關於a list of unique weapon locations in Fallout 4,參見Fallout 4 unique weapons。關於a list of legendary effects for weapons,參見Legendary weapon effects。
v·d·e辐射4概述
成就
扩展包
补丁
错误
漏洞利用
角色
同伴
商人
医生
控制台命令
制作
生物
结局
派系
物品
弹药
护甲和衣物
动力装甲
护甲模组
摇头娃娃
消耗品
笔记
全息卡带
钥匙
杂志
武器
武器模组
杂项物品
垃圾物品
机器人模组
地点
定居点
任务
电台
机器人和电脑
SPECIAL
类
主要属性
衍生属性
辅助能力
行动点数
V.A.T.S.
随机遭遇事件
本页列出所有 weapon 在 辐射4.
本页未详细描述内容。详情请参阅相关文章。
关于 weapon 在其他 异尘余生 游戏, 请看 "Weapon".
关于 辐射4 内容概述, 请参照 "Portal:Fallout 4."
目录
1 Overview
2 Weapon statistics
3 Ballistic weapons
3.1 Pistols
3.2 Rifles
3.3 Shotguns
3.4 Pipe weapons
3.5 Heavy weapons
4 Energy weapons
4.1 Laser
4.2 Plasma
4.3 Other
5 Radiation weapons
5.1 Gamma
6 Poison weapons
7 Explosives
7.1 Thrown
7.2 Placed
7.3 Faction explosives
8 Traps
8.1 Placed
9 Melee weapons
9.1 Bladed
9.2 Blunt
10 Unarmed weapons
11 Renaming weapons
12 Mods
13 Notes
14 Bugs
15 See also
15.1 In Fallout 4
15.2 In the rest of the Fallout series
16 References
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.
Weapon statistics[]
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 (): 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 (): 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 (): 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.
Critical hit Damage (): Most unmodified weapons that achieve a critical hit adds twice the base amount of damage to the hit. The more specialized Sneak Attack Critical deals twice the damage of a common critical strike.
Damage (): This is the damage caused by a single click of the mouse/trigger. For most small guns, that's a single bullet, but for shotguns, the damage is equally split between the shell's pellets, and for the Gatling laser it's a single beam.
Damage per second (): The manually calculated maximum cyclic damage dealt in one second, expressed as rate of fire multiplied by damage. Weapons that require a reload every shot have damage per second shown including reloading times; all others show sustained rates without reloads.
Magazine capacity or 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 (): In-game, range is a generalized stat for how far a weapon's projectile can go before suffering from damage loss. How this number is derived from internal values and related to actual distances is unknown.There are two hidden internal range ratings, the minimum, and maximum range. Between point blank and the 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 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 range being 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]
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 weapons 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]
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" 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 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 (): 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.Most weapons have a minimum spread when the shooter is standing still and fully focused, and a maximum spread. The degree of spread somewhat corresponds to the width of the crosshairs.Spread increases with each shot, by an amount different for each weapon, and 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 (): This is the manually calculated ratio of the base weapon value in caps to the weapon weight.
Weapon value in caps (): Base value of the weapon in caps. Resale value is affected by Barter skill.
Weight (): Weight value of the weapon that applies to encumbrance. Weapon weight also increases the amount of time it takes for you to ADS (aim down sights) or "scope." This is explained in a loading screen tool-tip
Unique weapon entries are shaded.
