Fallout 4 weapons. Шлемы fallout 4
Fallout 4 armor and clothing | Fallout Wiki
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|This page lists all armor and clothing in Fallout 4.|
In Fallout 4 the wardrobe system allows the Sole Survivor to piece together their outfit from a variety of clothing and armor choices. The system is broken up into 9 slots, and 2 layers:
- Base layer
- Body (Pants, shirts, vault jumpsuits, etc.)
- Hat (Baseball caps, combat armor helmet, fedoras, etc.)
- Eye (glasses and goggles)
- Mouth (bandanas)
- Armor - These are worn on top of the base layer.
- Right arm
- Left arm
- Right leg
- Left leg
Many wardrobe items take up multiple slots, including armor slots, limiting what other pieces they can be combined with. Each item on every layer can offer bonuses, such as different kinds of damage resistance. All of these items and their unique bonuses are detailed below. Furthermore, armor mods can be applied to select items, providing additional bonuses.
Characters can enter power armor wearing any combination of clothing, adding an additional layer of armor. However, wearing power armor nullifies all bonuses provided by the lower layers.
Each piece of armor falls under one of these classifications: Normal, Legendary or Unique. Normal armors have no special bonuses applied to them. Legendary armors come with random bonuses and are mostly dropped by Legendary enemies. Unique armors are pre-named, have a special legendary bonus and are only available through certain merchants and quest rewards.
Body armor partsEdit
Raider armor is usually the most common armor type, and can be seen as a tier 1 armor. Providing the least energy and ballistic resistance out of all armor types - in some cases, excluding the DC guard armor type - it's the armor most commonly worn by raiders.
|Raider chest piece||0018e415|
|Raider left arm||0018e411|
|Raider right arm||0018e413|
|Raider left leg||0018e40f|
|Raider right leg||0018e40d|
|Raider chest piece A1||4||2||7||18||0018b188|
|Raider chest piece A2||4||2||7||18||0018b19f|
|Raider chest piece A3||4||2||7||18||0018b1a0|
|Raider chest piece A4||4||2||7||18||0018b1a5|
|Raider chest piece A5||4||2||7||18||0018b1a7|
|Raider chest piece A6||4||2||7||18||0018b1a8|
|Sturdy raider chest piece||14||11||12||33||0018b18c|
|Heavy raider chest piece||24||20||17||48||0018b190|
|Sturdy raider arm||6||6||7||81||0018b16c|
|Heavy raider arm||11||11||10||156||0018b16d|
|Sturdy raider leg||7||7||7||13||0018b17c|
|Heavy raider leg||12||12||10||18||0018b17e|
Leather armor, along with the metal armor below, can be seen as tier 2 armor types, serving as counterparts to each other. Leather provides superior energy resistance but inferior ballistic resistance when compared to metal armor. The standard and sturdy variants of leather armor have inferior ballistic and energy resistances compared to the tier 3 combat armor, but heavy leather, and sturdy legs, have slightly superior energy resistance at the expense of considerably weaker ballistic resistance.
|Leather chest piece||0007b9c6|
|Leather left arm||0007b9c7|
|Leather right arm||0007b9c3|
|Leather left leg||0007b9c4|
|Leather right leg||0007b9c5|
|Leather chest piece||3||10||5||25||00182e69|
|Sturdy leather chest piece||14||23||9.9||50||00182e6c|
|Heavy leather chest piece||24||36||14.8||75||00182e6f|
|Sturdy leather arm||6||11||4.6||18||00182e6a|
|Heavy leather arm||11||18||7.2||28||00182e6d|
|Sturdy leather leg||7||13||4.6||20||00184be5|
|Heavy leather leg||13||20||7.2||30||00184be4|
Metal armor, along with the leather armor above, can be seen as tier 2 armor types, serving as counterparts to each other. Metal provides superior ballistic resistance but inferior energy resistance when compared to leather armor. The standard variant of metal armor has inferior ballistic and energy resistances compared to the tier 3 combat armor, but the sturdy and heavy variants of metal have slightly superior ballistic resistance at the expense of considerably weaker energy resistance.
