Fallout 4 weapons

==Overview==
Unlike previous installments, weapons in Fallout 4 fall under three classifications, including normal, legendary, and unique. Normal weapons have no special bonuses on them whatsoever. Legendary weapons come with random bonuses applied to them and are only dropped by legendary enemies. Unique weapons are weapons that are already named and will always retain the same special bonuses. Uniques are typically either bought from merchants or are quest rewards. Normal and legendary weapons will change their name when mods are applied, unique weapons will not.
All stats are given with standard weapon modifications. 
==Legend==
Legend
General note: In the following descriptions, the statistics that are shown while playing the game will be referred to as in-game numbers, while the numbers used by the game's code will be referenced as internal numbers. Internal numbers can only be gathered through game editor or console use.
Accuracy (): This is the Accuracy stat displayed in-game, which is derived from the internal game numbers for projectile deflection angles in an unknown way. See Spread for details on the internal measurements.
Action Point cost (): The number of Action Points used per activation in V.A.T.S. Generally, this is a one shot equivalent for semi-automatic weapons, but automatic weapons may fire several rounds, usually three per VATS action.
Ammunition used (): The type of ammunition the weapon uses. This may be changed by the use of receiver mods.
Armor piercing: The amount of the target's damage resistance the weapon ignores.https://www.nexusmods.com/fallout4/articles/189 Also known as armor penetration.
Bash damage: This is the amount of damage a projectile weapon does when used as a melee weapon. Almost always 6, unless modified by the gun (usually by a bayonet,) meaning gun bashes do less damage base than an unarmed strike.
Critical Damage Multiplier (): This is the amount that a weapon's damage is multiplied by on a critical hit. As a general rule, this is normally 2, but mods exist for some weapons that change this number from 2. It is part of each weapon's data and is distinct from the sneak attack multiplier, which is not part of each weapon's data (although the combat knife raises its sneak attack multiplier via an external script.) Allegedly, sneak attack damage is calculated as a multiple (usually 2) of critical damage.
Damage (): This is the damage caused by a single click of the mouse/trigger. For most small guns, that is a single bullet, but for shotguns, the damage is equally split between the shell's pellets, and for the Gatling laser it is a single beam.
Damage per second (): The manually calculated maximum cyclic damage dealt in one second, expressed as rate of fire multiplied by damage. Can be arbitrarily misleading due to reload times, whether or not the weapon is automatic, whether or not the weapon must spin or charge up to fire, and whether or not the weapon must be cocked every time it fires.
Magazine capacity or shots per reload (): The maximum ammunition capacity of the weapon or the maximum number of shots possible before requiring a reload.
Magnification: The scope or sight mod's magnification rating.
Range (): In-game, range is a generalized stat for how far a weapon's projectile can go before suffering from damage loss. The displayed number is approximately \lfloor 11.9808 \bigl( MaxRange + k \bigr) \rfloor where MaxRange is the total of modifiers to the MaxRange variable by mods equipped to the weapon and k is some constant (for a combat shotgun k is -3.) However, this displayed number is close to meaningless, because there are three hidden internal range ratings: minimum range, maximum range, and the out of range multiplier. Between point blank and minimum range, damage is full. Between minimum range and maximum range, damage decreases down to the out of range value at a linear rate. Beyond the maximum range, the damage is reduced by multiplying by the out of range value. Typically, the out of range value is a 50% loss of damage, though some weapons are higher or lower. Distance for range is rated differently internally: most ranged weapons begin with a range of 256 units and some research indicates that each of these internal units is meant to equal approximately 4 yards/meters, but more effort is needed to confirm.https://www.creationkit.com/index.php?title=Unit The real range of a ranged weapon, if encapsulated into a single number, would be \frac{\left (1+outofrangemultiplier\right )\left (maxrange-minrange \right )}{2} + minrange + 1, which is the average damage multiplier out to the weapon's maximum range. For example, consider again a combat shotgun, which has an out of range multiplier of 10%. Because the game's listed range is based on the gun's maximum range but the listed damage is based on the minimum, and because other numbers at play are not displayed in-game, it's impossible to tell from looking at the weapon in-game why the weapon does such low damage at even medium ranges.
Rate of fire (): The in-game given number gives the maximum cyclic number of shots/attacks per 10 seconds, without considering reloading. This is internally derived from the weapon's attack delay rating divided by its speed rating. However, if a weapon is converted to automatic fire, the time between shots becomes derived purely from its speed and/or firing animation duration.https://www.creationkit.com/fallout4/index.php?title=Talk:Weapons Melee weapons (including unarmed) instead rely on a speed rating listed on them; truly unarmed attacks and gun bashes are both speed Medium.
Recoil: Recoil is the visible movement of the weapon upon firing. Like spread, it is represented in maximum possible degrees from the center. Unlike spread, which is the invisible possible deviation of the projectile from a perfect shot, recoil visibly moves the weapon and crosshairs, and can be additive with the spread. Unlike spread, which has a completely random direction, recoil has a limited "window" in which the kick can move the weapon.https://www.creationkit.com/fallout4/index.php?title=AimModel
Reload / Reload speed: This is made up of at least two factors. The base reload speed is derived from the reload animation speed in seconds. There is also a second internal value called reload speed that affects reload time in an unknown way, beyond the fact that higher values result in faster reloads.