Ballistic weapons[]
Pistols[]
Base ID
.44 pistol
48
28.8
6
119
66
35
1.2
.44 round
6
4.2
99
19
000CE97D
Eddie's Peace
48
28.8
6
125
81
.44 round
6
5
454
90.8
00225AE9
Kellogg's pistol
48
28.8
6
119
70
.44 round
6
4.3
449
104.4
00225AC1
The Gainer
48
28.8
6
119
74
.44 round
6
4.6
468
101.7
00225AE7
Early Retirement
.44 round
xx{{#pad:C33|6|0|left}}
10mm pistol
18
82.8
46
83
60
28
1.5
10mm round
12
3.5
50
14.3
00004822
Wastelander's Friend
27
124.2
46
107
78
10mm round
24
7.3
772
128.7
001F61E6
Gen-4 10mm pistol
10mm round
xx{{#pad:DA0|6|0|left}}
Deliverer
25
165
66
53
67
26
1.69
10mm round
12
4.4
774
175.9
000DC8E7
Silver Sidearm
10mm round
xx{{#pad:001202|6|0|left}}
Classic 10mm pistol
10mm round
xx{{#pad:f99|6|0|left}}
Ultimatum
10mm round
xx{{#pad:00081d|6|0|left}}
Flare gun
10
3
3
146
74
40
0.25
Flare
1
2
50
25
001025AC
Western revolver
60
36
6
66
40
0.25
.44 round
6
5.2
99
xx{{#pad:0415b3|6|0|left}}
Rifles[]
Base ID
Anti-materiel rifle
50
10
2
119
71
26
1.91
.50 caliber
3
12
55
4.58
fe0xxf9c
Assault rifle
30
120
40
119
72
32
0.94
5.56mm
30
13.1
144
11
0000463F
CR-74L
33
135
41
.45
fe0xxf99
Combat rifle
33
108.9
33
119
70
25
1.32
.45
20
11.1
117
10.5
000DF42E
December's Child
33
135
41
5.56mm
xx{{#pad:014459|6|0|left}}
Overseer's Guardian
55
495
90
109
76
.45
20
11.1
117
10.5
001F61E7
Gauss rifle
110
726
66
191
69
40
3.67
2mm EC
7
15.8
228
14.4
000D1EB0
The Last Minute
192
66
203
112
2mm EC
20
21.6
6500
0022B603
Prototype Gauss rifle
100
60
6
191
81
2mm EC
3
18
265
14.7
fe0xxfa0
Handmade rifle
32
128
40
119
72
32
7.62 round
10
12.8
136
10.6
xx{{#pad:033b60|6|0|left}}
The Problem Solver
57
56
59
185
92
7.62 round
Splattercannon
51
576.3
113
89
108
7.62 round
75
23.6
6855
290.5
Hunting rifle
37
11.1
3
131
71
28
1.32
.308
5
9.6
55
5.7
0004F46A
Reba
37
11.1
3
131
71
.308
5
9.6
55
5.7
001ABC92
Reba II
64
25.6
4
215
92
.308
5
15.5
306
19.7
Tinker Tom Special
37
16.5
3
185
112
.308
1
16.7
706
42.3
001F2675
Lever-action rifle
35
17.5
5
122
72
26
1.35
.45-70
5
9
150
16.7
xx{{#pad:02c8b0|6|0|left}}
Lucky Eddy
35
17.5
5
122
72
.45-70
5
9
201
22.3
Old Reliable
70
35
5
122
61
.45-70
5
9
801
89
–
Manwell carbine
69
227.7
33
119
70
.308
16
8
fe0xxfc2
Manwell rifle
90
297
33
119
62
.308
6
11.1
fe0xx94b
Radium rifle
27
108
40
119
72
25
1.08
.45
20
11.1
80
7.2
xx{{#pad:025fc4|6|0|left}}
Kiloton radium rifle
27
108
40
119
72
.45
20
11.1
Radical Conversion
27
108
40
119
72
.45
20
11.1
Railway rifle
100
100
10
119
69
20
5
Railway spike
10
14.4
290
20.1
000FE268
Prototype railway rifle
1
1
2
119
71
20
5
Railway spike
1
14.4
290
20.1
00221235
Submachine gun
10
127
127
107
63
35
0.28
.45
50
12.7
109
8.6
0015B043
Silver submachine gun
10
127
127
107
63
.45
50
13.8
121
8.8
001B28F7
Spray n' Pray
33
419.1
127
77
69
.45
19
1084
57.1
Syringer
Variable
Variable
2
119
72
35
Syringer ammo
6.2
132
21.3
0014D09E
Shotguns[]
Base ID
Combat shotgun
50
100
20
47
23
35
1.43
