Jun 10, 2015 - Unarmed weapons also do double damage in VATS, and have some of the lowest AP costs in VATS as well. 1.1k views View 4 Upvoters. The best and most reliable weapons available after the DLC in Fallout: New Vegas? Fallout 4 is filled with an array of useful unique weapons! Here are 20 of the strongest and 10 that are absolute trash! This unarmed weapon is exclusive to the Far Harbour DLC and can be purchased from Erickson at Horizon Flight 1207. Using the Relentless weapon effect, critical hits from this weapon restore your V.A.T.S! Fallout 4: 5.
Is it worth it to use unarmed weapons in Fallout 4?
Back in 3 there were few unarmed weapons, the deatchlaw gauntlet was the only one you would use, literally ONE good weapon for an entire weapon category. One thing i loved about FNV, was the amount of awesome unarmed weapons. They all look amazing and each one has its own quirks and benefits, they're my favorite weapons in that game.
I have yet to play FO4. I checked the weapons list and it seems we have gone back to FO3's ways. How many are there, 4 or 5? That's sad and disappointing.
So i was wondering, is it worth it to use unarmed weapons in FO4? Do the weapon mods make up for the lack of weapons, or should i just forget them and only use melee? What do you think?
For a list of unique weapon locations in Fallout 4, see Fallout 4 unique weapons. For a list of legendary effects for weapons, see Legendary weapon effects. |
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This page lists all weapons in Fallout 4. |
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Unlike previous installments, weapons in Fallout 4 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.
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. |
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 reload 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 maximum range, 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 that 256 of these internal units is meant to equal approximately 12 feet, 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 or bolt-action 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 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. |
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 | ||
10mm pistol | 18 | 82.8 | 46 | 83 | 60 | 28 | 1.5 | 10mm | 12 | 3.5 | 50 | 14.3 | 00004822 |
Wastelander's Friend | 27 | 124.2 | 46 | 107 | 78 | 10mm | 24 | 7.3 | 772 | 128.7 | 001f61e6 | ||
Deliverer | 25 | 165 | 66 | 60 | 67 | 26 | 1.69 | 10mm | 12 | 4.4 | 774 | 175.9 | 000dc8e7 |
Classic 10mm pistol | 28 | 41 | 119 | 62 | 10mm | 12 | 4.9 | 53 | 10.8 | fe0f99 | |||
Ultimatum | 28 | 41 | 119 | 62 | 10mm | 12 | 4.9 | 53 | 10.8 | fe0f99 | |||
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 | 0415b3 |
Base ID | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Assault rifle | 30 | 120 | 40 | 119 | 72 | 32 | 0.94 | 5.56mm | 30 | 13.1 | 144 | 11 | 0000463f |
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 | – | ||||||||
Overseer's Guardian | 55 | 495 | 90 | 109 | 76 | .45 | 20 | 11.1 | 117 | 10.5 | 000df42e | ||
Gauss rifle | 110 | 726 | 66 | 191 | 69 | 30 | 3.67 | 2mm EC | 7 | 15.8 | 228 | 14.4 | 000d1eb0 |
The Last Minute | 204 | 66 | 203 | 112 | 2mm EC | 20 | 21.6 | 6500 | 0022b603 | ||||
Handmade rifle | 32 | 128 | 40 | 119 | 72 | 32 | 7.62 round | 10 | 12.8 | 136 | 10.6 | 033b60 | |
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 | 55 | 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 | 02c8b0 |
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 | – | ||
Radium rifle | 27 | 108 | 40 | 119 | 72 | 25 | 1.08 | .45 | 20 | 11.1 | 80 | 7.2 | 025fc4 |
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 |
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 |
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 |
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 |
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 | 031702 |
Nuka-nuke launcher | 833 | 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 | 010b81 | |
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 | – | |
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 |
Base ID | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Institute laser | 15 | 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 | 79 | 355.5 | 45 | 251 | 63 | Fusion core | 500 | 39.3 | 4799 | – |
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 |
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.