|Metal chest piece||000536c4|
|Metal left arm||0004b933|
|Metal right arm||000536c1|
|Metal left leg||000536c2|
|Metal right leg||000536c3|
|Metal chest piece||12||5||6||40||00184009|
|Sturdy metal chest piece||25||15||15.5||115||0018400a|
|Heavy metal chest piece||37||25||23.1||190||0018400b|
|Sturdy metal arm||15||8||7.9||65||0018401b|
|Heavy metal arm||22||13||12.8||115||0018401a|
|Sturdy metal leg||15||8||7.9||65||00184012|
|Heavy metal leg||22||13||12.8||115||00184011|
Combat armor can be seen as a tier 3 armor type, providing the best of both from the tier 2 armor types leather and metal. The standard variant has superior energy and ballistic resistance to both leather and metal. Although heavy leather armor has superior energy resistance and heavy metal armor has superior ballistic resistance, combat armor has better ballistic resistance than leather and better energy resistance than metal, making it better geared for all-purpose use.
While all other armor has identical stats for the left and right variants of limbs, combat armor has different weights for left and right legs.
|Combat armor helmet||0011e2c8|
|Combat armor chest piece||0011d3c3|
|Combat armor left arm||0011d3c7|
|Combat armor right arm||0011d3c6|
|Combat armor left leg||0011d3c5|
|Combat armor right leg||0011d3c4|
|Combat armor helmet||10||10||4||25|
|Combat armor chest piece||15||15||8||60||00184bd3|
|Sturdy combat armor chest piece||25||25||11.7||140||00184bd2|
|Heavy combat armor chest piece||35||35||15.5||220||00184bd1|
|Combat armor arm||9||9||2||25||00184bed|
|Sturdy combat armor arm||13||13||4.5||85||00184bec|
|Heavy combat armor arm||17||17||7||145||00184beb|
|Combat armor left leg||8||8||2||25||00184be6|
|Sturdy combat armor left leg||12||12||4.5||105||00184be5|
|Heavy combat armor left leg||16||16||7||185||00184be4|
|Combat armor right leg||8||8||4||25||00184be6|
|Sturdy combat armor right leg||12||12||6.5||105||00184be5|
|Heavy combat armor right leg||16||16||9||185||00184be4|
Synth armor can be seen as a tier 4 armor type. The standard and sturdy variants have somewhat to slightly weaker ballistic resistances compared to the tier 3 combat armor, but the heavy variant has slightly better ballistic resistance, and all variants have superior energy resistance. The end result is a standard variant that's only slightly weaker than combat armor for all-purpose use, a sturdy variant that's somewhat better for all-purpose use and a heavy variant that's better all around.
Unique armor for this armor type can be obtained from The Institute by the synth requisition officer and through tier 4 settlement armor stands.
Both the Synth helmet and the Synth field helmet occupy all three head slots.
|Synth field helmet||0018796a|
|Synth chest piece||00187974|
|Synth left arm||0018796c|
|Synth right arm||0018796e|
|Synth left leg||00187972|
|Synth right leg||00187970|
|Synth field helmet||9||11||3||33|
|Synth chest piece||12||17||7||75||00046d94|
|Sturdy synth chest piece||25||29||12||125||00046d95|
|Heavy synth chest piece||37||42||17||175||00046d96|
|Sturdy synth arm||12||15||7||70||00046d8f|
|Heavy synth arm||17||20||10||110||00046d90|
|Sturdy synth leg||11||14||7||80||00046d92|
|Heavy synth leg||16||19||10||130||00046d93|
DC guard armorEdit
DC guard armor can be seen as a tier 1 to 3 armor type. Unlike other armors, it lacks standard, sturdy and heavy variants. Compared to standard-variant armor, DC guard armor is on par with tier 2 to 3 armors, but compared to sturdy-variant armor, it's only tier 1 to 2, and almost any heavy-variant armor is better. Because of this, its value will be higher at low levels, while being almost useless at high levels.
DC guard armor is used almost exclusively by guards in Diamond City and can only be obtained from their corpse, making acquisition of this armor a little less practical. However, guard armor may rarely be obtained from named Gunner enemies in Tessa's area.
- Despite the names, "shoulder" and "forearm" armors take up the entire arm slot.
- The DC guard helm takes up the eye slot as well as the hat slot.
