Fallout 4 weapons

Fallout 4 weapons

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

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

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