Crafting a Weapon
While there was plenty of crafting to go around in Fallout 4, crafting is an essential part of surviving in Fallout 76. Aside from being able to craft most of the weapons in the game, just about every weapon can be modded to suit your needs (and you definitely should mod whenever possible). However, your ability to craft anything is based on obtaining Plans, which are typically random rewards for completing Events and Daily Quests.
Plans, unfortunately, aren’t the only limiters to crafting. You’ll have to contend with individual level requirements, not only for using the weapon, but also for crafting it. You’ll also have to keep Perk Card requirements in mind if you’re working toward crafting a specific weapon or weapon type.
As you level up, you’ll unlock the ability to craft weapons of higher levels. Every five levels unlocks a new level of weapon to craft, so you can craft the same weapon multiple times.
Another significant change from Fallout 4 is how mods work. Whenever you craft a mod for a weapon, instead of the old mod automatically being placed in your inventory, it will simply disappear. Do your homework before picking mods. You may have the available parts for one mod, but how many more parts do you need for a mod that’s the next step up? Is the mod you’re looking at building going to give you the advantages you’re hoping for? If you build it and then realize you want something else, you’ll have to burn precious resources to craft a new one.
Damage Types
You know how to craft and you have the information for how much damage a weapon can deal, but what about damage types? In addition to a weapon’s damage value, you also must consider the type of damage that weapon deals. Thankfully, this is a simple system.
There are several types of damage: Radiation, Energy, Explosive, Poison, and Ballistic:
- Ballistic: This is your bread and butter damage. It’s on most weapons and it’s effective against most enemies. Think of this type as “physical” damage. Some enemies are resistant to this type; in this case, swap over to either Energy or Radiation. But aside from those rare instances, a weapon with Ballistic damage should always be in your hand.
- Energy damage: This is more of a blanket term encompassing any weapon that uses lasers or elemental attacks as primary damage. Weapons with ice and fire also fall under the Energy damage umbrella, though how each of these subtypes deal damage and affect enemies is distinct from one another.
- Radiation: This is most effective against players, as it lowers their maximum HP until they use a RadAway. Even if they have a health advantage on you, continuously using weapons with Radiation will slowly lower their health until they’ve barely got a leg to stand on (so to speak).
- Poison: This damage affects enemies well beyond the initial attack. Once struck with a poison weapon, the enemy will continually take damage for several seconds, whether you’re hitting them or not. Very few weapons deal poison damage, which might be for the best, since you’ll never want to use it as a primary source of damage anyways. It works best as a way to weaken an enemy while you duck behind cover to reload or heal up.
- Explosive: This is the most devastating damage type in terms of raw power. Explosive weapons deal some of the highest damage in the game; anything that unwittingly steps on a mine or is unlucky enough to have a grenade roll between its feet will suffer massive health loss and limb damage, if not die outright. The only way to survive Explosive damage is having the best armor available to you at all times. Get hit with a weapon dealing this damage type while wearing little more than a smile and you can consider your exploring days over.
Weapon Types
On top of damage types, weapons are also sorted into their own categories. While these don’t provide immediate changes to combat, it’s important to know your weapon’s types to understand which Perk Cards to select or when to use Magazines and Bobbleheads to get the most out of your weapons.
There are 16 weapon types in all, most of which have more than one subtype. We’ll list what Perk Cards work for each type, so if you’re looking for information on how to get the most out of your weapon, find its type in this chapter.
Guns and Projectile Weapons – Overview
Energy Guns
- Cryolator
- Flamer
- Flare Gun
- Gamma Gun
- Gatling Laser
- Gatling Plasma
- Gauss Rifle
- Laser Pistol
- Plasma Pistol
- Pyrolyzer
- Salvaged Assaultron Head
- Tesla Rifle
- Ultracite Gatling Laser
- Ultracite Laser Pistol
Energy weapons fire lasers, ice, or fire. It’s hard to pin down exactly what they are used for, since they come in all flavors, shapes, and sizes, but their variety is their strength. Lasers work well in penetrating enemy armor, while fire ignites enemies and ice freezes them.
If you’re planning to use Energy Guns as your primary weapons, be prepared to work your way into multiple weapon categories. Every one of these weapons crosses over to another category, meaning each one will benefit from the Perk Cards of other weapon categories on top of the ones relating specifically to Energy Guns.
Perk Cards The perks to look out for are:
- Science (INT) series of Perk Cards: Allow you to craft Energy Guns and their mods while reducing the cost of crafting them.
- Batteries Included (STR): Reduces the total weight of all Energy Gun ammo.
Explosive
- Auto Grenade Launcher
- Broadsider
- Bunker Buster
- Daisy Cutter
- Enclave Plasma Gun
- Fat Man
- Flare Gun
- M79 Grenade Launcher
- Missile Launcher
Explosive weapons could almost be considered a subcategory of Heavy Guns. A lot of what applies to those weapons applies to these as well. The Perk Cards that work here typically encompass all explosive weapons, including mines and grenades, so you’re getting a little extra bang for your buck (it had to be done).
Perk Cards The perks of the trade are:
- Demolition Expert (INT): Increases all damage dealt by your explosives
- Grenadier (PER): Increases the explosion radius of any explosive you use.
Exotic Weapons
- Black Powder Blunderbuss
- Black Powder Pistol
- Black Powder Rifle
- Broadsider
- Crossbow
- Gauss Rifle
- Harpoon Gun
- Paddle Ball
- Radium Rifle
- Railway Rifle
- Rose’s Syringer
- Salvaged Assaultron Head
- Syringer
- The Dragon
- Vox Syringer
Exotic Weapons cover the strange, different, and special. A good rule of thumb is if it can’t be properly categorized, it’s probably an Exotic Weapon.
Most Exotic Weapons fall under other umbrellas, so you won’t find a lot of perks relating to weapons in this category. The only ones you’ll find are the Exotic Weapons (INT) series of Perk Cards, which allow you to craft Exotic Weapons and progressively reduce their crafting costs as you get better cards.
Heavy Guns
- 50 Cal Machine Gun
- Auto Grenade Launcher
- Bunker Buster
- Cryolator
- Daisy Cutter
- Fat Man
- Flamer
- Gatling Gun
- Gatling Laser
- Gatling Plasma
- Harpoon Gun
- Light Machine Gun
- Minigun
- Missile Launcher
- Pyrolyzer
- Tesla Rifle
- Ultracite Gatling Laser
These are the big bads of the weapons world. Where other weapon categories will allow for a certain level of flexibility, using Heavy Guns is a commitment of SPECIAL points, Perk Cards, and carrying capacity. What you get in exchange is a series of weapons that will decimate most things on the field. You won’t be fast, you won’t be accurate, but dang it you’ll hit like a wrecking ball!
There is a lot of crossover between Heavy Guns, Explosive Weapons, and Energy Guns, so look at those sections if you’re trying to maximize your Heavy Gunning potential.
Perk Cards The Perk Cards of the trade are:
- Lock and Load (STR): Increase reload speed on Heavy Guns.
- One Gun Army (LCK): Gives you a chance to stagger enemies and cripple their limbs with your bullets.
- Stabilized (INT): Increases your accuracy and allows your Heavy Guns to ignore a certain percentage of enemy armor while you’re in Power Armor.
- Bear Arms (STR): Reduces the total weight of your Heavy Guns by a substantial amount.
- Bullet Shield (STR): Increases your Damage Resistance while you fire a Heavy Gun.
- Heavy Gunner (STR) series of Perk Cards: Increase the damage of your non-explosive Heavy Guns. There are Perk Cards that specifically raise Explosive damage that affects your Explosive Heavy Guns.
STR is going to be your primary SPECIAL stat, but Heavy Guns encompass a wide variety of weapons, so you might also consider looking at the Explosive and Energy Gun sections to see if there are any Perk Cards relating to your preferred weapons.
Also look to Perk Cards relating to Power Armor and resistances. Heavy Guns leave you exposed either while firing, reloading, or both. Being able to soak up damage is a must if you hope to stay alive.
Pipe Guns
- Pipe Bolt-Action Pistol
- Pipe Pistol
- Pipe Revolver
- Rose’s Syringer
- Syringer
- Vox Syringer
“Pipe Guns” functions more as a secondary label than its own unique weapon category. All of the Pipe Guns listed here fall under the Pistol category, meaning they benefit from the same perks. If you’re looking to use Pipe Guns as your main mode of attack, look to the Pistols section to learn about what Perk Cards work for them.
There is one specific Perk Card that relates to Pipe Guns: Licensed Plumber (INT). This decreases the speed at which Pipe Guns degrade and decreases the costs of repairing them.
Pistols
Pistols are some of the most moddable and versatile weapons in the game. They can change into Automatic Rifles, Sniper Rifles, Non-Automatic Rifles, Automatic Pistols, and back again.
Perk Cards The Perk Cards of choice for all Pistol-wielding explorers are:
- Crackshot (PER): Increases your firing ranging and accuracy when aiming down the sights of a Pistol.
- Modern Renegade (AGI): Increases hip-fire accuracy and gives you a chance to cripple enemy limbs with a single shot.
- Packin’ Light (STR): Reduces the weight of your Pistols, giving you the opportunity to carry more Pistols with you for versatility or for added loot space.
Those looking to use Pistols primarily will want to put their SPECIAL points into AGI primarily, with a handful of points into STR and PER for the Packin’ Light and Crackshot Perk Cards.
Automatic Pistols
- 10 mm Submachine Gun
- Perfect Storm
- Submachine Gun
- Anti-Scorched Training Pistol
Automatic Pistols are known for their high rate of fire and large ammo capacity. You’re won’t be sniping enemies with one, but if you’re doing a lot of up-close-and-personal play, you’ll find a lot to love here.
Any Pistol that can have an Automatic Receiver Mod applied to it can become an Automatic Pistol. If these are your preferred weapons, consider using the Guerrila (AGI) series of Perk Cards. They increase your total damage done using Automatic Pistols and are stackable.
Non-Automatic Pistols
- .44 Pistol
- 10 mm Pistol
- Black Powder Pistol
- Enclave Plasma Gun
- Gamma Gun
- Laser Pistol
- Pipe Bolt-Action Pistol
- Pipe Pistol
- Pipe Revolver
- Plasma Pistol
- Single Action Revolver
- Somerset Special
- Ultracite Laser Pistol
- Voice of Set
- Western Revolver
These are excellent backup weapons, but anyone trying to create a character exclusively around Non-Automatic Pistols is in for a real challenge. That being said, if you are serious about using these weapons, you’ll want to invest in the Gunslinger (AGI) series of Perk Cards, which increase your damage dealt with Non-Automatic Pistols.
Rifles
Any weapon that can have a Stock mod applied to it is actually considered a Rifle, which means they also receive benefits from Rifle-based Perk Cards. You’ll find that Pistols convert to Rifles more frequently than weapons of other types, so if you’re looking for new Rifles to work with, start there first.
Perk Cards All Rifles benefit from several nonspecific Rifle Perk Cards:
- Long Shot (PER): Increases your range and accuracy when aiming down the sights.
- Tank Killer (PER): Gives your Rifles increased armor penetration and has a higher chance to stagger enemies. Best of all, it works for all Rifles!
- Tormentor (LCK): Gives a chance to cripple limbs with a single shot from a Rifle.
There are other Perk Cards that only work with Automatic or Non-Automatic rifles, but you’ll find more information about those ahead.
Those looking to build a Rifle-focused character will want to focus more on PER as their main SPECIAL stat, with a few LCK points for Tormentor.
Automatic Rifles
Looking at this list, you’ll undoubtedly notice how empty it is. That’s not because there are no Automatic Rifles that can be obtained in the game. It’s because Non-Automatic Rifles, after being modified with an Automatic Receiver, become Automatic Rifles. Once you’ve slapped on that mod, all of the Perk Cards involving Automatic Rifles will apply.
Perk Cards
For those looking to make the Automatic Rifles their main method of offensive, the Commando (PER) series of Perk Cards (which increase damage dealt with Automatic Rifles) will be your main point of focus.
As we mentioned before, any Pistol or Pipe Gun that has had a Rifle Stock mod applied to it is now considered a part of the Rifle family. Slap an Automatic Receiver and it’s now an Automatic Rifle. Aren’t mods grand?