Sight time: This is the amount of time it takes to transition from hip firing to a sighted or scoped state, in seconds.
Sighted spread: The amount a weapon's spread is reduced to when aiming down a sight or scope.
Spread (): Spread is the hidden internal number of degrees from a perfectly centered shot that a projectile can potentially deflect. For example, a combat shotgun has a spread of 12°. When firing it, each of the 8 pellets produced by the weapon can proceed separately from between 0° to 12°, randomly generated, in a separately randomly generated 360° cone. Weapons have a base spread when the shooter hasn't shot yet, a maximum spread by which the spread cannot be worse than, and an amount by which the spread gets worse on a per-shot basis. The current degree of spread somewhat corresponds to the width of the crosshairs. Spread slowly reverts to base spread after a slight delay.
Stability: This is an internal value that represents the amount of movement a sight or scope has without player involvement. How the internal number relates to actual movement is currently unknown, beyond the fact that higher stability means less movement.
Value to weight ratio (): This is the manually calculated ratio of the base weapon value in caps to the weapon weight.
Weapon value in caps (): Base value of the weapon in caps. Resale value is affected by barter skill.
Weight (): Weight value of the weapon that applies to encumbrance. Weapon weight also increases the amount of time it takes to aim down sights or "scope." This is explained in a loading screen tooltip.
Unique effect: Some weapons have unique effects that pretain to them (ex: the Ruthless effect for Kellogg's pistol.)
Unique weapon entries are shaded.
==Ballistic weapons==
===Pistols===
	 	 	 	 	 	 		 	 	Special effect 	 	 	 	 	 	Form ID
	.44 pistol 	48	28.8 	6 	119	66		35 	1.2 	 	.44 round 	6 	4.2	99 	23.6 	
	Eddie's Peace 	48	28.8 	6 	125	81		26.25	 	50% more limb damage. 	.44 round 	6 	5 	454	90.8 	
	Kellogg's pistol 	48	28.8 	6 	119	70		 	 	AP refilled on critical hit.	.44 round 	6 	4.3	449	104.4	
	The Gainer 	48	28.8 	6 	119	74		 	 	15 points of fire damage. 	.44 round 	6 	4.6	468	101.7	
	Early Retirement 	 	 	 	119	70		 	 	+25% damage towards synths. 	.44 round 	 	 	 	 	
	10mm pistol 	18	82.8 	46	83 	60		21 	1.5 	 	10mm round	12	3.5	50 	14.3 	
	Wastelander's Friend	27	124.2	46	107	78		 	 	+50% more limb damage. 	10mm round	24	7.3	772	128.7	
	Gen-4 10mm pistol 	 	 	 	 	 		 	 	+50% more damage to robots. 	10mm round	 	 	 	 	
	Deliverer 	25	165 	66	53 	67		26 	1.69	Improved VATS hit chance, 
25% less AP cost.	10mm round	12	4.4	774	175.9	
	Silver Sidearm 	25	 	66	 	 		 	 	 	10mm round	 	 	 	 	
	Classic 10mm pistol 	28	 	41	119	62		28 	 	 	10mm round	 	 	 	 	
	Ultimatum 	 	 	 	 	 		 	 	+50 radiation damage. 	10mm round	 	 	 	 	
	Flare gun 	10	3 	3 	146	74		40 	0.25	 	Flare 	1 	2 	50 	25 	
	Western revolver 	60	36 	6 	 	66		40 	0.25	 	.44 round 	6 	5.2	99 	19 	
===Rifles===
	 	 	 	 	 	 	 		 	 	Special effect 	 	 	 	 	 	Form ID
	Anti-materiel rifle 	Anti-materiel rifle 	50 	10 	2 	119	71 		26	1.91	 	.50 caliber 	3 	12 	55 	4.58 	
	Assault rifle 	Assault rifle 	30 	120 	40 	119	72 		32	0.94	 	5.56mm 	30	13.1	144 	11 	
	CR-74L 	CR-74L 	33 	135 	41 	 	 		 	 	 	.45 	 	 	 	 	
	Combat rifle 	Standard 	33 	108.9 	33 	119	70 		25	1.32	 	.45 	20	11.1	117 	10.5 	
	Combat rifle 	December's Child 	33 	135 	41 	 	 		 	 	Lighter, uses 5.56mm,
25% faster fire rate, 
15% faster reload.	5.56mm 	 	 	 	 	
	Combat rifle 	Overseer's Guardian 	55 	495 	90 	109	76 		 	 	Shoots an additional projectile.	.45 	20	11.1	117 	10.5 	
	Gauss rifle 	Standard 	110 	726 	66 	191	69 		40	3.67	 	2mm EC 	7 	15.8	228 	14.4 	