Base ID | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
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 | 043416 |
Cosmic cannon | 36 | 90 | 77 | 72 | Fusion cell | 33 | 5.5 | 95 | fe0864 fe0c45 | |||
Cryolator | 20 | 180 | 90 | 71 | 66 | 20 | Cryo cell | 25 | 13.2 | 302 | 22.9 | 00171b2b |
Thirst Zapper | Varies | Varies | 100 | If modified, Nuka-Cola, Nuka-Cherry, or Nuka-Cola Quantum | 2 | 10 | 5 | 007bc8 | ||||
Salvaged assaultron head | 35 + 45 | 11 | 93 | 65 | Fusion cell | Charged single shot | 8 | 40 | 5 | 0100b7 | ||
Tesla rifle | 38 | 152 | 40 | 83 | 70 | Fusion cell | 15 | 8.1 | 90 | 11.1 | 003e07 |
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.
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 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 | 007bc6 |
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 3.
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 | 033905 |
Smart fragmentation grenade | 151 | 0.6 | 60 | 100 | 0346fc |
HalluciGen gas grenade | 1 | 1 | 35 | 35 | 000e98e5 |
Fury grenade | 1 | 1 | 35 | 35 | 02618b |
Persuasion grenade | 1 | 1 | 35 | 35 | 023e60 |
Predator grenade | 1 | 1 | 35 | 35 | 025b0a |
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 | 040cdd |
Nuka Quantum grenade | 301 | 0.5 | 50 | 100 | 040cde |
Plasma grenade | 150 + 150 | 0.5 | 135 | 270 | 0010a33d |
Pulse grenade | 150 , Secondary | 0.5 | 100 | 200 | 000ff21f |
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 |
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 |
Placed trap name | AOE | Base ID |
---|---|---|
Bear trap | 8 | 054072 |
Bleeding bear trap | 8 | 0540f7 |
Caltrops | 0.5 | 05406e |
Poisoned caltrops | 0.5 | 0540ed |
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.
Base ID | |||||||||
---|---|---|---|---|---|---|---|---|---|
Assaultron blade | 17 | 19.8 | Medium | 35 | 3 | 50 | 008b8e | ||
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 | 050dd3 | |||
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 | 01aabc | |
Throatslicer | 20 | Fast | 20 | 1 | 1.5 | 04e422 | |||
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 | 0020f8 | ||
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 | 04fa7e | ||
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 |
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 | |||||||||
---|---|---|---|---|---|---|---|---|---|
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 | 04f084 | |||
Fencebuster | 44 | Slow | 35 | 1.26 | 3 | 125 | 41.7 | 04923c | |
Rockville Slugger | 21 | 12.7 | Slow | 21 | 1 | 3.5 | 133 | 38 | 001f2674 |
Board | 14 | 10.5 | Slow | 33 | 0.42 | 3 | 20 | 6.7 | 0005c250 |
Commie Whacker | 10 | Medium | 25 | 0.4 | 2 | 25 | 12.5 | 052926 | |
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 | 009582 | ||
Bloodletter | 30 | Slow | 40 | 7 | 52 | 7.4 | 034e7b | ||
The Fish Catcher | 86 | Slow | 7 | 312 | 44.6 | 05158d | |||
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 | 03a388 | ||||
Swatter | 17 | ? | Slow | 35 | 0.49 | 3 | 30 | 10 | 00061721 |
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 |
Fist weapons benefit from the Iron Fist perk as well as from Strength. Note that fist weapons cannot be used 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 | 04b5f4 | ||||
Butcher's Hook | 20 | Medium | 2 | 05158c | |||||
Power fist | 20 | 23.8 | Medium | 35 | 0.57 | 4 | 100 | 25 | 0011b336 |
In Fallout 4, the player character 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 them such as hardened or punishing, etc. 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.
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.
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.
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