Non-Automatic Rifles
- Assault Rifle
- Black Powder Rifle
- Brotherhood Recon Rifle
- Combat Rifle
- Gauss Rifle
- Handmade Rifle
- Hunting Rifle
- Lever Action Rifle
- Radium Rifle
- The Dragon
Most Rifles available in the game start out as Non-Automatic Rifles. They can be modded to become Automatic Rifles, but you can rest assured that if you find a Rifle in the wild, it’s almost certainly going to fall under the Non-Automatic category.
As far as Non-Automatic Rifle Perk Cards are concerned, focus on the Rifleman (PER) series of Perk Cards, which increase your damage with Non-Automatic Rifles and are stackable. For additional benefits, you’ll need to rely on general Rifle Perk Cards, like Tormentor, Long Shot (PER) and Tank Killer (PER).
Shotguns
- Black Powder Blunderbuss
- Civil Unrest
- Combat Shotgun
- Double-Barrel Shotgun
- Pump Action Shotgun
Shotguns are close-quarters weapons that pack a huge punch, but often have lengthy reload times, slow firing speeds, and limited ammo capacity. The damage they deal more than makes up for these cons, but you’ll need to take those cons into account if you hope to use them effectively and avoid putting yourself in a bad position.
Perk Cards Perk Cards of note are:
- Enforcer (AGI): Increases your chance to stagger enemies and cripple limbs.
- Scattershot (STR): Lowers the total weight of your Shotguns and increases their reload speed.
- Shotgunner (STR) series: Boosts damage dealt with Shotguns.
- Skeet Shooter (PER): Increases your accuracy and reduces bullet spread.
Those looking to mainly Shotguns will want to focus their SPECIAL points into STR and AGI, while also adding a few points into PER for the Skeet Shooter Perk Card.
Guns and Projectile Weapons
.44 Pistol
- Standard Model: Snubnosed .44 Pistol
- Type 1: Non-Automatic Pistol
- Type 2: —
- Minimum Level: 5
- Crafting Level: 5
- Damage: 49 (ballistic)
- Ammo: .44
- Fire Rate: 6
- Range: 84 or 156
- Accuracy: 62 or 63
- Weight: 4.3
- Value: 36
This standard six-shooter won’t turn any heads, but if you manage to get your hands on one of these early in the game, you’ll have a pretty hefty damage dealer (as far as Pistols are concerned).
Attachable Mod Types
- Receiver
- Barrel
- Grip
- Sights
- Paint
10 mm Pistol
- Standard Model: 10 mm Pistol
- Type 1: Non-Automatic Pistol
- Type 2: —
- Minimum Level: 5
- Crafting Level: 15
- Damage: 16 (ballistic)
- Ammo: 10 mm
- Fire Rate: 43
- Range: 120 or 228
- Accuracy: 61 or 62
- Weight: 4.3
- Value: 39
Unmodded, the 10 mm Pistol has modest damage but a solid rate of fire. You’ll reload the 12-round magazine quickly and get back to firing without a hitch. This handgun really shines in its wealth of modding possibilities. You can specialize this weapon in just about any way you can hope for, from silenced and stealthy to full-auto. While it doesn’t stack up to the guns you’ll find later in your journey, it’s a faithful friend for the earlier parts.
Attachable Mod Types
- Receiver
- Barrel
- Grip
- Magazine
- Sights
- Muzzle
- Paint
10 mm Submachine Gun
- Standard Model: Short 10 mm Submachine Gun
- Type 1: Automatic Pistol
- Type 2: —
- Minimum Level: 10
- Crafting Level: 30
- Crafting Restrictions: Guerrilla 1 (AGI)
- Damage: 12 (ballistic)
- Ammo: 10 mm Round
- Fire Rate: 91
- Range: 84 or 156
- Accuracy: 47
- Weight: 6.2
- Value: 97
It may lack in accuracy, but the 10 mm Submachine Gun fires bullets faster than you can count them. If you can get up close, you can watch enemy health simply melt away. Great for clearing interiors and for those looking for a more up-close-and-personal approach.
Attachable Mod Types
- Receiver
- Barrel
- Stock
- Magazine
50 Cal Machine Gun
- Standard Model: 50 Cal Machine Gun
- Type 1: Heavy Gun
- Type 2: —
- Minimum Level: 25
- Crafting Level: 30
- Crafting Restrictions: Heavy Gunner 1 (STR), Commando 1 (PER)
- Damage: 18 (ballistic)
- Ammo: .50 Caliber
- Fire Rate: 91
- Range: 204 or 395
- Accuracy: 36 or 37
- Weight: 28.8
- Value: 183
The middle ground between an Automatic Rifle and a Gatling Gun, the 50 Cal is more than capable of standing tall when paired next to its distant cousins. You won’t have to worry about spinning up the barrel to get this weapon screaming, but you will have to consider a low accuracy value and its overall size in your inventory. While its firing spread isn’t as bad as other Heavy Guns, it’s not a weapon to use for situations demanding carefully placed shots.
Attachable Mod Types
- Barrel
- Muzzle
Anti-Scorched Training Pistol
- Standard Model: Anti-Scorched Training Pistol
- Type 1: Automatic Pistol
- Type 2: —
- Minimum Level: 1
- Crafting Level: —
- Damage: 12 (ballistic)
- Ammo: 10 mm
- Fire Rate: 75
- Range: 108
- Accuracy: 64
- Weight: 4.4
- Value: 196
This is a standard 10 mm Pistol with a Scorched-busting twist. Obtained during Main Quest: Into the Fire, this pistol deals an extra 25% damage to any Scorched you use it against, but all other enemy types will take 20% lessdamage with it. It’s good for the earlier parts of the game if you encounter an abundance of Scorched (and you will).
Attachable Mod Types
- None
Assault Rifle
- Standard Model: Short Assault Rifle
- Type 1: Non-Automatic Rifle
- Type 2: —
- Minimum Level: 30
- Crafting Level: 30
- Crafting Restrictions: Rifleman 1 (PER)
- Damage: 17 (ballistic)
- Ammo: 5.56 Ammo
- Fire Rate: 40
- Range: 120 or 228
- Accuracy: 65
- Weight: 13.2
- Value: 199
Heavy, but very reliable, the Assault Rifle has a quick fire rate and decent accuracy. Mod it out and you can really make this weapon shine. Without an Automatic Receiver, this weapon is best served as a mid- to long-range weapon. Start experimenting with the mods, however, and you’ll have a truly flexible weapon at your disposal.
Attachable Mod Types
- Receiver
- Barrel
- Stock
- Magazine
- Sights
- Muzzle
Auto Grenade Launcher
- Standard Model: Auto Grenade Launcher
- Type 1: Explosive
- Type 2: Heavy Gun
- Crafting Restrictions: Demolition Expert 1 (INT)
- Minimum Level: 40
- Crafting Level: 40
- Damage: 118 (ballistic)
- Ammo: 40mm Ammo
- Fire Rate: 91
- Range: 395
- Accuracy: 49
- Weight: 18
- Value: 228
While it may fire slower than you might expect, the Auto Grenade Launcher is a powerhouse of violence and destruction. The ability to fire off a grenade round without having to wait for a lengthy reload makes this thing a nasty beast on the battlefield. Your greatest concern will almost certainly be trying to avoid blowing yourself straight to hell and back.
Attachable Mod Types
- Barrel
- Grip
- Muzzle
Black Powder Blunderbuss
- Standard Model: Black Powder Blunderbuss
- Type 1: Shotgun
- Type 2: Exotic Weapon
- Minimum Level: 10
- Crafting Level: —
- Crafting Restrictions: Exotic Weapons 1 (INT)
- Damage: 108 (ballistic)
- Ammo: .50 Ball
- Fire Rate: 4
- Range: 12
- Accuracy: 67
- Weight: 3
- Value: 36
This packs a punch but comes at the cost of ammo capacity and reload speed. Luckily aiming isn’t much of a factor in using a Blunderbuss, but if you don’t take down your enemy in one shot, you might find yourself fleeing for your life. Take this weapon along with an immediate backup at the ready.
Attachable Mod Types
- None
Black Powder Pistol
- Standard Model: Black Powder Pistol
- Type 1: Non-Automatic Pistol
- Type 2: Exotic Weapon
- Minimum Level: 10
- Crafting Level: 15
- Crafting Restrictions: Exotic Weapons 1 (INT)
- Damage: 108 (ballistic)
- Ammo: .50 Ball
- Fire Rate: 4
- Range: 204 or 395
- Accuracy: 56 or 59
- Weight: 3
- Value: 53
This is a powerful but incredibly slow Pistol. You’ll have one shot in the chamber before having to reload—one shot to take your enemies out. Fail to land that shot and you’ll be a sitting duck. Take this if you like the thrill and pressure of never being able to miss a shot. For everyone else, there are safe, more practical guns to keep at your hip.
Attachable Mod Types
- None
Black Powder Rifle
- Standard Model: Black Powder Rifle
- Type 1: Exotic Weapon
- Type 2: Non-Automatic Rifle
- Minimum Level: 15
- Crafting Level: 20
- Crafting Restrictions: Exotic Weapons 1 (INT)
- Damage: 132 (ballistic)
- Ammo: .50 Ball
- Fire Rate: 4
- Range: 204 or 395
- Accuracy: 64 or 67
- Weight: 6
- Value: 98
Terribly powerful for a rifle but painfully slow on the reload, the Black Powder Rifle is more of a specialist’s weapon than something sure and steady. If you’ve ever wanted the thrill of living or dying by the skill of your shots, look no further.
Attachable Mod Types
- Large Bayonet
Broadsider
- Standard Model: Broadsider
- Type 1: Explosive
- Type 2: Exotic Weapon
- Minimum Level: 25
- Crafting Level: 40
- Crafting Restrictions: Exotic Weapons 1 (INT)
- Damage: 104 (ballistic)
- Ammo: Cannonball
- Fire Rate: 3
- Range: 204 or 395
- Accuracy: 60 or 62
- Weight: 24.4
- Value: 139
This portable ship’s cannon has a low fire rate, high reload time, and minimal explosive potential. It’s not a bad weapon, but if you really want to get the most out of it, we’ve got two simple words for you: don’t miss.
Attachable Mod Types
- Barrel
- Grip
- Shot Canister
Combat Rifle
- Standard Model: Short Combat Rifle
- Type 1: Non-Automatic Rifle
- Type 2: —
- Minimum Level: 20
- Crafting Level: 20
- Crafting Restrictions: Commando 1 (PER)
- Damage: 27 (ballistic)
- Ammo: .45 Ammo
- Fire Rate: 33
- Range: 120 or 228
- Accuracy: 61
- Weight: 11.2
- Value: 168
Slower out of the box than an Assault Rifle but with higher damage potential, the Combat Rifle is just as flexible as its predecessor. You might get more out of it as a long-range weapon, but it will suit all of your needs with a few mod tweaks.
Attachable Mod Types
- Receiver
- Barrel
- Stock
- Magazine
- Sights
- Muzzle
Combat Shotgun
- Standard Model: Combat Shotgun
- Type 1: Shotgun
- Type 2: —
- Minimum Level: 20
- Crafting Level: 20
- Crafting Restrictions: Shotgunner 1 (STR)
- Damage: 61 (ballistic)
- Ammo: Shell
- Fire Rate: 20
- Range: 72 or 180
- Accuracy: 10 or 12 or 22
- Weight: 11.9
- Value: 148
The more practical and deadly of the shotgun family, the Combat Shotgun lacks most of the shortcomings of its brothers and sisters while adding a slew of benefits of its own. If you’re looking for the unquestionable king of close-quarters, you’ve come to the right place.
Attachable Mod Types
- Receiver
- Short Barrel
- Stock
- Magazine
- Sights
- Muzzle
Crossbow
- Standard Model: Crossbow
- Type 1: Exotic Weapon
- Type 2: —
- Minimum Level: 15
- Crafting Level: 15
- Crafting Restrictions: Exotic Weapons 1 (INT)
- Damage: 100 (ballistic)
- Ammo: Bolt
- Fire Rate: 4
- Range: 168 or 359
- Accuracy: 67
- Weight: 7.2
- Value: 70
This weapon is quiet and powerful but slow to fire. A great weapon for sneaky players, but hard to justify once you’ve been spotted. On the plus side, you can recollect any bolts you fire, which will keep you firing that much longer.