	Gauss rifle 	The Last Minute 	192 	1267.2 	66 	203	112		 	 	50% more limb damage. 	2mm EC 	20	21.6	6500	300.1	
	Prototype Gauss rifle	Prototype Gauss rifle 	100 	60 	6 	191	81 		 	 	 	2mm EC 	3 	18 	265 	14.7 	
	Handmade rifle 	Standard 	32 	128 	40 	119	72 		32	 	 	7.62 round 	10	12.8	136 	10.6 	
	Handmade rifle 	The Problem Solver 	57 	487.6 	59 	185	92 		 	 	Increased damage after each
consecutive hit on same target.	7.62 round 	 	 	 	 	
	Handmade rifle 	Splattercannon 	41 	845.6 	113	89 	108		 	 	Increased damage after each
consecutive hit on same target.	7.62 round 	75	23.6	6855	290.5	
	Hunting rifle 	Standard 	37 	11.1 	3 	131	71 		28	1.32	 	.308 	5 	9.6 	55 	5.7 	
	Hunting rifle 	Reba 	37 	11.1 	3 	131	71 		 	 	 	.308 	5 	9.6 	55 	5.7 	
	Hunting rifle 	Reba II 	64 	25.6 	4 	215	92 		 	 	50% more damage against mirelurks
and bugs.	.308 	5 	15.5	306 	19.7 	
	Hunting rifle 	Tinker Tom Special 	37 	16.5 	3 	185	112		 	 	Higher VATS accuracy if not
in combat, higher AP cost.	.308 	1 	16.7	706 	42.3 	
	Lever-action rifle 	Standard 	35 	17.5 	5 	122	72 		26	1.35	 	.45-70 	5 	9 	150 	16.7 	
	Lever-action rifle 	Lucky Eddy 	35 	17.5 	5 	122	72 		 	 	+2 Luck when equipped. 	.45-70 	5 	9 	201 	22.3 	
	Lever-action rifle 	Old Reliable 	70 	35 	5 	122	61 		 	 	Shoots an additional projectile.	.45-70 	5 	9 	801 	89 	
	Manwell rifle set 	Manwell carbine 	69 	227.7 	33 	119	70 		 	 	 	.308 	16	8 	 	 	
	Manwell rifle set 	Manwell rifle 	90 	297 	33 	119	62 		 	 	 	.308 	6 	11.1	 	 	
	Radium rifle 	Standard 	27+50 	108 	40 	119	72 		25	1.08	 	.45 	20	11.1	80 	7.2 	
	Radium rifle 	Kiloton radium rifle 	27 	108 	40 	119	72 		 	 	15 points of explosive damage. 	.45 	20	11.1	 	 	
	Radium rifle 	Radical Conversion 	27 	108 	40 	119	72 		 	 	Ignores 30% of target's damage
and energy resistance.	.45 	20	11.1	 	 	
	Railway rifle 	Standard 	100 	100 	10 	119	69 		20	5 	 	Railway spike	10	14.4	290 	20.1 	
	Railway rifle 	Prototype railway rifle	1 	1 	2 	119	71 		20	5 	 	Railway spike	1 	14.4	290 	20.1 	
	Submachine gun 	Standard 	10 	127 	127	107	63 		35	0.28	 	.45 	50	12.7	109 	8.6 	
	Submachine gun 	Silver submachine gun 	10 	127 	127	107	63 		 	 	 	.45 	50	13.8	121 	8.8 	
	Submachine gun 	Spray n' Pray 	31 	393.7 	127	77 	69 		 	 	15 points of explosive damage. 	.45 	 	19 	1084	57.1 	
	Syringer 	Syringer 	Variable	Variable	2 	119	72 		35	 	 	Syringer ammo	 	6.2 	132 	21.3 	
===Shotguns===
	 	 	 	 	 	 	 		Special effect 	 	 	 	 	 	Form ID
	Combat shotgun 	8x6.25=50 	100	20	47	23	32		 	Shotgun shell	8	11.1	87 	7.8 	
	Justice 	50 	100	20	35	28	 		Chance to stagger on hit.	Shotgun shell	 	15.5	1076	69.4	
	Le Fusil Terribles 	62 	124	20	71	29	 		+25% damage/ limb damage,
Increased recoil.	Shotgun shell	 	15.7	389 	24.8	
	Double-barrel shotgun 	8x5.625=45	162	36	47	16	27		 	Shotgun shell	2	9 	39 	4.33	
	Handmade shotgun 	45 	162	36	47	16	30		 	Shotgun shell	2	9 	39 	4.33	
	Triple-barrel handmade shotgun	50 	180	36	47	16	30		 	Shotgun shell	3	9 	60 	6.67	
===Pipe weapons===
	 	 	 	 	 	 		 	 	Special effect	 	 	 	 	 	Form ID
	Pipe bolt-action	34	6.8 	2 	95	63		29	1.17	 	.308	6 	3.2	30	9.4	
	Pipe gun 	13	71.5	55	83	57		30	0.43	 	.38 	12	2.3	20	8.7	
	Pipe revolver 	24	14.4	6 	83	61		35	0.68	 	.45 	6 	4.2	25	6.0	
===Heavy weapons===
	 	 	 	 	 	 		 	 	Special effect 	 	 	 	 	 	Form ID
	Fat Man 	468 	 	1 	117	63 		60	 	 	Mini nuke 	1 	30.7	512 	16.7 	
	Big Boy 	486 	 	1 	117	39 		 	 	Shoots an additional projectile. 	Mini nuke 	1 	30.7	12405 	404.07	
	The Striker 	100 	 	1 	117	63 		60	1.66	50% chance to cripple target's leg. 	Modified bowling ball	1 	30.7	2512 	81.82 	
	Nuka-nuke launcher 	794 	 	1 	117	63 		 	 	 	Nuka-nuke 	1 	36 	650 	18.06 	
	Flamer 	12 	108 	90 	47 	53 		30	 	 	Flamer fuel 	100 	16.1	137 	8.51 	