Shotgun shell
8
11.1
87
7.8
0014831C
Justice
50
100
20
35
28
Shotgun shell
15.5
1076
69.4
001F61E4
Le Fusil Terribles
62
124
20
71
29
Shotgun shell
15.7
389
24.8
00225771
Double-barrel shotgun
45
162
36
47
16
30
Shotgun shell
2
9
39
4.33
00092217
Handmade shotgun
Shotgun shell
fe0xx804
Triple-barrel handmade shotgun
Shotgun shell
fe0xx803
Pipe weapons[]
Base ID
Pipe bolt-action
34
6.8
2
95
63
29
1.17
.308
6
3.2
30
9.4
0014831A
Pipe gun
13
71.5
55
83
57
30
0.43
.38
12
2.3
20
8.7
00024F55
Pipe revolver
24
14.4
6
83
61
35
0.68
.45
6
4.2
25
6.0
0014831B
Heavy weapons[]
Base ID
Fat Man
468
1
117
63
60
7.8
Mini nuke
1
30.7
512
16.7
000BD56F
Big Boy
486
1
117
39
Mini nuke
1
30.7
12405
404.07
The Striker
100
1
117
63
60
1.66
Modified bowling ball
1
30.7
2512
81.82
xx{{#pad:031702|6|0|left}}
Nuka-nuke launcher
794
1
117
63
Nuka-nuke
1
36
650
18.06
Flamer
12
108
90
47
53
30
Flamer fuel
100
16.1
137
8.51
000E5881
Sergeant Ash
13
117
90
47
53
Flamer fuel
100
16.1
Harpoon gun
150
2
143
63
40
Harpoon
1
16.3
205
12.58
xx{{#pad:010b81|6|0|left}}
Admiral's Friend
150
2
143
63
40
Harpoon
1
16.3
1005
61.66
Skipper's Last Stand
165
2
143
63
40
Harpoon
1
16.3
1005
61.66
Defender's Harpoon Gun
150
2
143
63
40
Harpoon
1
16.3
1005
61.66
Heavy incinerator
30+43
175.2
24
23
53
Flamer fuel
6
16.1
fe0xx809
Junk Jet
40
20
119
75
30
Most junk items
29.9
285
6.2
000E942B
Minigun
8
217.6
272
131
35
30
5mm
500
27.4
382
14
0001F669
Ashmaker
9
281.7
313
77
39
5mm
500
28.7
1755
61.1
Missile launcher
150
2
203
65
45
Missile
1
21
314
14.95
0003F6F8
Partystarter
150
2
191
107
Missile
28.5
4822 ?
?
Death From Above
151
2
203
65
Missile
21
4479 ?
?
Broadsider
108
2
203
63
40
Cannonball
1
27.4
245
9
000FD11B
Energy weapons[]
Laser[]
Base ID
Institute laser
21
99
66
71
70
25
Fusion cell
30
3.9
50
12.8
001633CC
Virgil's rifle
33
217.8
66
227
85
Fusion cell
7.2
384
53.3
00225ABA
Laser musket
30
18
6
71
70
30
Fusion cell
1
12.6
57
4.5
0001DACF
Laser gun
24
120
50
71
25
Fusion cell
30
3.5
69
19.7
0009983B
Old Faithful
29
145
50
71
71
Fusion cell
4.5
929
206.4
Survivor's Special
26
19
44
47
42
Fusion cell
4.8
340
70.8
00225ABC
Protectron's Gaze
54
307.8
57
47
44
Fusion cell
30
5.1
352
Good Intentions
21
237.3
113
194
82
Fusion cell
7.9
393
49.7
Prototype UP77 "Limitless Potential"
24
120
50
227
96
Fusion cell
6.5
355
54.6
Righteous Authority
26
130
50
203
76
Fusion cell
27
5.5
326
59.3
Wazer Wifle
55
275
50
302
76
Fusion cell
6.3
364
57.8
00225965
Gatling laser
14
380.8
272
203
30
Fusion core
500
19.3
804
41.7
000E27BC
Final Judgment
14
476
340
203
48
Fusion core
500
19.3
3804
197.1
Aeternus
24
355.5
45
251
63
Fusion core
500
39.3
4799
Plasma[]
Base ID
Plasma gun
24+24
115.5
33
119
30
Plasma cartridge
30
3.9
123
31.5
00100AE9
Experiment 18-A
25+25
680
136
203
140
6.6
Plasma cartridge
001F61E9
Sentinel's Plasmacaster
24+24
270.6
33
119
148
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.