Attachable Mod Types
- None
Cryolator
- Standard Model: Cryolator
- Type 1: Heavy Gun
- Type 2: Energy Gun
- Minimum Level: 25
- Crafting Level: 25
- Damage: 14 (Energy)
- Ammo: Cryo
- Fire Rate: 286
- Range: 120 or 228
- Accuracy: 56 or 58
- Weight: 13.3
Value: 157 The ice to the Flamer’s fire, the Cryolator fires a concentrated blast of liquid hydrogen to chill enemies to the bone (or to their processor, as the case may be). You’ll have to be careful of the limited range to avoid getting caught out by attackers; in close-range, however, the Cryolator definitely keeps it cool.
Attachable Mod Types
- Barrel
- Stock
- Sights
Double-Barrel Shotgun
- Standard Model: Short Double-Barrel Shotgun
- Type 1: Shotgun
- Type 2: —
- Minimum Level: 15
- Crafting Level: 15
- Crafting Restrictions: Shotgunner 1 (STR)
- Damage: 87 (ballistic)
- Ammo: Shell
- Fire Rate: 36
- Range: 180
- Accuracy: 0
- Weight: 9.6
- Value: 34
Quick to fire but slow to reload, the Double-Barrel Shotgun is a powerhouse as close range, especially when dealing with melee enemies. If a Super Mutant Berserk comes barreling down on you, draw this elephant’s trunk out and drop them like the Sunday paper. Just make sure not to miss.
Attachable Mod Types
- Receiver
- Barrel
- Stock
- Sights
- Muzzle
The Dragon
- Standard Model: The Dragon
- Type 1: Exotic Weapon
- Type 2: Non-Automatic Rifle
- Minimum Level: 35
- Crafting Level: 35
- Crafting Restrictions: Exotic Weapons 1 (INT)
- Damage: 170
- Ammo: .50 Ball Ammo
- Fire Rate: 4
- Range: 419
- Accuracy: 65
- Weight: 6
- Value: 36
The Dragon is practically a cannon in terms of both damage and the time it takes to reload. It will take huge chunks out of just about anything you hit with it, but the reload is maybe the longest out of any weapon in the game. Like the other Black Powder weapons, we suggest you use this weapon only if you’ve got something to prove.
Attachable Mod Types
- Large Bayonet
Enclave Plasma Gun
- Standard Model: Short Enclave Plasma Gun
- Type 1: Non-Automatic Pistol
- Type 2: Energy Gun
- Minimum Level: 25
- Crafting Level: —
- Damage: 18 (Ballistic), 18 (Energy)
- Ammo: Plasma
- Fire Rate: 33
- Range: 120 or 228
- Accuracy: 146
- Weight: 4
- Value: 102
The Enclave Plasma Gun deals both Ballistic and Energy damage, making it a real powerhouse that’s suited for most combat situations. Going up against a heavily armored enemy? The Energy damage will cut through them like butter while the Ballistic damage can handle enemies that eat energy damage for breakfast. Don’t ignore this weapon if it lands in your lap. Its potential for damage is higher than it might seem at first blush.
Attachable Mod Types
- Capacitor
- Barrel
- Grip
- Sights
Fat Man
- Standard Model: Fat Man
- Type 1: Heavy Gun
- Type 2: Explosive
- Minimum Level: 25
- Crafting Level: 25
- Crafting Restrictions: Science 1 (INT), Demolition Expert 1 (INT)
- Damage: 473 (Ballistic)
- Ammo: Mininuke
- Fire Rate: 4
- Range: 117
- Accuracy: 61
- Weight: 20.5
- Value: 249
A mininuke-launching device of pure devastation. While its reload times are lengthy and its ammo both scarce and expensive, if you do decide to take the “nuclear option,” you can be sure that nothing will be around to tell the tale.
Attachable Mod Types
- Bowling Ball Launcher
- MIRV Launcher
Flamer
- Standard Model: Short Flamer
- Type 1: Energy Gun
- Type 2: Heavy Gun
- Minimum Level: 30
- Crafting Level: 30
- Damage: 26 (Energy)
- Ammo: Fuel
- Fire Rate: 91
- Range: 72
- Accuracy: 53
- Weight: 16.1
- Value: 131
Quick to burn but slow to fire, the Flamer relies as much on burning damage as much as direct damage. Your best bet is to start an enemy on fire, then take cover while the flames do their job. Shoot a few more burst rounds to keep the baddie cooking and you’ll see exactly what this blowtorch can do.
Attachable Mod Types
- Tank
- Barrel
- Propellant Tank
- Nozzle
Flare Gun
- Standard Model: Flare Gun
- Type 1: Non-Automatic Pistol
- Type 2: Explosive
- Minimum Level: 1
- Crafting Level: 1
- Damage: 5 (Ballistic)
- Ammo: Flare
- Fire Rate: 6
- Range: 147
- Accuracy: 74
- Weight: 2
- Value: 41
More of a means to light darkened areas than to fend of enemies, the Flare Gun does exactly what you’d expect it to. You’ll find its single-round chamber and sluggish reload time make it difficult to keep in your pocket at all times, but its ability to light enemies on fire definitely compensates for its lack of a damage value.
Attachable Mod Types
- None
Gamma Gun
- Standard Model: Short Gamma Gun
- Type 1: Non-Automatic Pistol
- Type 2: Energy Gun
- Minimum Level: 15
- Crafting Level: 25
- Crafting Restrictions: Science 1 (INT)
- Damage: 33 (Ballistic), 50 (radiation)
- Ammo: Gamma Ammo
- Fire Rate: 67
- Range: 228
- Accuracy: 69
- Weight: 3.1
- Value: 79
Gamma Guns deal radiation damage directly to enemies. While it’s effective against normal enemies, you’ll find it particularly useful against other players. Radiation damage temporarily lowers an enemy’s max health, which means even the tankiest of enemies can be cut down to size if zapped with enough radiation.
Attachable Mod Types
- Dish
- Grip
- Muzzle
Gatling Gun
- Standard Model: Short Gatling Gun
- Type 1: Heavy Gun
- Type 2: —
- Minimum Level: 20
- Crafting Level: 25
- Crafting Restrictions: Heavy Gunner 1 (STR)
- Damage: 27 (Ballistic)
- Ammo: 5mm Ammo
- Fire Rate: 105
- Range: 120 or 228
- Accuracy: 49
- Weight: 28.4
- Value: 222
A more powerful, more manageable Gatling weapon that boasts a more modest fire rate than its contemporaries. With its high damage (for a Gatling weapon) and its solid accuracy, you could use this weapon in just about any close- to mid-range encounter and come out in good standing. Just be ready to spin up the barrel before walking headfirst into battle.
Attachable Mod Types
- Receiver
- Barrel
- Grip
- Magazine
- Sights
- Muzzle
Gatling Laser
- Standard Model: Gatling Laser
- Type 1: Heavy Gun
- Type 2: Energy Gun
- Minimum Level: 25
- Crafting Level: 25
- Crafting Restrictions: Heavy Gunner 1 (STR)
- Damage: 9 (Energy)
- Ammo: Core
- Fire Rate: 273
- Range: 204 or 395
- Accuracy: 48
- Weight: 19.4
- Value: 174
This is a weaker but more focused counterpart to the Gatling Plasma. Like any Gatling-style weapon, you’ll get more out of this gun when using it for suppression or for tackling large groups of enemies in open areas, rather than for trying to carefully pick enemies off at a distance.
Attachable Mod Types
- Receiver
- Barrel
- Sights
- Muzzle
Gatling Plasma
- Standard Model: Gatling Plasma
- Type 1: Heavy Gun
- Type 2: Energy Gun
- Minimum Level: 30
- Crafting Level: 30
- Crafting Restrictions: Heavy Gunner 1 (STR)
- Damage: 16 (Energy)
- Ammo: Core
- Fire Rate: 91
- Range: 204 or 395
- Accuracy: 23 or 30
- Weight: 30.6
- Value: 273
An uncontrollable storm of plasma rays, the Gatling Plasma has a firing spread that is hard to tame. If you can rein it in, you’ll have a weapon perfect for keeping enemies locked down or for devastating large groups. Just keep an eye on your ammo count.
Attachable Mod Types
- Receiver
- Barrel
- Magazine
- Scope
- Nozzle
Gauss Rifle
- Standard Model: Gauss Rifle
- Type 1: Energy Gun
- Type 2: Non-Automatic Rifle
- Minimum Level: 35
- Crafting Level: 35
- Crafting Restrictions: Science 1 (INT)
- Damage: 235 (Ballistic)
- Ammo: 2 mm Electromagnetic Cartridge
- Fire Rate: 67
- Range: 204 or 39
- Accuracy: 56
- Weight: 15.8
- Value: 247
Charge this weapon up for a powerful single shot, or mash the Fire button to unload a storm of semi-automatic shots. Incredibly powerful in the hands of a sharpshooter.
Attachable Mod Types
- Barrel
- stock
- Capacitor
- Sights
- Muzzle
Handmade Rifle
- Standard Model: Short Handmade
- Type 1: Non-Automatic Rifle
- Type 2: —
- Minimum Level: 15
- Crafting Level: 25
- Damage: 20 (ballistic)
- Ammo: 5.56 Ammo
- Fire Rate: 40
- Range: 120 or 228
- Accuracy: 65
- Weight: 13.6
- Value: 107
This is a fairly standard Non-Automatic Rifle that shines with mods. Its stats are balanced across the board, which makes it more flexible than most weapons on offer.
Attachable Mod Types
- Receiver
- Barrel
- Stock
- Magazine
- Sights
- Muzzle
Harpoon Gun
- Standard Model: Harpoon
- Type 1: Exotic Weapon
- Type 2: Heavy Gun
- Minimum Level: 30
- Crafting Level: 30
- Crafting Restrictions: Exotic Weapons 1 (INT)
- Damage: 141 (Ballistic)
- Ammo: Harpoon
- Fire Rate: 2
- Range: 120
- Accuracy: 63
- Weight: 16.4
- Value: 100
The Harpoon Gun is definitely in the lower bracket of weapons when it comes to shot speed, but when a shot lands, your enemies feel the pain. As an added bonus, any harpoons that you fire can be recollected, provided you can find them.
Attachable Mod Types
- Harpoon
- Sights
Hunting Rifle
- Standard Model: Short Hunting Rifle
- Type 1: Non-Automatic Rifle
- Type 2: —
- Minimum Level: 1
- Crafting Level: 5
- Crafting Restrictions: Rifleman 1 (PER)
- Damage: 45 (ballistic)
- Ammo: .308 Ammo
- Fire Rate: 3
- Range: 132 or 240
- Accuracy: 63 or 62
- Weight: 9.6
- Value: 45
The Hunting Rifle is slow but accurate. It’s easily converted into a sniper rifle with a few tweaks at your local Weapon Workbench. Avoid close-quarters with this thing in hand and you’ll have a rifle you can trust.
Attachable Mod Types
- Receiver
- Barrel
- Stock
- Magazine
- Sights
- Muzzle
Laser Pistol
- Standard Model: Short Laser Pistol
- Type 1: Non-Automatic Pistol
- Type 2: Energy Gun
- Minimum Level: 5
- Crafting Level: 5
- Crafting Restrictions: Science 1 (INT)
- Damage: 10 (energy)
- Ammo: Cell
- Fire Rate: 50
- Range: 120
- Accuracy: 71
- Weight: 4
- Value: 53
The Laser Pistol features a fast rate of fire and a ton of modding options. This gun is as easily converted to an Automatic Pistol as it is an Automatic Rifle. There are plenty of Energy Guns that deal heftier damage than the Laser Pistol, but few of them offer the same flexibility.
Attachable Mod Types
- Capacitor
- Barrel
- Grip
- Sights
- Muzzle
- Paint
Lever Action Rifle
- Standard Model: Short Lever Action Rifle
- Type 1: Non-Automatic Rifle
- Type 2: —
- Minimum Level: 25
- Crafting Level: 25
- Damage: 82 (Ballistic)
- Ammo: .45 Ammo
- Fire Rate: 5
- Range: 123 or 231
- Accuracy: 65
- Weight: 9
- Value: 163
Slow to fire, but one of the most accurate semi-automatic rifles one can find in the whole of Appalachia. Slap a scope on top of this one, compensate for distance, and you’ve got a reliable mid- to long-range weapon that can give you control over a fight you’ve only dreamed of.