- The DC guard heavy helmet takes up all three head slots.
|DC guard helm||5||5||1||5||000af0f6|
|DC guard heavy helmet||5||5||1||5||000af0f7|
|DC guard umpire's pads||15||10||4||10||000af0ee|
|DC guard left arm armor||10||5||2||7||000af0f1|
|DC guard right arm armor||10||5||2||7||000af0f2|
|DC guard left shoulder||5||2||1||5||000af0ea|
|DC guard right shoulder||5||2||1||5||000af0ed|
|DC guard left forearm||4||2||1||5||000af0eb|
|DC guard right forearm||4||2||1||5||000af0ec|
Vault-Tec security armorEdit
- The body armors take up all slots (chest, arms, legs)
|Vault-Tec security helmet (clean)||5||0||0||2||20||001d8853|
|Vault-Tec security helmet (dirty)||5||0||0||2||20||000821b6|
|Vault 81 security armor (dirty)||6||0||15||7.5||16||00154f10|
|Vault-Tec security armor (Vault 111 dirty)||6||0||15||7.5||16||000821b4|
|Vault-Tec security armor (Vault 111 clean)||6||0||0||5.5||14||001d884f|
|Covenant security armor||6||0||0||3||14||00156c0d|
Robot armor is an armor found exclusively in the Automatron add-on worn by the raider tribe the Rust Devils. It is an advanced equivalent of the metal armor found in the base game, being heavier but having proportionately more resistance to ballistic attacks and a similar weakness to energy based weapons.
|Robot chest piece||xx00863f|
|Robot left arm||xx008644|
|Robot right arm||xx008642|
|Robot left leg||xx008648|
|Robot right leg||xx008646|
|Robot chest piece||14||10||8||25|
|Sturdy robot chest piece||27||20||15.5||100|
|Heavy robot chest piece||39||30||23.1||175|
|Sturdy robot arm||16||8||7.9||58|
|Heavy robot arm||23||13||12.8||108|
|Robot leg||8||5||3||16-left 10-right|
|Sturdy robot leg||16||10||7.9||66-left 60-right|
|Heavy robot leg||23||15||12.8||116-left 110-right|
Far Harbor (add-on)
It is an armor set that trappers commonly use, and can fit over thin clothing. The standard version is slightly more protective than sturdy raider armor. The heavy version looks identical but has stats that are slightly improved from heavy raider armor. There is no sturdy variant.
|Trapper chest piece||xx00ee79|
|Trapper left arm||xx00ee75|
|Trapper right arm||xx00ee76|
|Trapper left leg||xx00ee77|
|Trapper right leg||xx00ee78|
|Trapper chest piece||16||16||12||33|
|Heavy trapper chest piece||26||26||17||48|
|Heavy trapper arm||14||14||10||16|
|Heavy trapper leg||13||13||10||18|
Far Harbor (add-on)
Marine armor is an advanced form of combat armor found in the Far Harbor add-on. The three variants (Zealot, Inquisitor, Assault) are not distinct items, but are instead the result of modifying the armor at an armor workbench. However, the Zealot and Inquisitor variants look identical. Additionally, the helmet is only available in the Assault variant, and cannot be modified.
The Disciples armor is worn by members of the Disciples gang, found in the Nuka-World add-on.
|Disciples banded helmet||14||16||19||65||xx026bb7|
|Disciples bladed helmet||14||16||19||65||xx026bb5|
|Disciples head covering||14||16||19||65||xx026bbd|
|Disciples spiked helmet||14||16||19||65||xx026bb6|
|Disciples metal chest piece||44||54||33||138||xx026bb8|
|Disciples strapped chest piece||26||28||19||75||xx026bab|
|Disciples metal left arm||19||21||19||94||xx026bc1|
|Disciples metal right arm||19||21||19||94||xx026bbf|
|Disciples spiked left arm||19||21||19||94||xx026bc0|
|Disciples spiked right arm||19||21||19||94||xx026bbe|
|Disciples strapped left arm||12||14||10||40||xx03b559|
|Disciples strapped right arm||12||14||10||40||xx03b558|
|Disciples wrapped left arm||12||14||10||40||xx026bb4|
|Disciples wrapped right arm||12||14||10||40||xx026bb2|
|Disciples metal left leg||20||22||19||94||xx026bbc|
|Disciples metal right leg||20||22||19||94||xx026bba|
|Disciples spiked left leg||20||22||19||94||xx026bbb|
|Disciples spiked right leg||20||22||19||94||xx026bb9|
|Disciples strapped left leg||13||22||10||40||xx03b556|
|Disciples strapped right leg||13||22||10||40||xx03b555|
|Disciples wrapped left leg||13||22||10||40||xx026baf|
|Disciples wrapped right leg||13||22||10||40||xx026bad|
The Operators armor is worn by members of the Operators gang, found in the Nuka-World add-on.