Base ID
Alien atomizer
54
540
100
155
70
Alien blaster round or Fusion cell
45
3.0
1536
512
fe0xx84e
Alien blaster pistol
50
500
100
119
20
Alien blaster round or Fusion cell
42
2.5
1551
620.4
000FF995
Hub's Alien Blaster
58
580
100
149
76
20
Alien blaster round or Fusion cell
42
2.5
2751
1100.4
xx{{#pad:043416|6|0|left}}
Alien disintegrator
55
220
40
155
72
Alien blaster round or Fusion cell
50
4.7
1770
376.6
fe0xxf99
BFG 9000
Argent plasma cell
fe0xx800
Cosmic cannon
36
90
77
72
Fusion cell
33
5.5
95
fe0xx864fe0xxc45
Cryolator
20
180
90
71
66
20
Cryo cell
25
13.2
302
22.9
00171B2B
Thirst Zapper
Varies
Varies
100
Squirt of water/Weaponized Nuka-Cola/Weaponized Nuka-Cherry/Weaponized Nuka-Cola Quantum
2
10
5
xx{{#pad:007bc8|6|0|left}}
Salvaged Assaultron head
35 + 45
11
93
65
Fusion cell
Charged single shot
8
40
5
xx{{#pad:0100b7|6|0|left}}
Solar cannon
30+35
104
16
155
76
Fusion cell
16
31.6
fe0xxf99
Tesla cannon
60
120
20
395
62
Fusion cell
15
21
314
14.9
fe0xxf99fe0xx03e
Tesla rifle
38
152
40
83
70
Fusion cell
15
8.1
90
11.1
xx{{#pad:003e07|6|0|left}}
Thunderbolt
Fusion cell
fe0xx824
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. Also, the radiation page explains the unique ways that this kind of damage is handled by the game. These are affected by the perk Nuclear Physicist in terms of radiation damage.
Gamma[]
Base ID
Gamma gun
110
121
66
119
30
Gamma round
8
3
156
52
000DDB7C
Lorenzo's Artifact gun
25+10
38.5
66
203
69
Gamma round
4.5
753
167.3
002266F7
Zeta gun
57
62.7
66
119
Gamma round
8
3.1
156
50
002266FC
Poison weapons[]
Poison weapons utilize the poison damage type to deal ongoing damage to targets.
Base ID
Acid Soaker
11
?
66
35
94
?
?
?
Acid concentrate
20
3
125
42
xx{{#pad:007bc6|6|0|left}}
Explosives[]
Explosives have a maximum range of 93. They seem to hit 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 always includes the "Explosive" legendary prefix); this is why the pulse grenade and pulse mine are not affected by any of the three.