Attachable Mod Types
- Receiver
- Barrel
- Stock
- Sights
- Muzzle
Light Machine Gun
- Standard Model: Light Machine Gun
- Type 1: Heavy Gun
- Type 2: —
- Minimum Level: 30
- Crafting Level: 30
- Crafting Restrictions: Commando 1 (PER)
- Damage: 16 (ballistic)
- Ammo: .308 Ammo
- Fire Rate: 929
- Range: 156 or 347
- Accuracy: 66 or 67
- Weight: 21.6
- Value: 388
This Heavy Gun has a surprisingly tight bullet-spray pattern. Most other weapons of its kind (e.g., the Gatling series of weapons) have incredibly wide fire patterns, making it almost impossible to tell exactly where your bullet will go once you pull the trigger. That’s not the case with the Light Machine Gun, though you will have to wrestle with a pretty violent recoil if you have a hope of utilizing it effectively.
Attachable Mod Types
- Receiver
- Barrel
- Stock
- Magazine
- Muzzle Brake
M79 Grenade Launcher
- Standard Model: M79 Grenade Launcher
- Type 1: Explosive
- Type 2: —
- Minimum Level: 15
- Crafting Level: 40
- Damage: 92 (Ballistic)
- Ammo: 40 mm Ammo
- Fire Rate: 4
- Range: 120 or 228
- Accuracy: 18 or 19
- Weight: 8.9
- Value: 32
A sturdy Explosive weapon with a decent reload speed and ammo that’s not hard to chase down. The arc on the M79’s shots allow you to get behind enemy cover better than your standard Missile Launcher, but it definitely requires a bit of practice. If you’re looking for a quality weapon to use as a master of Explosives, look no further.
Attachable Mod Types
- Receiver
- Barrel
- Stock
- Muzzle
Minigun
- Standard Model: Minigun
- Type 1: Heavy Gun
- Type 2: —
- Damage: 11 (Ballistic)
- Minimum Level: 35
- Crafting Level: 35
- Required: Heavy Gunner 1 (STR)
- Damage: 25 (Ballistic)
- Ammo: 5 mm Ammo
- Fire Rate: 273
- Range: 395
- Accuracy: 36
- Weight: 27.5
- Value: 207
A Heavy Gun user’s bread and butter, the Minigun boasts a fast fire rate and a high ammo capacity. The damage may look small stats-wise, but don’t be fooled. This weapon will tear through enemies like a kid tearing through presents on their birthday. Slap on some mods to further increase the fire rate and damage to really bring the Minigun to its fullest potential.
Attachable Mod Types
- Barrel
- Sights
- Muzzle
- Paint
Missile Launcher
- Standard Model: Missile Launcher
- Type 1: Explosive
- Type 2: Heavy Gun
- Minimum Level: 20
- Crafting Level: 20
- Crafting Restrictions: Demolition Expert 1 (INT)
- Damage: 124 (Ballistic)
- Ammo: Missiles
- Fire Rate: 4
- Range: 395
- Accuracy: 65
- Weight: 21
- Value: 254
Few Explosive weapons are as reliable as the Missile Launcher. The damage per shot is devastating on its own and the ammunition isn’t hard to come by. Add in an excellent selection of mods that add a good bit of customization and you’ve got a Heavy Gun/Explosive player’s best friend.
Attachable Mod Types
- Barrel
- Sights
- Muzzle
Paddle Ball
- Standard Model: Paddle Ball
- Type 1: Exotic Weapon
- Type 2: —
- Minimum Level: 5
- Crafting Level: 25
- Damage: 1 (Ballistic)
- Ammo: Ball
- Fire Rate: 25
- Range: 12
- Accuracy: 152
- Weight: 2
- Value: 41
Obtained by turning in Mr. Fuzzy Tokens at Camden Park, the Paddle Ball may be goofy, but it’s incredibly fun to use. It escaped being a melee weapon by the skin of its teeth, so expect to be up close and personal if you’re hoping to use this in any serious capacity. The real meat of this weapon comes from its absolutely insane variety of mods (like creating micro-nuclear explosions with the Weaponized Nuka-Cola Quantum Ball mod). It’s unlikely you’ll take this weapon into endgame, but you’ll definitely have some fun and some laughs if you’re willing to commit your time to modding it.
Attachable Mod Types
- Bladed Ball
- Electrified Ball
- Fire Ball
- Rubber Ball
- Spiked Ball
- Weaponized Nuka-Cola Ball
- Weaponized Nuka-Cherry Ball
- Weaponized Nuka-Cola Quantum Ball
Pipe Bolt-Action Pistol
- Standard Model: Pipe Bolt-Action Pistol
- Type 1: Pipe Weapon
- Type 2: Non-Automatic Pistol
- Minimum Level: 1
- Crafting Level: 1
- Damage: 40 (Ballistic)
- Ammo: .308 Ammo
- Fire Rate: 3
- Range: 92 or 168
- Accuracy: 61 or 62
- Weight: 3.2
- Value: 28
In its base form, the Pipe Bolt-Action Pistol is sluggish and used mostly at the start of your Appalachian journey (before other, better weapons become available). Hit the Weapon Workbench, however, and you’ll find this gun has more than enough modding options to allow you to craft it into a weapon that will suit your needs as you take on greater and deadlier foes.
Attachable Mod Types
- Receiver
- Stub Barrel
- Grip
- Sights
- Muzzle
Pipe Pistol
- Standard Model: Pipe Pistol
- Type 1: Pipe Weapon
- Type 2: Non-Automatic Pistol
- Minimum Level: 1
- Crafting Level: 1
- Damage: 14 (Ballistic)
- Ammo: .38 Ammo
- Fire Rate: 60
- Range: 84 or 156
- Accuracy: 51 or 53
- Weight: 4.7
- Value: 20
While it doesn’t pack a punch like the Pipe Revolver, the Pipe Pistol is a quality handgun with near-limitless customization options. While most weapons will be left behind for something bolder and brighter, you’ll find that the Pipe Pistol’s modability makes it a gun you’ll carry with you for a long, long time.
Attachable Mod Types
- Receiver
- Barrel
- Grip
- Magazine
- Sights
- Muzzle
Pipe Revolver Standard Model: Pipe Revolver
- Type 1: Pipe Weapon
- Type 2: Non-Automatic Pistol
- Minimum Level: 1
- Crafting Level: 1
- Damage: 40 (Ballistic)
- Ammo: .45 Ammo
- Fire Rate: 6
- Range: 84 or 156
- Accuracy: 58 or 60
- Weight: 3.2
- Value: 24
As far as handguns go, you’d be hard pressed to find a weapon more trustworthy than the Pipe Revolver. Excellent damage, a decent fire rate, reliable reloading speeds, and a range that allows for close to mid combat: the Pipe Revolver is dang near the perfect starting weapon.
Attachable Mod Types
- Receiver
- Barrel
- Grip
- Sights
- Muzzle
Plasma Pistol
- Standard Model: Short Plasma Pistol
- Type 1: Non-Automatic Pistol
- Type 2: Energy Gun
- Minimum Level: 15
- Crafting Level: 15
- Damage: 20 (Ballistic), 20 (Energy)
- Ammo: Plasma Cartridge
- Fire Rate: 33
- Range: 120 or 228
- Accuracy: 143
- Weight: 4
- Value: 77
Powerful but uncommon. The Plasma Pistol’s true strength lies in its dual damage output. Firing projectiles that deal both ballistic and energy damage will make most combat scenarios play in your favor (at least in the first half of the game), but the struggle to find more ammunition will make it nearly impossible to use this weapon exclusively. Use it for emergencies only, unless you have a surplus of Plasma Cartridges available.
Attachable Mod Types
- Capacitor
- Barrel
- Grip
- Sights
Pump Action Shotgun
- Standard Model: Short Pump Action Shotgun
- Type 1: Shotgun
- Type 2: —
- Minimum Level: 5
- Crafting Level: 30
- Crafting Restrictions: Shotgunner 1 (STR)
- Damage: 67 (Ballistic)
- Ammo: Shell
- Fire Rate: 5
- Range: 72 or 180
- Accuracy: 11 or 13
- Weight: 11.2
- Value: 58
Not the fastest shotgun in Appalachia, but it will still serve anyone building a close-range character well. Make sure to account for the time it takes to pump the Shotgun between shots and you’ll be just fine.
Attachable Mod Types
- Receiver
- Barrel
- Grip
- Sights
- Muzzle
Radium Rifle
- Standard Model: Short Radium Rifle
- Type 1: Non-Automatic Rifle
- Type 2: Exotic Weapon
- Minimum Level: 40
- Crafting Level: 40
- Crafting Restrictions: Exotic Weapons 1 (INT)
- Damage: 30 (Ballistic), 13 (Radiation)
- Ammo: .45 Ammo
- Fire Rate: 40
- Range: 120 or 228
- Accuracy: 57 or 58
- Weight: 11.9
- Value: 89
The combination of Ballistic and Radiation damage makes this weapon a lean, mean fighting machine by itself, but slap an Automatic Receiver on it and it becomes something else entirely. You can’t go wrong with a Radium Rifle slung across your shoulder.
Attachable Mod Types
- Receiver
- Barrel
- Stock
- Magazine
- Sights
- Muzzle
Railway Rifle
- Standard Model: Railway Rifle
- Type 1: Non-Automatic Rifle
- Type 2: Exotic Weapon
- Minimum Level: 30
- Crafting Level: 30
- Crafting Restrictions: Exotic Weapons 1 (INT)
- Damage: 99 (Ballistic)
- Ammo: Spike
- Fire Rate: 10
- Range: 120 or 228
- Accuracy: 56 or 57
- Weight: 14.4
- Value: 188
Powerful, reasonably accurate, decent range, but slow without an Automatic Receiver. If you can keep your Spike supply up, you’ll find a lot to love with the Railway Rifle.
Attachable Mod Types
- Receiver
- Barrel
- Stock
- Sights
- Muzzle
Rose’s Syringer
- Standard Model: Rose’s Syringer
- Type 1: Pipe Gun
- Type 2: Exotic Weapon
- Minimum Level: —
- Crafting Level: —
- Damage: 1 (Ballistic)
- Ammo: Syringer Ammo
- Fire Rate: 4
- Range: 156
- Accuracy: 72
- Weight: 1.3
- Value: 100
Obtained as part of Main Quest: Flavors of Mayhem, Rose’s Syringer is your typical Syringer in almost every way. You’re granted it simply because Rose’s request demands it of you.
Attachable Mod Types
- Barrel
Salvaged Assaultron Head
- Standard Model: Salvaged Assaultron Head
- Type 1: Energy Gun
- Type 2: Exotic Weapon
- Minimum Level: 25
- Crafting Level: 25
- Damage: 72 (energy)
- Ammo: Cell
- Fire Rate: 4
- Range: 94
- Accuracy: 67
- Weight: 8
- Value: 32
A semiautomatic severed head of an Assaultron, this weapon is charged by reloading repeatedly. The faster you press the Reload button, the more it charges. The more charged it is, the higher the damage. It also deals radiation damage to other players.
Attachable Mod Types
- None
Single Action Revolver
- Standard Model: Single Action Revolver
- Type 1: Non-Automatic Pistol
- Type 2: —
- Minimum Level: 10
- Crafting Level: 10
- Damage: 45 (Ballistic)
- Ammo: .44 Ammo
- Fire Rate: 6
- Range: 204 or 395
- Accuracy: 58 or 62
- Weight: 6.2
- Value: 215
This powerful Non-Automatic Pistol has some serious upgrade potential. You won’t get a lot of flexibility out of the mods, and the fire rate leaves something to be desired, but the low crafting level requirements and high damage output will allow you to keep upgrading this weapon as you level up to make it a weapon to keep around for a long time.
Attachable Mod Types
- Receiver
- Barrel
- Grip
Submachine Gun
- Standard Model: Submachine Gun
- Type 1: Automatic Pistol
- Type 2: —
- Minimum Level: 10
- Crafting Level: 15
- Crafting Restrictions: Guerrilla 1 (AGI)
- Damage: 12 (Ballistic)
- Ammo: 10 mm
- Fire Rate: 91
- Range: 84
- Accuracy: 48
- Weight: 6.15
- Value: 147
A much slower-firing Submachine Gun than the 10 mm Submachine Gun, this is more of an entry-level weapon than the main event. Even with the lowered rate of fire, this gun still has monstrous recoil. You’ll need to use Stock mods to get it under control.
Attachable Mod Types
- Receiver
- Barrel
- Stock
- Magazine
- Sights
- Muzzle
Syringer
- Standard Model: Syringer
- Type 1: Pipe Gun
- Type 2: Exotic Weapon
- Minimum Level: —
- Crafting Level: 1
- Crafting Restrictions: Exotic Weapons 1 (INT)
- Damage: 1 (Ballistic)
- Ammo: Syringer Ammo
- Fire Rate: 4
- Range: 156
- Accuracy: 72
- Weight: 5.3
- Value: 75
This is meant for putting status effects on enemies rather than for direct combat. This weapon is built for modding. If you want to get the best this weapon has to offer, you need to experiment with Barrel mods. Frenzy enemies, inject them with poison, and cause them to take bleeding damage and a slew of other status effects when you slap on a new Barrel.