	Sergeant Ash 	13 	117 	90 	47 	53 		 	 	20% to cripple target's leg. 	Flamer fuel 	100 	16.1	 	 	
	Harpoon gun 	150 	 	2 	143	63 		40	 	 	Harpoon 	1 	16.3	205 	12.58 	
	Admiral's Friend 	150 	 	2 	143	63 		40	 	x2 damage if target is at full health. 	Harpoon 	1 	16.3	1005 	61.66 	
	Skipper's Last Stand 	165 	 	2 	143	63 		40	 	+150 damage resistance while
reloading. 	Harpoon 	1 	16.3	1005 	61.66 	
	Defender's Harpoon Gun	150 	 	2 	143	63 		40	 	Ignores 30% of target's damage
and energy resistance.	Harpoon 	1 	16.3	1005 	61.66 	
	Heavy incinerator 	30+43	175.2	24 	23 	53 		 	 	 	Flamer fuel 	6 	16.1	 	 	
	Junk Jet 	40 	 	20 	119	75 		30	 	 	Most junk items 	∞	29.9	285 	6.2 	
	Minigun 	8 	217.6	272	131	35 		30	 	 	5mm 	500 	27.4	382 	14 	
	Ashmaker 	9 	281.7	313	77 	39 		 	 	15 points of fire damage. 	5mm 	500 	28.7	1755 	61.1 	
	Missile launcher 	150 	 	2 	203	65 		45	 	 	Missile 	1 	21 	314 	14.95 	
	Partystarter 	150 	 	2 	191	107		 	 	50% more damage against humans. 	Missile 	 	28.5	4822 ?	? 	
	Death From Above 	151 	 	2 	203	65 		 	 	75% increased movement speed when aiming down sights.	Missile 	 	21 	4479 	 	
	Broadsider 	108 	 	2 	203	63 		40	 	 	Cannonball 	1 	27.4	245 	9 	
	Cryolator 	20 	180 	90 	71 	66 		20	 	 	Cryo cell 	25 	13.2	302 	22.9 	
===Other===
	 	 		 	 	 				Special effect	 	 	 	 	 	Form ID
	Paddle ball	1		25	11	151				 	Paddle ball string	20	2	10	5	
==Energy weapons ==
===Laser===
	 	 	 	 	 	 		 		Special effect 	 	 	 	 	 	Form ID
	Institute laser 	21 	99 	66 	71 	70		25		 	Fusion cell	30 	3.9 	50 	12.8 	
	Virgil's rifle 	33 	217.8	66 	227	85		 		+50% damage to super mutants. 	Fusion cell	 	7.2 	384 	53.3 	
	Laser musket 	30 	18 	6 	71 	70		30		 	Fusion cell	1 	12.6	57 	4.5 	
	Laser gun 	24 	120 	50 	71 	 		25		 	Fusion cell	30 	3.5 	69 	19.7 	
	Old Faithful 	29 	145 	50 	71 	71		 		x2 damage if target is at full health. 	Fusion cell	30 	4.5 	929 	206.4	
	Survivor's Special 	26 	19 	44 	47 	42		 		Does more damage the lower the
player's health. 	Fusion cell	 	4.8 	340 	70.8 	
	Protectron's Gaze 	54 	307.8	57 	47 	44		 		25% faster fire rate, 15% faster reload. 	Fusion cell	30 	5.1 	352 	69 	
	Good Intentions 	21 	237.3	113	194	82		 		Frenzy enemies on critical hit. 	Fusion cell	 	7.9 	393 	49.7 	
	Prototype UP77 "Limitless Potential"	24 	120 	50 	227	96		 		Unlimited ammo capacity. 	Fusion cell	Infinite 	6.5 	355 	54.6 	
	Righteous Authority 	26 	130 	50 	203	76		 		x2 critical shot damage, critical meter
fills 15% faster. 	Fusion cell	27 	5.5 	326 	59.3 	
	Salvaged Assaultron head 	35-165	 	11 	93 	65		 		Irradiates user by 50 per discharge; while equipped, thrown grenades do the same thing when thrown.	Fusion cell	Charged single shot	8 	40 	5 	
	Wazer Wifle 	55 	275 	50 	302	76		 		Unlimited ammo capacity. 	Fusion cell	Infinite 	6.3 	364 	57.8 	
	Gatling laser 	14 	380.8	272	203	 		30		 	Fusion core	500 	19.3	804 	41.7 	
	Final Judgment 	14 	476 	340	203	48		 		25% faster fire rate, 15% faster reload. 	Fusion core	500 	19.3	3804	197.1	
	Aeternus 	24 	355.5	45 	251	63		 		Unlimited ammo capacity, unlimited ammo. 	Fusion core	500 	39.3	4799	122.1	
=== Plasma===
	 	 	 	 	 	 	 	 		Special effect 	 	 	 	 	 	Form ID
	Plasma gun 	24+24	115.5	33 	119	 	 	30		 	Plasma cartridge	30	3.9	123	31.5 	
	Experiment 18-A 	25+25	680 	136	203	140	6.6	 		25% faster fire rate, 15% faster reload.	Plasma cartridge	 	 	 	 	
	Sentinel's Plasmacaster	24+24	270.6	33 	119	148	 	 		x2 damage if target is at full health. 	Plasma cartridge	 	4.8	602	125.4	
===Other===
All these weapons count as non-automatic weapons and thus work with either Gunslinger, Rifleman, or Sniper, except the Cryolator, which is counted as a heavy gun and thus works with Heavy Gunner.