|Operators glasses||2||2||2||20||Perception +1||xx02873e|
|Operators goggles||4||4||3||20||Perception +1||xx02873d|
|Operators belted chest piece||27||27||19||75||—||xx028743|
|Operators chest piece||27||27||19||75||—||xx03b8ae|
|Operators heavy chest piece||45||45||33||138||—||xx028738|
|Operators left arm||13||13||10||40||—||xx03b8aa|
|Operators right arm||13||13||10||40||—||xx03b8ab|
|Operators left armband||13||13||10||40||—||xx028739|
|Operators right armband||13||13||10||40||—||xx02873b|
|Operators heavy left arm||20||20||19||94||—||xx028731|
|Operators heavy right arm||20||20||19||94||—||xx028733|
|Operators heavy left bracer||20||20||19||94||—||xx028730|
|Operators heavy right bracer||20||20||19||94||—||xx028732|
|Operators left leg||14||14||10||40||—||xx02873f|
|Operators right leg||14||14||10||40||—||xx028741|
|Operators heavy left leg||21||21||19||94||—||xx028735|
|Operators heavy right leg||21||21||19||94||—||xx028737|
|Operators heavy left leg guard||21||21||19||94||—||xx028734|
|Operators heavy right leg guard||21||21||19||94||—||xx028736|
The Pack armor is worn by members of The Pack gang, found in the Nuka-World add-on.
Unique body armor partsEdit
Unique body armor parts are legendaries that come pre-named and are not randomized, but are otherwise no different from regular legendaries.
They can be obtained from various merchants, sometimes (as with the Freefall Legs) at set locations, and possibly as quest rewards.
¹This Nanofiliment material is different from another Nanofiliment material that the player character can create, possibly a bug. It provides less energy and ballistic resistance than the normal one, showing two versions of the same thing. There is still an option to upgrade to the normal Nanofiliment material.
Clothing that can be worn under body armor parts and are potentially the best for defensive purposes. Unless the ballistic weave armor mod has been unlocked, the only clothing pieces that can be upgraded on an armor workbench are the vault jumpsuits.
- Unique apparel are highlighted with a darker background.
- Unplayable apparel and cut content are grayed out.
These count as both clothing and body armor. Most will take up all armor slots, but some will allow additional armor.
- Unique apparel are highlighted with a darker background.
- Unplayable apparel are grayed out.
These count as hats, eyewear, and masks.
- Unique apparel are highlighted with a darker background.
- Welding goggles are equippable on Dogmeat.
- Robotic Bits may not appear in inventory, nor are equipable with the "player.equipitem" command.
- All bandanas are equippable on both NPCs and dogs as a cosmetic item.
Power armor partsEditAll pieces of power armor must be attached to a power armor frame.
Wearing power armor nullifies all bonuses and effects provided by any other layer of armor, including Legendary armor effects. In addition, each layer has its own weight, which is not nullified by power armor (excluding power armor plate segments attached directly to a power armor frame), making it most effective to wear lightweight clothing or no clothing at all if operating power armor.
To get out of a power armor frame, one must press and hold the same button pressed to get into it, so "E" (PC), "X" (PS4) or "A" (Xbox One).
|Raider power helm||100||50||150||50||14||50||Yes||00140c54|
Unique power armor partsEdit
Dogmeat wearing welding goggles, dog helmet, chain dog collar & heavy dog armor
Dogmeat can equip dog apparel as cosmetic items (these items don't give any bonus to the dog, but the items cost its weight towards the dog max carry capacity).
Any junkyard dogs can also wear dog apparel, but in order to give it to them the Sole Survivor need use reverse pickpocket to place it in their inventroy. It will not be immediately be equipped, but will be worn once one has fast traveled away and back.
There are 4 different slots on the dog to equip items, these are "eyes", "neck", "headband" and "torso".
On this slot the welding goggles can be equipped.
Super mutant apparelEdit
Strong can equip super mutant apparel.Note: Unlike humanoid armor parts for which there are legendary and unique armor pieces as well as armor types favoring ballistic, energy or radiation resistance, for the super mutant armor parts there exists an optimal set of equipment that maximizes both Damage Resistance and Energy Resistance. This set consists of a super mutant bladed helmet, super mutant light body armor, super mutant chains, super mutant heavy gauntlets and super mutant leg armor.