Attachable Mod Types
- Barrel
- Stock
- Sights
Tesla Rifle
- Standard Model: Tesla Rifle
- Type 1: Heavy Gun
- Type 2: Energy Gun
- Minimum Level: 40
- Crafting Level: 40
- Crafting Restrictions: Science 1 (INT)
- Damage: 48 (Energy)
- Ammo: Cell
- Fire Rate: 40
- Range: 120 or 228
- Accuracy: 71
- Weight: 8.2
- Value: 409
The Tesla Rifle is very powerful when used correctly. Any shots you fire will shoot off additional bolts to all enemies in close proximity. This fires an electrical discharge that arcs between targets.
Attachable Mod Types
- Barrel
- Sights
Ultracite Gatling Laser
- Standard Model: Ultracite Gatling Laser
- Type 1: Heavy Gun
- Type 2: Energy Gun
- Minimum Level: 35
- Crafting Level: 35
- Damage: 16 (Energy)
- Ammo: Core
- Fire Rate: 273
- Range: 204 or 395
- Accuracy: 48
- Weight: 19.4
- Value: 260
An unbelievably stable Gatling gun–type weapon that has a reasonably narrow bullet spread and very limited recoil pattern. It has a slew of mods that completely change the way the weapon is used, putting its versatility through the roof.
Attachable Mod Types
- Receiver
- Barrel
- Sights
- Muzzle
Ultracite Laser Pistol
- Standard Model: Short Ultracite Laser Pistol
- Type 1: Non-Automatic Pistol
- Type 2: Energy Weapon
- Minimum Level: 30
- Crafting Level: 35
- Damage: 24 (Energy)
- Ammo: Cell
- Fire Rate: 50
- Range: 120 or 228
- Accuracy: 70 or 71
- Weight: 4
- Value: 134
This is a significantly more powerful Laser Pistol but with some pretty beefy crafting requirements. You’ll need to dig up a fair bit of Ultracite, which typically only shows up near fissure sites or in nuked areas. If you can manage to get the crafting components together, this is an Energy Gun worth having.
Attachable Mod Types
- Capacitor
- Barrel
- Grip
- Sights
- Muzzle
Voice of Set
- Standard Model: Voice of Set
- Type 1: Non-Automatic Pistol
- Type 2: —
- Minimum Level: 25
- Crafting Level: 25
- Damage: 56 (Ballistic)
- Ammo: .44
- Fire Rate: 6
- Range: 84
- Accuracy: 67
- Weight: 4.6
- Value: 134
This modified .44 Pistol deals decent damage, but it excels at putting robotic enemies out of commission. Obtain this from the Mistress of Mystery quest line.
Attachable Mod Types
- None
Vox Syringer
- Standard Model: Vox Syringer
- Type 1: Pipe Gun
- Type 2: Exotic Weapon
- Minimum Level: —
- Crafting Level: —
- Damage: 1 (Ballistic)
- Ammo: Syringer Ammo
- Fire Rate: 4 or 7
- Range: 204 or 395
- Accuracy: 75
- Weight: 2.3
- Value: 86
While this weapon is technically an Exceptional Weapon, its only function is to allow you to complete Daily Quest: Someone to Talk To. It functions exactly as you would expect a Syringer to behave, but with the added bonus of making animals talk.
Attachable Mod Types
- None
Western Revolver
- Standard Model: Short Western Revolver
- Type 1: Non-Automatic Pistol
- Type 2: —
- Minimum Level: 20
- Crafting Level: 25
- Damage: 67 (Ballistic)
- Ammo: .44
- Fire Rate: 6
- Range: 120 or 228
- Accuracy: 65 or 66
- Weight: 5.3
- Value: 80
Very powerful, but with a painfully slow fire rate. We’d consider this one another trick weapon to challenge yourself, though modding it can certainly help with its negative traits.
Attachable Mod Types
- Receiver
- Barrel
- Grip
- Sights
Melee Weapons – Overview
“Melee weapons in the gun-filled post-apocalypse? Preposterous!” We know how you feel, and yet you’ll likely be as surprised as we were to learn that with the right Perk Cards, armor, and build, these weapons are not only viable, but also outright deadly. Ammunition and resources are scarce, and carrying capacity is at an all-time low—things melee weapons tend to ignore entirely. A single well-built melee weapon can make up for a dozen lackluster guns and without the need to carry bullets or a lot of your precious backpack space.
Now, that doesn’t mean you can just grab a butter knife off the counter and take on Appalachia’s most fearsome. Using melee weapons is a commitment to keeping your armor in tiptop shape, using the best melee-focused Perk Cards available, and ensuring your weapons are always upgraded and modified. If you’re going to bring a bat to the wilderness, you better aim for the fences.
Perk Cards
Just about every melee Perk Card is worth getting. The Perk Cards you avoid are based entirely on your play style. For example, Ninja (AGI), which increases stealth damage with melee weapons to up to three times normal, isn’t going to work well if you like playing aggressively.
The Perk Cards to consider are:
- Incisor (STR): Increases the amount of your melee weapons’ armor penetration by up to 75%.
- Makeshift Warrior (INT): Decreases the rate at which your melee weapons degrade and decreases the cost to repair them
- Martial Artist (STR): Lowers the total weight of your melee weapons and allows you to swing them up to 30% faster.
- Overly Generous (CHR): Being afflicted with Rads gives you a chance to inflict 25 or 50 radioactive damage with your melee attacks.
All Manner of Melee
You’ll have to choose between one-handed, two-handed, and punching weapons; even if you max out your STR, you won’t have enough for all of the STR-related Perk Cards available. Gladiator (STR), Iron Fist (STR), and Slugger (STR) each offer damage increases to one-handed, punching, and two-handed melee weapons, respectively. We suggest you select one and stick with it. Which of the three types of melee weapons should you choose, though? Well, that also depends on your play style.
One-Handed Melee
- Ancient Blade
- Assaultron Blade
- Black Diamond
- Blade of Bastet
- Bowie Knife
- Camden Whacker
- Chinese Officer Sword
- Combat Knife
- Commie Whacker
- Cultist Blade
- Cultist Dagger
- Drill
- Grant’s Saber
- Guitar Axe
- Hatchet
- Lead Pipe
- Machete
- Meteoric Sword
- Nailer
- Revolutionary Sword
- Ripper
- Rolling Pin
- Security Baton
- Shishkebab
- Sickle
- Ski Sword
- Switchblade
- Tire Iron
- Walking Cane
One-handed melee weapons feature silent and swift knives, wide-slashing swords, and small bludgeoning clubs. They are typically quick and suit fast, agile play. Sneaking up and stabbing an enemy in the back with knives or moving in quickly, slashing, then putting distance between you and your enemy before striking again are the order of the day.
Punching Weapons
- Boxing Glove
- Death Tambo
- Deathclaw Gauntlet
- Knuckles
- Meat Hook
- Mole Miner Gauntlet
- Power Fist
Punching weapons are similarly quiet and quick as a lot of one-handed melee weapons, but they tend to require a direct approach. One-handed melee weapons excel with players who move fast and don’t stand still, while punching weapons require the player using them to commit and stay in close until the enemy is on the ground.
Two-Handed Melee
- All Rise
- Baseball Bat
- Board
- Chainsaw
- Fire Axe
- Golf Club
- Grognak’s Axe
- Mr. Handy Buzz Blade
- Multi-Purpose Axe
- Pickax
- Pipe Wrench
- Pitchfork
- Pole Hook
- Pool Cue
- Protest Sign
- Shovel
- Sledgehammer
- Spear
- Super Sledge
- War Drum
Two-handed melee weapons are typically powerful, sluggish, and loud. You should expect to be standing in the open whenever attacking enemies, which is why a good set of armor will come in handy. If you can grab a set of Power Armor and track down Perk Cards that add benefits to wearing it, you can really maximize the potential of these weapons.
Melee Weapons
Ancient Blade
- Type: One-Handed Melee
- Damage: 24 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 61
This is a quick one-handed melee weapon with decent and balanced speed and damage. There are faster weapons and there are stronger ones, but few offer a bit of everything like this weapon does—at least not without a level requirement.
Attachable Mod Types
- Serrated Blade
- Electrified Blade
- Electrified Serrated Blade
Assaultron Blade
- Standard Model: Assaultron Blade
- Type: One-Handed Melee
- Minimum Level: 25
- Crafting Level: 25
- Damage: 32 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 57
Consider the Assaultron Blade a stronger version of the Ancient Blade with less modding possibilities and you’ll know what to expect. If you don’t have access to the Ancient Blade or the Blade of Bastet, this will fill in just fine.
Attachable Mod Types
- Electrified
Baseball Bat
- Standard Model: Baseball Bat
- Type: Two-Handed Melee
- Minimum Level: 1
- Crafting Level: 1
- Crafting Restrictions: Slugger 2 (STR)
- Damage: 35 (Ballistic)
- Speed: Slow
- Weight: 3
- Value: 20
Slow to swing and not the most powerful two-handed melee weapon in your arsenal, but a weapon that boasts some of the biggest (if not the biggest) mod support out of any melee weapon available. If you can’t find a way to put this weapon to use, dig a little deeper.
Attachable Mod Types
- Barbed
- Sharp
- Spiked
- Chain-Wrapped
- Bladed
- Heated Coil
- Rocket
- Spiked Rocket
- Puncturing Rocket
- Bladed Rocket
- Heated Rocket
- Searing Puncturing Rocket
Binoculars
- Standard Model: Binoculars
- Type: None
- Minimum Level: 1
- Crafting Level: —
- Damage: 7 (Ballistic)
- Fire Rate: 1
- Range: 117
- Accuracy: 88
- Weight: 2
- Value: 5
Not really meant as a weapon, Binoculars serve exactly the function you’d expect them to. The thing that gives them their weapon status is your ability to use a bash attack with them.
Attachable Mod Types
- None
Blade of Bastet
- Standard Model: Blade of Bastet
- Type: One-Handed Melee
- Minimum Level: 25
- Crafting Level: 25
- Damage: 53 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 65
Earned by playing through the Mistress of Mystery quest line, this is one of the best one-handed melee weapons you’ll have access to from day 1. Quick, powerful, and with increased armor penetration, you can find a lot of use with this weapon if you’re building a melee, Agility character—or perhaps you want to emulate the Mistress of Mystery herself. Whatever your reason, you can’t go wrong with this sword in-hand.
Attachable Mod Types
- None
Board
- Standard Model: Board
- Type: Two-Handed Melee
- Minimum Level: 1
- Crafting Level: 5
- Damage: 31 (Ballistic)
- Speed: Slow
- Weight: 3
- Value: 8
Slow to swing and not the biggest damage dealer in the Two-Handed Melee family, but its mods offer a decent bit of flexibility in its use.
Attachable Mod Types
- Bladed
- Puncturing
- Spiked
Bowie Knife
- Standard Model: Bowie Knife
- Type: One-Handed Melee
- Minimum Level: 5
- Crafting Level: 25
- Damage: 17 (Ballistic)
- Speed: Fast
- Weight: 1
- Value: 28
Quick and very portable. A nice melee weapon to have on hand for when ammo is low or you’re attempting to take a stealth approach.
Attachable Mod Types
- Serrated Blade
- Stealth Blade
Boxing Glove
- Standard Model: Boxing Glove
- Type: Punching Weapon
- Minimum Level: 5
- Crafting Level: 5
- Crafting Restrictions: Iron Fist 2 (STR)
- Damage: 23 (Ballistic)
- Speed: Medium
- Weight: 1
- Value: 17
Super featherweights need not apply: These gloves are for heavy hitters only! If you’ve ever wanted to test an opponent’s footwork, now is your chance. With solid speed and damage output (especially if you’re using the Iron Fist Perk Card), this isn’t bad for a melee user.
Attachable Mod Types
- Lead Lining
- Puncturing
- Spiked
Camden Whacker
- Standard Model: Camden Whacker
- Type: One-Handed Melee
- Minimum Level: —
- Crafting Level: —
- Damage: 6 (Ballistic)
- Speed: Medium
- Weight: 2
- Value: 20
More a gag weapon than something you’d want to take out into the field, the Camden Whacker is obtained by trading Mr. Fuzzy Tokens at Camden Park in the Ash Heap.