	 	 	 	 	 	 	 		Special effect 	 	 	 	 	 	Form ID
	Alien atomizer 	54 	540 	100	155	70	 		 	Alien blaster round or Fusion cell 	45	3.0 	1536	512 	
	Alien blaster pistol	50 	500 	100	119	79	20		 	Alien blaster round or Fusion cell 	42	2.5 	1551	620.4 	
	Hub's Alien Blaster 	58 	580 	100	149	76	20		x2 critical shot damage, critical meter
fills 15% faster.	Alien blaster round or Fusion cell 	42	2.5 	2751	1100.4	
	Alien disintegrator 	55 	220 	40 	155	72	 		 	Alien blaster round or Fusion cell 	50	4.7 	1770	376.6 	
	BFG 9000 	50 + 250	 	66 	11 	52	 		 	Argent plasma cell 	10	 	 	 	
	Cosmic cannon 	36 	 	90 	77 	72	 		 	Fusion cell 	33	5.5 	95 	17.3 	
	Cryolator 	20 	180 	90 	71 	66	21		 	Cryo cell 	25	13.2	302 	22.9 	
	Solar cannon 	30+35 	104 	16 	155	76	 		 	Fusion cell 	16	31.6	 	 	
	Tesla cannon 	60 	120 	20 	395	62	 		 	Fusion cell 	15	21 	314 	14.9 	
	Tesla rifle 	38 	152 	40 	83 	70	 		Fires electrical charge that arcs between targets.	Fusion cell 	15	8.1 	90 	11.1 	
	Thirst Zapper 	Varies 	Varies	100	 	 	 		 	Squirt of water/Weaponized Nuka-Cola/Weaponized Nuka-Cherry/Weaponized Nuka-Cola Quantum	 	2 	10 	5 	
	Thunderbolt 	 	 	 	 	 	 		 	Fusion cell 	15	 	 	 	
==Radiation weapons==
These weapons produce radiation damage, including both direct damage from explosions and damage over time from exposure and poisoning. There is some variance in how damage is dealt within this class of weapon; please consult each weapon's page for specific details. See the radiation page for how radiation damage is handled by the game. These are affected by the perk Nuclear Physicist in terms of radiation damage.
===Gamma===
	 	 	 	 	 	 		 		Special effect 	 	 	 	 	 	Form ID
	Gamma gun 	10 + 100 (direct hit) + 23 (aoe)	121 	66	119	69		30		 	Gamma round	8	3 	156	52 	
	Lorenzo's Artifact gun	10+25 	38.5	66	203	69		30		Stuns target on hit, area of effect.	Gamma round	8	4.5	753	167.3	
	Zeta gun 	10 (direct hit) + 11.5 (aoe) 	62.7	66	119	69		30		 	Gamma round	8	3.1	156	50 	
==Poison weapons==
Poison weapons utilize the poison damage type to deal ongoing damage to targets.
	 	 	 	 	 	 	 	 	 	Special effect	 	 	 	 	 	Form ID
	Acid Soaker	11	?	66	35	94	?	?	?	 	Acid concentrate	20	3	125	42	
==Explosives==
Explosives have a maximum range of 93 and behave as if hitting an invisible wall at their maximum range. Explosives benefit from the Bloody Mess, Demolition Expert and SCAV! - Cautionary Crafts perks, but only for their "primary" damage effects (which also includes the "Explosive" legendary prefix.) This is why the pulse grenade and pulse mine are not affected by any of the three.
Grenade throwing distance is not affected by character strength. It is affected by the vertical throwing angle, and the height difference between the throwing point and the impact point. 