- Each armor piece can have a Legendary armor effects added as a random drop from any legendary enemy (star at the end of their name).
- Counting all pieces of each variant of power armor, there are 240 total pieces of power armor that can be used for customization.
- Armor mods from one tier of armor can be placed on other variants of the same general armor. For instance, if a lightweight leather chest piece is found, the lightweight mod can be removed from the chest piece and put onto a Sturdy or Heavy leather chest piece. Since higher-tier armor requires commensurately higher levels in the Armorer perk to construct and install mods, it behooves a lower-level player to either remove and store the peak material mods (such as polymer or nanofiliment) from a lower-tier piece to place on a higher-tier armor at a later time, or locate a lower tier version of that same armor, modify it, then remove and attach the mod on the higher-tier armor that is actually intended to be worn. The mods are specific to the extremity they came from. A mod taken from a chest piece cannot be applied to an arm or a leg, for example.
- Some mods are only available through the Railroad.
- For armor sets that have regular, sturdy and heavy variants, the variant is not always prefixed in the title (e.g. "Sturdy leather chest piece"). If the piece of armor is legendary or has an armor mod applied then the prefix can be removed. One has to pay special attention to the item's base resistance to identify what type it is in the inventory screen.
- To modify an armor piece to a specific variant (normal, sturdy, heavy) use the attachMod <Mod_ID> console command, and the Mod_ID associated with that variant.
In Fallout 4Edit
In the rest of the Fallout seriesEdit
X-01 power armor | Fallout Wiki
X-01 power armorAll stats based on X-01 Mark I full set totals
92 (full Mk. I set)
“The X-01 series of Power Armor was specially engineered and employed by remnants of the U.S. military after the Great War, and offers increased protection over the older, pre-war models.”— VDSG Catalogue No.9528
X-01 power armor is a set of power armor appearing in Fallout 4.
The X-01 power armor is a set of power armor created shortly before the bombs fell.
A variant of the X-01 power armor was still in testing phases with the scientists at Nuka-World in 2077 as a part of a cooperative initiative between the U.S. military and Nuka-Cola Corporation when the bombs fell. This unique variant is known as the Quantum X-01 power armor, and can be found at Starport Nuka.
It was later engineered by remnants of the U.S. military after the Great War. It improves upon older suits by offering superior protective abilities.
X-01 power armor provides the greatest defense among all models of power armor featured in Fallout 4. The power armor bears resemblance to the advanced power armor seen in previous Fallout games.
Similar to the T-60, it appears to have a large blind spot (mainly due to the large shoulder plates) around the arms and back as they rise over the helmet. This is ironic as for a top-of-the-line combat armor it would be a great tactical disadvantage.
- An X-01 helmet can be stolen from Proctor Teagan's shop on the Prydwen behind a Master-locked door, or a key may be stolen from the Brotherhood's knight-captain wandering around the power armor bays. Upon entering the Prydwen for the first time, one can spot him asking another knight about patrols or other related material.
- Worn by Danse upon completing Blind Betrayal if one wishes to spare him. The suit is a full set of X-01 missing only the helmet, but like his T-60d, his X-01 has a locked fusion core eliminating the possibility of having Danse exit the armor.
- Two full sets found at the Nuka-World power plant: one behind a terminal-locked door in the basement, another one in the power monitoring station southeast of the plant, under an electrical tower. Assuming the player starts the Nuka-World DLC at the recommended level of 30, these armors will always be at least X-01 Mk I suits due to them beginning to spawn at level 28.
- One full set due west of Dry Rock Gulch, on a flatbed truck just beyond the parking lot outside of the park area proper. This suit is subject to the same level considerations as the pair mentioned above.
- A full set of armor can be found inside Fort Hagen hangar behind a locked security door. One of the resident Rust Devils may attempt an entry, resulting in a heavily armored combatant.
- Another set can be found at the top of the 35 Court building in the Financial District. The suit must be acquired by destroying an Assaultron and a Sentry bot emerging from charge pods that have buttons which unlock the central chamber containing the armor.
- The Sole Survivor must be at least level 28 in order for the X-01 power armor pieces to spawn.
- The only exception to this is the X-01 power armor helmet found on the Prydwen in Teagan's shop that can only be stolen.