Attachable Mod Types
- Bladed
Chainsaw
- Standard Model: Chainsaw
- Type: Two-Handed Melee
- Minimum Level: 20
- Crafting Level: —
- Damage: 1 (Ballistic)
- Speed: 45
- Range: 12
- Weight: 12
- Value: 101
The perfect implement for those of us who need to rip and tear.
Attachable Mod Types
- Bar
- Scope
Chinese Officer Sword
- Standard Model: Chinese Officer Sword
- Type: One-Handed Melee
- Minimum Level: 5
- Crafting Level: 5
- Damage: 25 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 41
This is an entry-level One-Handed Melee sword. Swords have a wide swinging arc that allows you to slash and move without slowing down. Swords are great weapons for AGI characters who prefer quickness and movement over standing still and taking aim.
Attachable Mod Types
- Serrated Blade
- Electrified Blade
- Electrified Serrated Blade
Combat Knife
- Standard Model: Combat Knife
- Type: One-Handed Melee
- Minimum Level: 1
- Crafting Level: 5
- Damage: 15 (Ballistic)
- Speed: Fast
- Weight: 1
- Value: 20
This quick stabbing blade is perfect for those in a sneaky mood or for anyone who needs a quick weapon in a pinch.
Attachable Mod Types
- Serrated Blade
- Stealth Blade
Commie Whacker
- Standard Model: Commie Whacker
- Type: One-Handed Melee
- Minimum Level: —
- Crafting Level: —
- Damage: 6 (Ballistic)
- Speed: Medium
- Weight: 2
- Value: 20
All the power of a Whac-A-Mole mallet with the same amount of humor. You’re not going to charge down enemy hordes with this thing, but if you really want to set another player on full tilt, bop them to death with it.
Attachable Mod Types
- Bladed
Cultist Blade
- Standard Model: Cultist Blade
- Type: One-Handed Melee
- Minimum Level: 10
- Crafting Level: 10
- Damage: 29 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 12
A decent One-Handed Melee weapon, but its lack of mods will keep it from staying with you for long.
Attachable Mod Types
- None
Cultist Dagger
- Standard Model: Cultist Dagger
- Type: One-Handed Melee
- Minimum Level: 15
- Crafting Level: 15
- Damage: 20 (Ballistic)
- Speed: Fast
- Weight: 1
- Value: 20
Quick and silent like any knife weapon, but the lack of mod support means you won’t be using it for long.
Attachable Mod Types
- None
Death Tambo
- Standard Model: Death Tambo
- Type: Punching Weapon
- Minimum Level: 15
- Crafting Level: 15
- Damage: 28 (Ballistic)
- Speed: Medium
- Weight: 0.5
- Value: 49
A Punching Weapon lacking in mod support. If you have it on hand and don’t have access to any other Punching Weapons, it will get the job done. But there are other weapons that are more deserving of your time.
Attachable Mod Types
- None
Deathclaw Gauntlet
- Standard Model: Deathclaw Gauntlet
- Type: Punching Weapon
- Minimum Level: 30
- Crafting Level: 30
- Damage: 48 (Ballistic)
- Speed: Medium
- Weight: 10
- Value: 69
The upper echelon of Punching Weapons, the Deathclaw Gauntlet cuts through foes like the creature it was stolen from. Tack on the Extra Claw mod to really raise some hell!
Attachable Mod Types
- Extra Claw
Drill
- Standard Model: Drill
- Type: One-Handed Melee
- Minimum Level: 20
- Crafting Level: 30
- Damage: 22 (Ballistic)
- Speed: Very Fast
- Weight: 2.4
- Value: 84
Similar to the Chainsaw, the Drill is a mechanical melee weapon that does damage over time, instead of per strike. So long as you’re next to an enemy and pointing the Drill in their direction.
Attachable Mod Types
- Piercing Drill Bit
Fire Axe
- Standard Model: Fire Axe
- Type: Two-Handed Melee
- Minimum Level: 5
- Crafting Level: 5
- Damage: 42 (Ballistic)
- Speed: Slow
- Weight: 3
- Value: 12
While it may be lacking in mods, the Fire Axe is still a hard-hitting weapon with low-level requirements. You’ll be hard-pressed to find something that beats it, at least in the earlier stages of the game.
Attachable Mod Types
- None
Golf Club
- Standard Model: Golf Club
- Type: Two-Handed Melee
- Minimum Level: 1
- Crafting Level: 1
- Crafting Restrictions: Slugger 2 (STR)
- Damage: 31 (Ballistic)
- Speed: Slow
- Weight: 3
- Value: 20
While not as powerful as a Fire Axe, the mod options give this weapon an edge in terms of versatility.
Attachable Mod Types
- Bladed Golf Club
- Heavy Club
- Spiked Golf Club
Grant’s Saber
- Standard Model: Grant’s Saber
- Type: One-Handed Melee
- Minimum Level: 1
- Crafting Level: —
- Damage: 26 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 49
Obtained during Mistress of Mystery: Forging a Legend, this sword won’t stay with you for long. While it’s a decent melee weapon, its purpose is to be transformed into the Blade of Bastet—a significantly more powerful blade with excellent armor penetration.
Attachable Mod Types
- None
Grognak’s Axe
- Standard Model: Grognak’s Axe
- Type: Two-Handed Melee
- Minimum Level: 1
- Crafting Level: 15
- Damage: 40 (Ballistic)
- Speed: Medium
- Weight: 10
- Value: 81
Grognak’s Axe is both powerful and quick, which is a combination not often seen in Two-Handed Melee weapons. Its low level requirements also make it an excellent addition for anyone in the early stages of the melee-focused character build.
Attachable Mod Types
- None
Guitar Sword
- Standard Model: Guitar Sword
- Type: One-Handed Melee
- Minimum Level: 15
- Crafting Level: 15
- Damage: 40 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 45
You’ll get the expected speed from a One-Handed Melee weapon here but with the added bonus of a decent damage value. Per usual, the lack of mod support makes it less appealing long-term, but it’s still a very solid One-Handed Melee weapon to have on hand.
Attachable Mod Types
- None
Hatchet
- Standard Model: Hatchet
- Type: One-Handed Melee
- Minimum Level: 1
- Crafting Level: 1
- Damage: 22 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 12
A standard One-Handed Melee weapon across the board. It does have a couple of modding options (one of which is cosmetic) that give it a bit of longevity. It’s nothing to write home about, but for a weapon you can use from the start, it serves its purpose just fine.
Attachable Mod Types
- Electro Fusion
- Paint
Knuckles
- Standard Model: Knuckles
- Type: Punching Weapon
- Minimum Level: 1
- Crafting Level: 1
- Crafting Restrictions: Iron Fist 2 (STR)
- Damage: 17 (Ballistic)
- Speed: Medium
- Weight: 0.5
- Value: 8
Now, it’s not the strongest Punching Weapon available, but it does feature a decent bit of customization due to its modding options. You’ll find a replacement for it eventually, but until then this is a decent Punching Weapon to start with.
Attachable Mod Types
- Bladed
- Puncturing
- Sharp
- Spiked
Lead Pipe
- Standard Model: Lead Pipe
- Type: One-Handed Melee
- Minimum Level: 1
- Crafting Level: 1
- Damage: 17 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 12
A fairly standard One-Handed Melee weapon with a few bells and whistles in the form of mods. There are better weapons available, but if this is what you have, it will work just fine.
Attachable Mod Types
- Heavy
- Spiked
Machete
- Standard Model: Machete
- Type: One-Handed Melee
- Minimum Level: 1
- Crafting Level: 5
- Damage: 22 (Ballistic)
- Speed: Medium
- Weight: 2
- Value: 20
Likely one of the first melee weapons you’ll find when you first exit Vault 76, the Machete is by no means a bad melee weapon. When accounting for your level and for modding potential, one might even feel inclined to say it’s a pretty darn good melee weapon. At the very least, it will serve you until you can find an upgrade.
Attachable Mod Types
- Sacrificial Blade
- Serrated Blade
Meat Hook
- Standard Model: Meat Hook
- Type: Punching Weapon
- Minimum Level: 5
- Crafting Level: 15
- Damage: 25 (Ballistic)
- Speed: Medium
- Weight: 2
- Value: 16
If you use the Meat Hook, you’re going to need the Extra Hooks mod. If not for the damage increase, do it because it becomes a horror movie nightmare weapon.
Attachable Mod Types
- Extra Hooks
Meteoric Sword
- Standard Model: Meteoric Sword
- Type: One-Handed Melee
- Minimum Level: 20
- Crafting Level: —
- Damage: 36 (Ballistic)
- Speed: Medium
- Weight: 0.3
- Value: 122
A potential reward for completing Event: Lode Baring, the Meteoric Sword is lightweight, deals an additional 10% damage to human foes (other players, Scorched, and Feral Ghouls), and has 50% more durability than your stock standard sword weapon. You will likely have to work hard to obtain it, but it’s worth the effort.
Attachable Mod Types
- None
Mole Miner Gauntlet
- Standard Model: Mole Miner Gauntlet
- Type: Punching Weapon
- Minimum Level: 20
- Crafting Level: 20
- Crafting Restrictions: Iron Fist 2 (STR)
- Damage: 33 (Ballistic)
- Speed: Medium
- Weight: 15
- Value: 91
The spiked knuckles of one of Appalachia’s stranger enemies: the Mole Miner. It’s a decent Punching Weapon made even better when the Extra Blade mod is attached.
Attachable Mod Types
- Extra Blade
Mr. Handy Buzz Blade
- Standard Model: Mr. Handy Buzz Blade
- Type: Two-Handed Melee
- Minimum Level: 15
- Crafting Level: 15
- Damage: 51 (Ballistic)
- Speed: Very Fast
- Weight: 10
- Value: 41
A weapon that falls under the same camp as the Chainsaw and the Drill. Holding down the Attack button will hold the weapon out and begin spinning it violently. This one is particularly strong, especially when combined with the Electrified mod.
Attachable Mod Types
- Electrified
Multi-Purpose Axe
- Standard Model: Multi-Purpose Axe
- Type: Two-Handed Axe
- Minimum Level: 1
- Crafting Level: 5
- Crafting Restrictions: Slugger 2 (STR)
- Damage: 31 (Ballistic)
- Speed: Slow
- Weight: 4
- Value: 32
This axe is listed as having a slow attack speed, but you won’t really feel it. It’s mostly an early game weapon that can be recrafted as you level up to keep its utility. There are few bells and whistles; just an axe for splitting heads. What more could you ask for?
Attachable Mod Types
- None
Nailer
- Standard Model: Nailer
- Type: One-Handed Melee
- Minimum Level: 15
- Crafting Level: —
- Damage: 32 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 24
A One-Handed Melee weapon that gets stronger the lower your health. It’s obtained as a reward for completing Event: One Violent Night.
Attachable Mod Types
- None
PickaxE
- Standard Model: Pickaxe
- Type: Two-Handed Melee
- Minimum Level: 5
- Crafting Level: 5
- Crafting Restrictions: Slugger 2 (STR)
- Damage: 37 (Ballistic)
- Speed: Slow
- Weight: 3.5
- Value: 117
This is a decent melee weapon that performs as you’d expect. Like most melee weapons of its type, it will serve you well enough, but look to other melee weapons to truly get the most bang for your buck.
Attachable Mod Types
- None
Pipe Wrench
- Standard Model: Pipe Wrench
- Type: One-Handed Melee
- Minimum Level: 1
- Crafting Level: 1
- Damage: 24 (Ballistic)
- Speed: Medium
- Weight: 2
- Value: 24
Bring out your inner mechanic with this One-Handed Melee weapon. Mod options will keep this weapon in your inventory longer than most.
Attachable Mod Types
- Extra Heavy
- Heavy
- Hooked
- Puncturing
Pitchfork
- Standard Model: Pitchfork
- Type: Two-Handed Melee
- Minimum Level: 1
- Crafting Level: 5
- Crafting Restrictions: Slugger 2 (STR)
- Damage: 24 (Ballistic)
- Speed: Medium
- Weight: 2
- Value: 12
A spear-type melee weapon that attacks more with lunges than strikes. If you’re going to use the Pitchfork, be sure to take a look at its Flamer mods.