===Thrown===
	 	 		 	 	 	Form ID
	Baseball grenade 	101 		1 	40 	40 	
	Cryogenic grenade 	151 		0.5	50 	100	
	Fragmentation grenade 	151 		0.5	50 	100	
	Fragmentation grenade MIRV 	1 + ?x151 		1 	75 	75 	
	Smart fragmentation grenade	151 		0.6	60 	100	
	HalluciGen gas grenade 	1 		1 	35 	35 	
	Fury grenade 	1 		1 	35 	35 	
	Persuasion grenade 	1 		1 	35 	35 	
	Predator grenade 	1 		1 	35 	35 	
	Homing beacon 	1 + ??? 		1 	0 	0 	
	Institute EM pulse grenade 	150 		0.5	100	200	
	Molotov cocktail 	51 		0.5	20 	40 	
	Nuka grenade 	301 + 100 		0.5	100	200	
	Nuka Cherry grenade 	201 		0.5	50 	100	
	Nuka Quantum grenade 	301 		0.5	50 	100	
	Plasma grenade 	150 + 150 		0.5	135	270	
	Pulse grenade 	150 , Secondary		0.5	100	200	
===Placed===
	 	 	AOE	 	 	 	Form ID
	Bottlecap mine 	301 	 	0.5	75 	150	
	Cryo mine 	101 + Unknown chance to slow by unknown amount for unknown seconds.	 	0.5	50 	100	
	Fragmentation mine	101 	 	0.5	50 	100	
	Nuke mine 	301 + 100 	 	0.5	100	200	
	Plasma mine 	150 + 150 	 	0.5	100	200	
	Pulse mine 	150 	 	0.5	100	200	
===Faction explosives===
	 	 	AOE	 	 	 	Form ID
	Artillery smoke grenade 	1	 	0.5	0 	0 	
	Institute beacon 	1	 	0.5	0 	0 	
	Synth relay grenade 	1	 	0.5	50	100	
	Vertibird signal grenade	1	 	0.5	10	20 	
==Traps ==
===Placed===
	Placed trap name 		AOE	 			Form ID
	Bear trap 		 	8 			
	Bleeding bear trap		 	8 			
	Caltrops 		 	0.5			
	Poisoned caltrops 		 	0.5			
==Melee weapons==
In the table below, damage listed is base weapon damage, which gains a +10% bonus for every point of Strength. Unless otherwise noted, Strength will not modify energy, bleed, or other damage values. Several perks can further increase the damage displayed for a melee weapon; as a general rule, perks will apply to energy and radiation, but not bleed or poison. 
===Bladed===
Bladed weapons can dismember limbs of humanoid opponents, permanently damaging the limb and disarming the target. Like all melee weapons, bladed weapons benefit from Big Leagues and Strength. Bladed weapons can be Medium (attack speed 1 attack per 1.1180 seconds, equivalent to a ranged weapon with a fire rate of 8.94, which would display as 8), Fast (attack speed 1 attack per 0.7718 seconds, equivalent to a ranged weapon with a fire rate of 12.96, which would display as 12), or Very Fast; because all Very Fast weapons are also automatic, in practice they have an attack rate of 4.5364 attacks per second, which is equivalent to 1 attack per 0.2204 seconds, or a ranged weapon with an attack rate of 45.364, which would display as 45.
	 	 	 	 		 	 	Special effect 	 	 	 	Form ID
	Assaultron blade 	17 	19.8 	Medium 		35 	 	 	3 	50 	16.7 	
	Chinese officer sword 	16 	18.7 	Medium 		35 	0.46 	 	3 	50 	16.7 	
	General Chao's Revenge 	28 	34 	Medium 		35 	0.8 	+50% more damage to robots. 	3 	775	258.3	
	Sword of Wonders 	16 	 	Medium 		 	 	Ignores 30% of target's damage
and energy resistance.	3 	325	108.3	
	Zao's sword 	16 	22 	Medium 		35 	0.46 	 	3 	50 	16.7 	
	Combat knife 	9 	 	Fast 		20 	 	 	1 	25 	25 	
	Serrated combat knife 	15 + 10 (2/sec, 5 sec)	+ 	Fast 		20 	0.75 + 0.5 	 	1 	37 	37 	
	Stealth blade combat knife	15 + 10 (2/sec, 5 sec)	+0.5x Sneak Attack Damage	Fast 		20 	0.75 + 0.5 	43 	1 	43 	 	
	Pickman's Blade 	15 + 35 (2/sec, 5 sec)	+ 	Fast 		20 	0.75 + 1.75 (2/sec, 5 sec)	+0.5x Sneak Attack Damage 	1 	143	143 	
	Disciples blade 	20 	 	Fast 		20 	1 	 	1.5	80 	53.3 	
	Throatslicer 	20 	 	Fast 		20 	1 	+25 points of bleeding damage.	1.5	 	 	
	Grognak's axe 	25 + 10 (2/sec, 5 sec)	29.8 + 11.92 	Medium 		20 	1.25 + 0.5 	+50% chance to Stagger. 	10 	100	10 	
	Machete 	14 	 	Medium 		30 	 	 	2 	25 	 	
	Serrated machete 	24 + 10 (2/sec, 5 sec)	+ 	Medium 		30 	+ 	 	2 	37 	 	
	Kremvh's Tooth 	28 + 3 	50.2 	Medium 		30 	0.93 + 0.1 	+3 points of poison damage. 	2 	2 	1 	
	Mr. Handy buzz blade 	5 	26.2 	Very Fast		40 	 	 	10 	50 	5 	