Thrown[]
AOE
Base ID
Baseball grenade
101
1
40
40
00107BD6
Cryogenic grenade
151
0.5
50
100
000FF21D
Fragmentation grenade
151
0.5
50
100
000EEBED
Fragmentation grenade MIRV
1
1
75
75
xx{{#pad:033905|6|0|left}}
Smart fragmentation grenade
151
0.6
60
100
xx{{#pad:0346fc|6|0|left}}
HalluciGen gas grenade
1
1
35
35
000E98E5
Fury grenade
1
1
35
35
xx{{#pad:02618b|6|0|left}}
Persuasion grenade
1
1
35
35
xx{{#pad:023e60|6|0|left}}
Predator grenade
1
1
35
35
xx{{#pad:025b0a|6|0|left}}
Homing beacon
1
1
0
0
00065DEC
Institute EM pulse grenade
150
0.5
100
200
0018325E
Molotov cocktail
51
0.5
20
40
0010C3C6
Nuka grenade
301 + 100
0.5
100
200
000E5750
Nuka Cherry grenade
201
0.5
50
100
xx{{#pad:040cdd|6|0|left}}
Nuka Quantum grenade
301
0.5
50
100
xx{{#pad:040cde|6|0|left}}
Plasma grenade
150 + 150
0.5
135
270
0010A33D
Pulse grenade
150 , Secondary
0.5
100
200
000FF21F
Placed[]
AOE
Base ID
Bottlecap mine
301
0.5
75
150
0010771F
Cryo mine
101
0.5
50
100
0010C669
Fragmentation mine
101
0.5
50
100
000E56C2
Nuke mine
301 + 100
0.5
100
200
0010A340
Plasma mine
150 + 150
0.5
100
200
0010A342
Pulse mine
150
0.5
100
200
0010A344
Faction explosives[]
AOE
Base ID
Artillery smoke grenade
1
0.5
0
0
0012E2CA
Institute beacon
1
0.5
0
0
00174F8F
Synth relay grenade
1
0.5
50
100
000589F2
Vertibird signal grenade
1
0.5
10
20
00056917
Traps[]
Placed[]
Placed trap name
AOE
Base ID
Bear trap
8
xx{{#pad:054072|6|0|left}}
Bleeding bear trap
8
xx{{#pad:0540f7|6|0|left}}
Caltrops
0.5
xx{{#pad:05406e|6|0|left}}
Poisoned caltrops
0.5
xx{{#pad:0540ed|6|0|left}}
Melee weapons[]
Damage found in the table is base damage, every point of Strength adds 10% to it. Several perks can further increase the damage displayed for a melee weapon.
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.
Base ID
Assaultron blade
17
19.8
Medium
35
3
50
xx{{#pad:008b8e|6|0|left}}
Chinese officer sword
16
18.7
Medium
35
0.46
3
50
16.7
00147BE4
General Chao's Revenge
28
34
Medium
35
0.8
3
775
258.3
Sword of Wonders
16
Medium
3
325
108.3
xx{{#pad:050dd3|6|0|left}}
Zao's sword
16
22
Medium
35
0.46
3
50
16.7
001F0860
Combat knife
9
16
Fast
20
0.45
1
25
25
000913CA
Pickman's Blade
15
59.9
Fast
20
0.75
1
143
143
0022595F
Disciples blade
20
Fast
20
1
1.5
80
53.3
xx{{#pad:01aabc|6|0|left}}
Throatslicer
20
Fast
20
1
1.5
xx{{#pad:04e422|6|0|left}}
Grognak's axe
25
29.8
Medium
20
1.25
10
100
10
00183FCD
Machete
14
16.2
Medium
30
0.47
2
25
12.5
00033FE0
Kremvh's Tooth
28 + 3
50.2
Medium
30
0.93 + 0.1
2
2
50
0022576D
Mr. Handy buzz blade
5
26.2
Very Fast
40
10
50
xx{{#pad:0020f8|6|0|left}}
Revolutionary sword
16
18.7
Medium
35
0.46
3
50
16.7
00143AB5
Shem Drowne sword
16 + 9
20.4
Medium
35
0.46 + 0.26
3
250
8.3
0000364A
Ripper
4
21
Very Fast
40
0.7
6
50
8.3
000FA2F6
Reckoning
4
25
Very Fast
40
6
50
8.3
0022B604
The Harvester
4
Very Fast
40
6
250
41.7
xx{{#pad:04fa7e|6|0|left}}
Shishkebab
13 + 13
15.3
Medium
35
0.37 + 0.37
3
200
67
000FA2FB
Switchblade
8
14.6
Fast
20
0.4
1
20
20
000FDC81
Steel sword
35
Medium
4
750
fe0xxf9b
Pint-Sized Slasher knife
fe0xx809
Blunt[]
Blunt weapons tend to stagger opponents more frequently than bladed weapons. Like all melee weapons, blunt weapons benefit from Big Leagues and Strength.