- In the base game, X-01 armor suits and parts that can be found in the game world are capped at Mk III and will not improve past this point regardless of player level. Nuka-World removes this cap for incomplete sets, thus offering a chance to scavenge all tiers up to and including Mk VI at very high levels. Full sets (like the one in 35 Court) retain their Mk III cap, however, with the Mk V Quantum X-01 power armor being the only exception.
- Unlike previous versions of power armor, turning on the headlamp will illuminate the eyes, casting light from them instead of from a light attached to the helmet. The color of the eyes will change depending on the color of light chosen.
- The unique Institute paint scheme can only be unlocked by completing the game by siding with the Institute, in which the paint scheme is automatically added to the list of modifications. It increases Intelligence by one with all pieces painted and costs nothing to apply.
- According to the "Art of Fallout 4" the "Institute Paint" is simply an alternative to the unused Institute power armor, or I-01 for short.
- This suit's list of material mods also includes the 'Thermal Coating' material mod, which seems to be exclusive to the X-01 as well, as it does not exist for the other models. The 'Winterized Coating' is not available and seems to have been replaced with 'Thermal Coating'. Both provide the same upgrade to Energy Resistance, but the Thermal simply applies as the default armor color rather than white in color.
- This suit's modification list also includes one suit-exclusive upgrade, known as "X-01 EMP Shielding" which appears to be a cheaper alternative to "Prism Shielding."
- There are separate Base IDs for the 5 pieces of X-01 power armor Paladin Danse wears. These pieces can be spawned using the console but cannot functionally be used. They will not appear in inventory, but will still contribute to carry weight.
- pc ps4 xboxone In an unmarked building named 35 Court, at the top after an elevator ride. After battling two robots (level dependent) one can access the center chamber containing the full suit of power armor. The armor will spawn X-01 after lvl 28 but may appear to be a lower grade armor (T-45, T-51 or T-60). However, upon suit entry it will become X-01 power armor.[verified]
- pc ps4 xboxone Sometimes, when building a jet pack for the X-01 torso for the first time, it will appear a good armor's width away to the right of the rack (when facing it) and it will also be rotated 90 degrees. Once the player character enters the armor, it snaps/floats to its correct position and orientation on the back; it continues to float, not actually appearing to attach and not moving with the armor animation, though it does follow the Sole Survivor and is completely functional. Quitting and reloading the game fixes this oddity.[verified]
- pc If left without power armor stand and fast traveling around, can transform into a T-45 power armor that's missing random parts. This is actually due to the "cell reset" bug, and affects power armor frames, not specifically the armor pieces themselves. This bug primarily affects modded games, and can be avoided by either using the console to spawn a generic frame and moving the armor pieces to the new frame, or by using a mod that allows the construction of bug-free frames via the workshop.[verified]
- ↑ 1.01.1Bradberton's office terminal entries
- ↑ Fallout 4 loading screens
Fallout 4 weapons | Fallout Wiki
|This page lists all weapons in Fallout 4.|
Unlike previous installments, in Fallout 4, weapons fall under three classifications: Normal, legendary, and unique. Normal weapons have no special statistics 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 bonus. 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.
All these weapons count as non automatic weapons and thus work with either Gunslinger, Rifleman or Sniper respectively, except the Cryolator which is counted as a heavy gun and thus works with Heavy Gunner.
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.
Poison weapons utilize the poison damage type to deal ongoing damage to targets.
Explosives have a maximum range of 93. They seem to hit an invisible wall at their maximum range. Explosives benefit from the Demolition Expert perk.
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 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.
Blunt weapons tend to stagger opponents more frequently than bladed weapons. Like all melee weapons, blunt weapons benefit from Big Leagues and Strength.
Fist weapons benefit from the Iron Fist perk as well as from Strength. Note that fist weapons cannot be used while wearing power armor.
In Fallout 4, the player character is able to rename any weapon, including unique weapons, at any weapons workbench. Renaming weapons does not affect any weapon stats. This primarily adds a level of personalizing 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. Bold and italic can also be used.
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. 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.
If a player character puts 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. Therefore, access to personal containers should be restricted, either by obstructing the expected path used by them to reach the container, or by the use of powered doors, holes, floating structures, etc.
- ps4 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. [verification overdue]
- pc Sometimes, when using a night vision scope, the night vision effect will stick around after going out of the scope. [verification overdue]
In Fallout 4Edit
In the rest of the Fallout seriesEdit
- ↑ Notes from page for Gun Nut perk