	Revolutionary sword 	16 	18.7 	Medium 		35 	0.46 	 	3 	50 	16.7 	
	Shem Drowne sword 	16 + 9 	20.4 	Medium 		35 	0.46 + 0.26 	Targets are irradiated on hit.	3 	250	8.3 	
	Ripper 	4 	 	Very Fast		40 for 7 hits	0.7 	 	6 	50 	8.3 	
	Curved Ripper 	6 	 	Very Fast		40 for 7 hits	1.05 	+25% chance to disarm 	7.1	65 	9.2 	
	Extended Ripper 	7 + 10 (2/sec, 5 sec) 	+ 	Very Fast		40 for 7 hits	1.225 + 1.75 	 	9 	75 	8.3 	
	Reckoning 	4 	25 	Very Fast		40 	 	15% less damage while standing and
not moving.	6 	50 	8.3 	
	The Harvester 	4 	 	Very Fast		40 	 	Chance to stagger on hit. 	6 	250	41.7 	
	Shishkebab 	13 + 13 	15.3 	Medium 		35 	0.37 + 0.37 	 	3 	200	67 	
	Switchblade 	8 	 	Fast 		20 	 	 	1 	20 	20 	
	Serrated switchblade 	14 + 10 (2/sec, 5 sec)	+ 	Fast 		20 	0.7 + 0.5 	 	1 	30 	30 	
	Steel sword 	35 	 	Medium 		 	 	Increased damage after each
consecutive hit on same target.	4 	750	187.5	
	Pint-Sized Slasher knife 	13 	 	Fast 		20 	 	+50% more damage to humans. 	1.5	200	 	
===Blunt===
Blunt weapons tend to stagger opponents more frequently than bladed weapons. Like all melee weapons, blunt weapons benefit from Big Leagues and Strength. Blunt weapons are always Medium (attack speed 1 attack per 1.118 seconds, equivalent to a ranged weapon with a fire rate of 8.94, which would display as 8) or Slow (attack speed 1 attack per 1.7641 seconds, equivalent to a ranged weapon with a fire rate of 5.67, which would display as 5).
	 	 	 	 		 	 	Special effect 	 	 	 	Form ID
	Alien shock baton 	11 + 23 	 	Medium		30	0.37 + 0.77	 	2 	 	 	
	Baseball bat 	16 	 	Slow 		35	 	 	3 	25 	 	
	2076 World Series baseball bat	16 	16.5	Slow 		35	0.46 	6% chance to send targets flying.	3 	325	108.3	
	Cito's Shiny Slugger 	31 	 	Slow 		35	0.89 	Refills AP on critical hit. 	7.5	175	28.3 	
	Fencebuster 	16 	 	Slow 		35	0.46 	Ignores 30% of target's damage
and energy resistance.	3 	125	41.7 	
	Baton 	11 	 	Medium		30	 	 	2 	15 	 	
	Board 	14 	 	Slow 		33	 	 	3 	20 	 	
	Bladed board 	29 + 10 (2/sec, 5 sec)	+ 	Slow 		33	+ 	 	4.5	30 	 	
	Commie Whacker 	10 	 	Medium		25	 	 	2 	25 	 	
	Lead pipe 	11 	 	Medium		30	 	 	3 	15 	 	
	Pipe wrench 	13 	 	Medium		35	 	 	2 	30 	 	
	Big Jim 	13 	 	Medium		35	 	20% to cripple target's leg. 	2 	150	 	
	Pole hook 	30 	 	Slow 		40	0.75 	 	7 	52 	7.4 	
	Bloodletter 	30 	 	Slow 		40	0.75 	+25 points of bleeding damage. 	7 	52 	7.4 	
	The Fish Catcher 	30 	 	Slow 		24	1.25 	40% less AP cost in VATS. 	7 	312	44.6 	
	Pool cue 	13 	 	Slow 		30	 	 	1 	10 	 	
	Sharp pool cue 	17 + 10 (2/sec, 5 sec)	+ 	Slow 		30	+ 	 	1.2	13 	 	
	Rolling pin 	11 	 	Medium		25	 	 	1 	10 	 	
	Sharp aluminum rolling pin 	17 + 10 (2/sec, 5 sec)	+ 	Medium		25	+ 	 	1 	16 	 	
	Sledgehammer 	23 	 	Slow 		40	 	 	12 	40 	 	
	Super sledge 	40 	 	Slow 		45	 	 	20 	180	 	
	Stunning super sledge 	40 + 27 	+ 	Slow 		45	+ 	25% chance to paralyze. 	20 	540	 	
	Atom's Judgement 	40 + 100 	 	Slow 		45	0.89 + 2.22	+100 radiation damage. 	20 	 	 	
	Swatter 	18 	 	Slow 		35	 	 	3 	30 	 	
	Bladed Swatter 	36 + 10 (2/sec, 5 sec)	+ 	Slow 		35	+ 	 	4.5	42 	 	
	Rockville Slugger 	22 	12.7	Slow 		21	1.05 	40% less AP cost in VATS. 	3.5	133	38 	
	Tire iron 	12 	 	Medium		25	 	 	2 	25 	 	
	Bladed tire iron 	21 + 10 (2/sec, 5 sec)	+ 	Medium		25	+ 	 	3 	37 	 	
	Walking cane 	10 	 	Medium		20	 	 	2 	10 	 	
==Unarmed weapons==
Unarmed weapons benefit from the Iron Fist perk as well as from Strength. Note that unarmed weapons cannot be equipped while wearing power armor. All unarmed weapons are speed Medium (attack speed 1 attack per 1.118 seconds, equivalent to a ranged weapon with a fire rate of 8.94, which would display as 8). Buffs to melee damage won't modify damage, but because it ignores all resistance, it is included as equivalent to "real" damage. 30% armor penetration, when the target has damage resistance reasonably close to the damaging attack, works like a 10% damage increase.
