sighted) +25% +75% 4x Adhesive

5x Aluminum

2x Circuitry

1x Fiber Optics

1x Glass

4x Nuclear Material

2x Screw

2x Silver

Gun Nut 2

Science! 3

Long Night Vision Scope 10x night-vision scope

-20% base stability

+50% AP cost

+20% iron sight transition

+20% (sighted) +30% +85% 5x Adhesive

6x Aluminum

2x Circuitry

2x Fiber Optics

5x Glass

6x Nuclear Material

2x Screw

Gun Nut 2

Science! 4

Barrel[edit | edit source]

Name Effects Damage Fire rate Range Accuracy Weight Value Cost Perks required
No Muzzle
Compensator +15% better recoil per shot

+75% better recoil arc

-1.5 x Base +20% +50% 3x Adhesive

4x Aluminum

1x Nuclear material

Gun Nut 1

Science! 3

Muzzle Break +20% better recoil per shot -1.5 x Base +20% +75% 4x Adhesive

5x Aluminum

1x Nuclear material

Gun Nut 1

Science! 3

Suppressor +25% better recoil per shot

Weapon is suppressed to Quiet

-2.5 x Base +25% +100% 5x Adhesive

7x Aluminum

1x Nuclear material

4x Plastic

3x Screw

Gun Nut 1

Science! 4


Locations[edit | edit source]

Vendors
Non-player characters

Behind the scenes[edit | edit source]

  • The weapon is visually based on the Gustloff Volkssturmgewehr (People's Storm Rifle; not an assault rifle, but simply rifle of the organization) model 1-5, designed to be a cheap, mass-produced semi-automatic rifle for use by the Deutsches Volkssturm. It was a semi-automatic rifle using the 7.92×33mm Kurz round designed for Sturmgewehr 44 and that rifle's magazines. It had an effective range of 300 meters and was rather inaccurate

References

  1. Far Harbor loading screen hints: "The Radium Rifle irradiates bullets as they are fired, causing ballistic damage, with an extra kick of radiation damage that is deadly to humans."