Attachable Mod Types
- Barbed Flaming Pitchfork
- Barbed Pitchfork
- Pitchfork Flamer
Pole Hook
- Standard Model: Pole Hook
- Type: Two-Handed Melee
- Minimum Level: 10
- Crafting Level: 40
- Damage: 46 (Ballistic)
- Speed: Slow
- Weight: 7
- Value: 36
Not a particularly fast melee weapon, but it packs a punch. The level requirements for crafting will keep you from upgrading it beyond mods, ultimately limiting its usage, but if you manage to find it around Level 10, it’s a decent melee weapon to have on hand.
Attachable Mod Types
- Puncturing
Pool Cue
- Standard Model: Pool Cue
- Type: Two-Handed Melee
- Minimum Level: 1
- Crafting Level: 30
- Crafting Restrictions: Slugger 2 (STR)
- Damage: 31 (Ballistic)
- Speed: Slow
- Weight: 1
- Value: 8
You’ll run into the same problems with a Pool Cue as you would the Pole Hook. It’s a decent weapon when taking into account its level requirements for usage, but the level and Perk Cards requirements for crafting it will keep you from upgrading it for far too long. If you find it early, it will serve you well, but any later and you’ll likely have something in your arsenal that trumps it.
Attachable Mod Types
- Bladed
- Sharp
Power Fist
- Standard Model: Power Fist
- Type: Punching Weapon
- Minimum Level: 30
- Crafting Level: 30
- Crafting Restrictions: Iron Fist 2 (STR)
- Damage: 48 (Ballistic)
- Speed: Medium
- Weight: 4
- Value: 81
As far as Punching Weapons go, the only rival the Power Fist knows is the Deathclaw Gauntlet. The Power Fist has one additional mod over its contemporary, but it also has crafting restrictions that the Deathclaw Gauntlet doesn’t have. Really the choice is yours; you can’t go wrong with either weapon.
Attachable Mod Types
- Puncturing
- Heated Coil
Protest Sign
- Standard Model: Protest Sign
- Type: Two-Handed Melee
- Damage: 11 (Ballistic)
- Speed: Slow
- Weight: 3
- Value: 1
The Protest Sign is more a gag weapon than something to actually use in battle. There are two different signs in total. Can you find them both?
Attachable Mod Types
None
Revolutionary Sword
- Standard Model: Revolutionary Sword
- Type: One-Handed Melee
- Minimum Level: 10
- Crafting Level: 20
- Crafting Restrictions: Gladiator 1 (STR)
- Damage: 25 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 41
This is a decent sword weapon when taking its level requirements into consideration. By the time you’re able to craft newer, stronger versions of it, you’ll be within spitting distance of using the Blade of Bastet, which you obtain from Mistress of Mystery: Forging a Legend. Use it while you have it; then make your way to that new, stronger sword.
Attachable Mod Types
- Serrated Blade
- Electrified
Ripper
- Standard Model: Ripper
- Type: One-Handed Melee
- Minimum Level: 40
- Crafting Level: 40
- Damage: 4 (Ballistic)
- Speed: Very Fast
- Weight: 6
- Value: 41
This portable Chainsaw-type melee weapon strikes as fast as its big brother but deals a good bit more damage. Add mods to further increase its power.
Attachable Mod Types
- Curved Blade
- Extended Blade
Rolling Pin
- Standard Model: Rolling Pin
- Type: One-Handed Melee
- Minimum Level: 1
- Crafting Level: 1
- Damage: 15 (Ballistic)
- Speed: Medium
- Weight: 1
- Value: 8
This is one of the few weapons in the game that receives a damage boost from a Paint mod. Cover this cooking implement in an aluminum coating and it will hit harder. At an additional mod on top of that and you’ll really be cooking.
Attachable Mod Types
- Sharp
- Spiked
- Paint
Security Baton
- Standard Model: Security Baton
- Type: One-Handed Melee
- Minimum Level: 5
- Crafting Level: 5
- Damage: 23 (Ballistic)
- Speed: Medium
- Weight: 2
- Value: 12
Bring law and order to the lawless hordes of Appalachia with this weapon in hand. Equip a Responders Police Outfit and a .44 Pistol to really nail the police aesthetic.
Attachable Mod Types
- Electrified
Shishkebab
- Standard Model: Shishkebab
- Type: One-Handed Melee
- Minimum Level: 35
- Crafting Level: 35
- Damage: 41 (Ballistic), 37 (Energy)
- Speed: Medium
- Weight: 3
- Value: 97
One of the best sword-type weapons in the game, the Shishkebab can deal damage that beats out just about everything else Appalachia has to offer. If you like slicing, dicing, and burning enemies to a fine crisp, look no further.
Attachable Mod Types
- Extra Flame Jets
Shovel
- Standard Model: Shovel
- Type: Two-Handed Melee
- Minimum Level: 1
- Crafting Level:
- Damage: 17 (Ballistic)
- Speed: Slow
- Weight: 6
- Value: 32
The Shovel is more of a tool than an actual weapon. It’s needed for digging up loot from dirt mounds, though it works fine as a melee weapon in a pinch. It’s good to have one of these in your inventory at all times, but you’re better off using just about any other melee weapon for combat.
Attachable Mod Types
- None
Sickle
- Standard Model: Sickle
- Type: One-Handed Melee
- Minimum Level: 1
- Crafting Level: 15
- Damage: 22 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 12
The Sickle is your basic One-Handed Melee weapon. It doesn’t particularly excel in any way and its crafting restrictions, on top of its lack of mods, make it hard to recommend.
Attachable Mod Types
- None
Ski Sword
- Standard Model: Ski Sword
- Type: One-Handed Melee
- Minimum Level: 15
- Crafting Level: 15
- Damage: 35 (Ballistic)
- Speed: Medium
- Weight: 3
- Value: 12
A sword quite literally made out of a ski. It has decent damage, which is further amplified by the Metal Shards or Skate Blade mods. If you’re tired of hitting the slopes and crave to hit something else, this weapon might just be for you.
Attachable Mod Types
- Metal Shards
- Skate Blade
Sledgehammer
- Standard Model: Sledgehammer
- Type: Two-Handed Melee
- Minimum Level: 10
- Crafting Level: 30
- Crafting Restrictions: Slugger 2 (STR)
- Damage: 46 (Ballistic)
- Speed: Slow
- Weight: 12
- Value: 32
Slow to swing but hard hitting and incredibly flexible. There are few melee weapons out there with as much modding potential as the Sledgehammer. The crafting requirements are a bit strict, but what you’ll have available to you from the time you pick it up is still an impressive weapon that melee players will get a lot out of.
Attachable Mod Types
- Heavy
- Heavy Rocket
- Heavy Spiked
- Puncturing
- Sharp
- Heavy Sharp Rocket
- Heavy Spiked Rocket
- Heavy Searing Sharp Rocket
Spear
- Standard Model: Spear
- Type: Two-Handed Melee
- Minimum Level: 15
- Crafting Level: 15
- Damage: 25 (Ballistic)
- Speed: Medium
- Weight: 2
- Value: 32
A melee weapon for those who want a more careful approach to combat. Instead of wide swings, you can pierce enemies with thrusting attacks.
Attachable Mod Types
- None
Super Sledge
- Standard Model: Super Sledge
- Type: Two-Handed Melee
- Minimum Level: 30
- Crafting Level: 30
- Crafting Restrictions: Slugger 2 (STR)
- Damage: 77 (Ballistic)
- Speed: Slow
- Weight: 20
- Value: 89
A truly devastating melee weapon. The Super Sledge doesn’t have nearly as many options as the standard Sledgehammer, but it’s hard to beat its raw damage output.
Attachable Mod Types
- Heating Coil
Switchblade
- Standard Model: Switchblade
- Type: One-Handed Melee
- Minimum Level: 10
- Crafting Level: 10
- Damage: 28 (Ballistic)
- Speed: Fast
- Weight: 1
- Value: 16
A surprisingly damaging knife-type weapon that has a quick strike speed. The mod options aren’t the best, but there’s still more than enough here to satisfy all the needs a knife user might have when out in the field.
Attachable Mod Types
- Serrated Blade
Tire Iron
- Standard Model: Tire Iron
- Type: One-Handed Melee
- Minimum Level: 1
- Crafting Level: 1
- Damage: 22 (Ballistic)
- Speed: Medium
- Weight: 2
- Value: 20
A decent melee weapon that you can upgrade as you level up. It’s not going to change the melee-wielding game, but it’s perfectly serviceable all the same. Be sure to tack on the Bladed mod for additional damage and the ability to cause enemies to bleed when hit.
Attachable Mod Types
- Bladed
Walking Cane
- Standard Model: Walking Cane
- Type: One-Handed Melee
- Minimum Level: 1
- Crafting Level: 1
- Damage: 22 (Ballistic)
- Speed: Medium
- Weight: 2
- Value: 8
For the distinguished lady or gentleman in us all, the Walking Cane is well rounded, moddable, and has low crafting requirements, meaning you can upgrade it as you level to keep it doling damage to hooligans and ne’er-do-wells the world over. Pip, pip!
Attachable Mod Types
- Barbed
- Spiked
War Drum
- Standard Model: War Drum
- Type: Two-Handed Melee
- Minimum Level: 15
- Crafting Level: 30
- Crafting Restrictions: Slugger 2 (STR)
- Damage: 45 (Ballistic)
- Speed: Slow
- Weight: 20
- Value: 93
The War Drum is a bit slow, but it hits hard. The crafting requirements make it hard to upgrade and the lack of mods limits its potential, but it will still satisfy the need to thump enemies over the head with a blunt object. Now that’s music to our ears.
Attachable Mod Types
- None
Grenades and Thrown Weapons
Grenades are perfect for taking out an enemy who is safely behind cover or dealing with a large group of enemies at once, while thrown weapons suit stealth play nicely. Grenades are single use, while thrown weapons can be recovered and easily crafted. You don’t need to settle for just one, so why not bring plenty of both?
There aren’t any Perk Cards specific to thrown weapons, but grenades will benefit greatly from most Perk Cards relating to explosive weapons and they also have a couple cards of their own. Fire in the Hole (PER) allows you to see an arc of where the grenade will travel and increases your throwing distance, while Ordnance Express (STR) decreases the overall weight of grenades in your inventory.
Grenades
- Baseball Grenade
- Cryogenic Grenade
- Fragmentation Grenade
- Fragmentation Grenade MIRV
- HalluciGen Gas Grenade
- Molotov Cocktail
- Nuka-Grenade
- Nuka Quantum Grenade
- Orbital Missile Strike Beacon
- Orbital Scan Beacon
- Orbital Strike Beacon
- Plasma Grenade
- Pulse Grenade
- Pumpkin Grenade
- Sound Grenade
Thrown Weapons
- Dross
- Throwing Knives
- Tomahawk
Baseball Grenade
- Type: Grenade
- Crafting Restrictions: Demolition Expert 1 (INT)
- Damage: 125 (Ballistic)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 1
- Value: 20
An easy-to-make explosive that does a fair bit of damage. It won’t reach the same levels as a Fragmentation Grenade, but the ease at which you can produce them more than makes up for it.
Cryogenic Grenade
- Type: Grenade
- Crafting Restrictions: Demolition Expert 3 (INT), Science 1 (INT)
- Damage: 100 (Ballistic)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5 Value: 25
Instead of being bathed in a ball of fire, enemies will find themselves chilled to the bone and slowed to a near halt. Great for dealing with charging hordes of melee enemies or for giving you some vital time to reposition in a heated firefight.
Dross
- Type: Thrown Weapon
- Damage: 5 (Ballistic)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 50
Exclusive to Daily Quest: Mistaken Identity, Dross is exactly as its name implies: total dross. It’s used during the Dross Toss portion of that particular quest, wherein your goal is to throw these balls of trash into old tires. It may not be effective as a weapon, but it’s a good time for those looking to let off some steam at Appalachia’s one and only carnival.
Fragmentation Grenade
- Type: Grenade
- Crafting Restrictions: Demolition Expert 1 (INT)
- Damage: 150 (Ballistic)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 15
Your standard military-grade hand grenade. No bells or whistles, just pull the pin, throw the egg, and watch it explode. Simple as pie.
Fragmentation Grenade MIRV
- Type: Grenade
- Crafting Restrictions: Demolition Expert 3 (INT)
- Damage: 100 (Ballistic)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 1
- Value: 50
A grenade that splinters off into a cluster of explosions, creating a blanket around the area it lands. It’s not as powerful as a standard Fragmentation Grenade, but its coverage means enemies will have a harder time escaping once one of these things lands nearby.