Base ID
Alien shock baton
fe0xx84f
Baseball bat
16
12.1
Slow
35
0.46
3
25
8.3
0008E736
2076 World Series baseball bat
16
16.5
Slow
35
0.46
3
325
108.3
00226438
Cito's Shiny Slugger
123
Slow
7.5
175
28.3
xx{{#pad:04f084|6|0|left}}
Fencebuster
44
Slow
35
1.26
3
125
41.7
xx{{#pad:04923c|6|0|left}}
Board
14
10.5
Slow
33
0.42
3
20
6.7
0005C250
Commie Whacker
10
Medium
25
0.4
2
25
12.5
xx{{#pad:052926|6|0|left}}
Lead pipe
11
12.8
Medium
30
0.37
3
15
5
000FC9C3
Pipe wrench
13
15.3
Medium
35
0.37
2
30
15
000D83BF
Big Jim
13
17.9
Medium
35
0.37
2
150
75
0023E5EC
Pole hook
63
Slow
40
7
52
7.4
xx{{#pad:009582|6|0|left}}
Bloodletter
30
Slow
40
7
52
7.4
xx{{#pad:034e7b|6|0|left}}
The Fish Catcher
86
Slow
7
312
44.6
xx{{#pad:05158d|6|0|left}}
Pool cue
13
9.9
Slow
30
0.43
1
10
10
000FA3E8
Rolling pin
11
12.8
Medium
25
0.44
1
10
10
00142FAB
Baton
11
12.8
Medium
30
0.37
2
15
7.5
0008C14D
Sledgehammer
23
17.6
Slow
40
0.58
12
40
3.3
000E7AB9
Super sledge
40
30.8
Slow
45
0.89
20
180
9
000FF964
Atom's Judgement
40 + 100
Slow
45
20
xx{{#pad:03a388|6|0|left}}
Swatter
17
?
Slow
35
0.49
3
30
10
00061721
Rockville Slugger
21
12.7
Slow
21
1
3.5
133
38
001F2674
Tire iron
12
13.6
Medium
25
0.48
2
25
12.5
00185D25
Walking cane
10
11.9
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.
Base ID
Boxing glove
9
10.2
Medium
25
0.36
1
10
10
0016498F
Deathclaw gauntlet
25
29.8
Medium
40
0.63
10
75
7.5
000D8576
Knuckles
10
9.4
Medium
25
0.4
0.5
10
20
0005524B
Meat hook
20
Medium
2
32
xx{{#pad:04b5f4|6|0|left}}
Butcher's Hook
20
Medium
2
xx{{#pad:05158c|6|0|left}}
Power fist
20
23.8
Medium
35
0.57
4
100
25
0011B336
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. 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. , ) 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 an Armor rack.
Bugs[]
Has platform::PC Has platform::Playstation 4 Has platform::Xbox 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.[已验证]
Has platform::PC Has platform::Playstation 4 Sometimes, when using a night vision scope, the night vision effect will stick around after going out of the scope.[已验证]
See also[]
In Fallout 4[]
Fallout 4 ammunition
Fallout 4 weapon mods
Fallout 4 unique weapons
Legendary weapons
In the rest of the Fallout series[]
Fallout weapons
Fallout 2 weapons
Fallout 3 weapons
Fallout: New Vegas weapons
Fallout 76 weapons
Fallout Tactics weapons
Fallout: Brotherhood of Steel weapons
References[]
↑ https://www.nexusmods.com/fallout4/articles/189
↑ https://www.creationkit.com/index.php?title=Unit
↑ https://www.creationkit.com/fallout4/index.php?title=Talk:Weapons
↑ 4.0 4.1 4.2 https://www.creationkit.com/fallout4/index.php?title=AimModel
↑ Notes from page for Gun Nut perk