HalluciGen Gas Grenade
- Type: Grenade
- Damage: 1 (Ballistic)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 1
- Value: 25
Once thrown, a HalluciGen Gas Grenade will dispense gas that will cause all nearby enemies to frenzy and attack each other instead of you.
Molotov Cocktail
- Type: Grenade
- Damage: 50 (Ballistic), 8 (Energy)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 20
A Molotov Cocktail as you’ve always known it. Throw it at an enemy or on the ground to bathe your target in fire. The pool isn’t the biggest, so either use it in a narrow choke point, or make sure it hits the enemy for max effect.
Nuka Grenade
- Type: Grenade
- Crafting Restrictions: Demolition Expert 2 (INT)
- Damage: 250 (Ballistic), 125 (Radiation)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 35
A pocket nuke ready to be thrown at a moment’s notice. Don’t expect to have these in your inventory often; the requirements for crafting them are demanding enough that you won’t usually have more than a few in your inventory at any given time.
Nuka Quantum Grenade
- Type: Grenade
- Crafting Restrictions: Demolition Expert 4 (INT)
- Damage: 300 (Ballistic), 125 (Radiation)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 50
The Nuka Quantum Grenade is everything the Nuka Grenade is and more. If you have any hope of crafting these, you’ll need to put your focus into building a character specialized in the INT stat. Few things will be able to stand up to an explosion created by one of these, which makes the price of admission worth the effort.
Orbital Scan Beacon
- Type: Grenade
- Damage: 1 (Energy)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 50
If you’ve got a bad feeling in your gut, throw one of these out and a large scanning dome will appear around the immediate area. Any living thing caught in this dome will be marked with an icon that can even be seen behind objects and obstacles.
Orbital Strike Beacon
- Type: Grenade
- Damage: 1 (Ballistic)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 1
- Value: 50
Why go through the trouble of killing enemies when you can have an orbital missile platform do it for you? Throw one of these out and a targeting laser will appear on top of it. After a few seconds...BOOM! Nothing left but rubble and ash.
Plasma Grenade
- Type: Grenade
- Crafting Restrictions: Demolition Expert 4 (INT), Science 1 (INT)
- Damage: 200 (Ballistic), 200 (Energy)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 30
This is a powerful grenade with hefty crafting restrictions. It has a relatively short delay before exploding. The explosion radius isn’t particularly big, but you won’t find a Grenade in Appalachia that deals more Energy damage than this one.
Pulse Grenade
- Type: Grenade
- Crafting Restrictions: Demolition Expert 3 (INT), Science 1 (INT)
- Damage: 175 (Ballistic), 175 (Energy)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 20
Pulse Grenades are tailor-made to combat mechanical enemies. You wont get great results using them on the fleshy side of the bad-guy spectrum, but against robots? Let’s just say that even a Genius Squad repair guy won’t be able to put them back together again.
Pumpkin Grenade
- Type: Grenade
- Damage: 80 (Ballistic), 40 (Radiation)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 20
Obtained exclusively by completing Daily Quest: Trick or Treat?, Pumpkin Grenades deal both Ballistic and Energy damage, and anyone caught in its cloud will also take radiation damage for 5 seconds. A true triple threat.
Throwing Knives
- Type: Thrown Weapon
- Damage: 75 (type)
- Fire Rate: 0
- Range: 12
- Accuracy: 0
- Weight: 0.25
- Value: 15
Sneaky, fast, deadly: Throwing Knives are the throwable weapon stealth players will always want at their side. As an added bonus, you’ll also be able to pick up thrown knives, provided you can find where they landed.
Tomahawk
- Type: Thrown Weapon
- Damage: 100 (Ballistic)
- Fire Rate: 0
- Range: 12
- Accuracy: 0
- Weight: 0.7
- Value: 15
Tomahawks are both quiet and deadly. Better yet, if you find where one landed, you can collect it and throw it again. Just make sure to practice a bit before using them in real combat; they are prone to losing altitude before reaching distant targets.
Mines and Traps
Mines and traps are tools for protecting your C.A.M.P. and for setting up a position on the battlefield that suits you much better than your opponent. Being chased by a group of foes? Get a little distance, throw a mine on the ground, and watch the sparks fly. Defending a Workshop? Drop some mines and traps in choke points and your enemies might think twice before pushing in. The more clever your placement, the more effective these tools of destruction are.
As far as Perk Cards are concerned, just about anything from the Explosive weapons section at the front of this chapter will work for mines as well. If you’re looking to improve your traps, use Home Defense (AGI), which allows you to craft and disarm better traps.
Mines
- Cryo Mine
- Explosive Bait
- Fragmentation Mine
- Nuke Mine
- Plasma Mine
- Pulse Mine
Cryo Mine
- Type: Mine
- Crafting Restrictions: Demolition Expert 3 (INT), Science 1 (INT)
- Damage: 175 (Ballistic)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 30
This mine freezes enemies while doing a good bit of damage. They won’t be frozen stiff, but they’ll slow down enough for you to either take off running or finish them before they thaw out.
Explosive Bait
- Type: Mine
- Damage: 200 (Ballistic)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 40
This mine draws in feral enemies and wild animals (Scorched and robotic enemies aren’t particularly enchanted by it). Once the creatures gather around it, the mine detonates and sends them all to the forest in the sky.
Fragmentation Mine
- Type: Mine
- Crafting Restrictions: Demolition Expert 1 (INT)
- Damage: 150 (Ballistic)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 20
This is a standard explosive mine—no muss, no fuss. Throw it on the ground and wait for some poor sap to approach it. After a few quick beeps, they’ll be little more than a folktale.
Nuke Mine
- Type: Mine
- Crafting Restrictions: Demolition Expert 5 (INT)
- Damage: 250 (Ballistic), 125 (Radiation)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 40
The most devastating mine in your arsenal, the Nuke Mine will sort just about any enemy that foolishly steps on it. You’ll need to commit many of your SPECIAL points to INT to have even the slightest hope of seeing more than one of these during your journey, but those who make the effort will be rewarded with a truly devastating explosive.
Plasma Mine
- Plasma Mine Type: Mine
- Crafting Restrictions: Demolition Expert 4 (INT), Science 1 (INT)
- Damage: 200 (Ballistic), 200 (Energy)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 35
The big brother of the Pulse Mine, the Plasma Mine is the perfect implement for dealing with pesky robotic enemies. It deals twice as much energy damage as the Pulse Mine but with increased Crafting Restrictions and components requirements.
Pulse Mine
- Type: Mine
- Crafting Restrictions: Demolition Expert 3 (INT), Science 1 (INT)
- Damage: 175 (Ballistic), 175 (Energy)
- Fire Rate: 0
- Range: 94
- Accuracy: 0
- Weight: 0.5
- Value: 25
This is effective against robotic enemies, so you won’t find much use for it against flesh-based enemies; a standard Fragmentation Mine will fit that purpose much better than this one.
Legendary Effects
If you defeat a particularly strong enemy (i.e., one with stars next to its name), you will have a solid chance of receiving a Legendary piece of equipment (specifically a weapon or armor piece). Legendary equipment isn’t new equipment, but equipment with a modifier that offers you bonuses and benefits while wearing or using it. You can identify a Legendary item by the modifier text in its title. For example: a Legendary 10 mm Pistol might appear as an Anti-Armor 10 mm Pistol or an Assassin’s 10 mm Pistol.
Use the following list to learn about each modifier and how they benefit the weapons they are attached to.
Legendary Weapon Effects
| Modifier Name | Description |
|---|---|
|
Anti-Scorched |
25% more damage against Scorched, 20% less against everything else. |
|
Anti-Armor |
Ignores 50% of your target’s armor. |
|
Assassin’s |
+10% damage to players. |
|
Berserker’s |
Deal more damage the lower your Damage Resistance. |
|
Bloodied |
Does more damage the lower your health. |
|
Concussive |
+33% VATS hit chance |
|
Executioner’s |
+50% more damage when your target is below 40% health. |
|
Explosive |
Bullets explode for 15 area damage. |
|
Exterminator’s |
Does 50% more damage against Mirelurks and bugs. |
|
Furious |
Damage increased after each consecutive hit on the same target. |
|
Ghoul Slayer’s |
Does 50% more damage against Ghouls. |
|
Hunter’s |
Does 50% more damage against animals. |
|
Instigating |
Does double damage if the target is at full health. |
|
Junkie’s |
Deal more damage the more chem withdrawal effects you currently have. |
|
Medic’s |
V.A.T.S. crits will heal you and your group. |
|
Mutant’s |
Damage increased by 10% if you are mutated. |
|
Mutant Slayer’s |
+30% damage to Super Mutants. |
|
Never Ending |
Unlimited ammo capacity. |
|
Nocturnal |
Does increasing amounts of damage as the night grows longer, but less damage during the day. |
|
Stalker’s |
If not in combat, +100% V.A.T.S. accuracy at +50% AP cost. |
|
Suppressor’s |
Reduce your target’s damage output by 20% for 3 seconds. |
|
Troubleshooter’s |
+30% damage to robots |
|
Two Shot |
Shoots an additional projectile. |
|
Zealot’s |
+30% damage to Ghouls. |
Exceptional Weapons
Exceptional Weapons are obtained as quest rewards for specific quests and only come in one flavor. Each one is a modification of a preexisting weapon, but with added bonuses that make them separate and distinct.
Exceptional Weapons
| Name | Weapon Type | Bonus | Notes |
|---|---|---|---|
|
All Rise |
Two-Handed Melee |
— |
Obtained as a reward for completing Side Quest: Mayor for a Day. |
|
Ancient Blade |
One-Handed Melee |
— |
Obtained as part of Event: Breach and Clear. |
|
Anti-Scorched Training Pistol |
10 mm Automatic Pistol |
+25% to Scorched, –20% to everything else |
Given before entering the Belching Betty mine during Main Quest: Into the Fire. |
|
Black Diamond |
One-Handed Melee |
— |
Obtained as a reward for completing Main Quest: Flavors of Mayhem. |
|
Blade of Bastet |
One-Handed Melee |
Increased armor penetration |
Obtained as a reward for completing Mistress of Mystery Quest: Forging a Legend. Armor penetration increased when wearing the Eye of Ra. |
|
Bunker Buster |
Heavy Gun, Explosive |
— |
Obtained as a reward for completing Main Quest: One of Us. |
|
Camden Whacker |
One-Handed Melee |
— |
Purchased with Fuzzy Tokens at the Camden Park prize shop in the Ash Heap |
|
Daisy Cutter |
Explosive, Heavy Gun |
— |
Rewarded for completing Side Quest: An Organic Panic. |
|
The Dragon |
Exotic Weapon, Non-Automatic Rifle |
Chance to cripple. Extra limb damage. |
— |
|
Dross |
Thrown Weapon |
None |
Only usable during Daily Quest: Mistaken Identity as part of the Dross Toss minigame. |
|
Grant’s Saber |
One-Handed Melee |
— |
Obtained as part of Mistress of Mystery: Forging a Legend. |
|
Meteoric Sword |
One-Handed Melee |
+10% damage vs. Humans, 90% reduced weight, 50% more durability |
Obtained as potential award from Event: Lode Baring |
|
Nailer |
One-Handed Melee |
Does more damage the lower your health is. |
Obtained as a reward for completing Event: One Violent Night. |
|
Paddle Ball |
Exotic Weapon |
None |
Obtained by trading in Mr. Fuzzy Tokens in Camden Park. |
|
Pumpkin Grenades |
Grenade |
Target takes additional damage and radiation for 5s. |
Obtained by completing Daily Quest: Trick or Treat. |
|
Pyrolyzer |
Heavy Gun, Energy Gun |
Reduce your target’s damage output by 20% for 3s |
Obtained by completing Side Quest: Tracking Unknowns. |
|
Rose’s Syringer |
Pipe Gun, Exotic Weapon |
— |
Obtained as part of Main Quest: Flavors of Mayhem. |
|
Somerset Special |
Non-Automatic Pistol |
— |
Obtained as a reward for completing Event: Back on the Beat. |
|
Voice of Set |
Non-Automatic Pistol |
Additional electric damage vs. robots |
Obtained as a reward for completing Mistress of Mystery Quest: Prototypical Problems. Does additional damage and has a chance to stun robots when wearing the Eye of Ra. |
|
Vox Syringer |
Pipe Gun, Exotic Weapon |
Can make the target “speak” |
Found in Monongah as the start of Daily Quest: Someone To Talk To. |