	 	 	 	 	 	 	 	Special effect 	 	 	 	Form ID
	Unarmed 	8 	 	Medium	2	22	0.36 	 	0 	0 	∞	
	Boxing glove 	9 	 	Medium	2	25	 	 	1 	10 	 	
	Spiked boxing glove 	11 (behaves like 12.1 due to penetration)	(after penetration)	Medium	2	25	(after penetration)	30% Armor Penetration 	1.2	13 	 	
	Puncturing boxing glove 	13 (behaves like 14.3 due to penetration)	(after penetration)	Medium	2	25	(after penetration)	30% Armor Penetration 	1.3	14 	 	
	Lead lined boxing glove 	16 	 	Medium	2	25	 	+25% limb damage, +20% chance to cripple	1.7	17 	 	
	Deathclaw gauntlet 	25 	 	Medium	2	40	 	 	10 	75 	 	
	Large deathclaw gauntlet	31 	 	Medium	2	40	 	+25% chance to Disarm. 	12 	97 	 	
	Knuckles 	10 	 	Medium	2	25	 	 	0.5	10 	 	
	Sharp knuckles 	12 + 10 (2/sec, 5 sec) 	+ 	Medium	2	25	+ 	 	0.6	13 	 	
	Bladed knuckles 	17 + 10 (2/sec, 5 sec) 	+ 	Medium	2	25	+ 	 	0.7	15 	 	
	Meat hook 	20 	 	Medium	2	30	 	 	2 	32 	 	
	Large meat hook 	25 	 	Medium	2	30	 	+25% chance to Disarm. 	2.4	41 	 	
	Butcher's Hook 	20 	 	Medium	 	30	0.67 	AP refills on critical hit. 	2 	 	 	
	Power fist 	20 	 	Medium	2	35	 	 	4 	100	 	
	Puncturing power fist 	30 (behaves like 33 due to penetration) 	(after penetration)	Medium	2	35	(after penetration)	30% Armor Penetration 	5.1	145	 	
	Heated power fist 	20 + 20 	+ 	Medium	2	35	+ 	 	4 	200	 	
==Renaming weapons==
In Fallout 4 the player is able to rename any weapon, including unique weapons, at any weapons workbench. However, the Silver submachine gun, the Survivor's Special, Ashmaker, and Grognak's axe cannot be renamed, nor will they pick up any prefixes from modding (if they can be modded). Renaming weapons does not affect any weapon stats. This primarily adds a level of personalization to weapons and can help avoid accidentally disassembling a favored weapon. 
*Special and accented characters (i.e. alt-codes) can be used when renaming a weapon, but some of those will be replaced with "?".
*Since patch 1.3, HTML tags (e.g. <u>, <i>) can no longer be used to change the appearance of the weapon's name.
==Mods==
Weapons may be modified in Fallout 4. Each weapon has modification "slots" (e.g. barrel, grip, magazine, sights) that may be modified with increasingly powerful or useful mods by the player character based on their perks. However, the player character may salvage useful mods that are not yet available via the player character's perk level by simply modifying any weapon that already has the mod of interest.Notes from page for Gun Nut perk By replacing the mod of interest with any available mod the original mod goes into inventory and may then be used to alter the player character's chosen weapon without regard for their perk level. Unique weapons do not offer this capability; their special mods are 'reserved' and since they are unique, no other examples are available to be salvaged. However it is possible to do the reverse, that is, to transfer standard mods from standard weapons onto unique and legendary weapons.
==Notes==
If a player character puts any weapons, including unique and legendary weapons, in a container in a settlement, nearby NPCs, like settlers or even enemy attackers, can randomly take them and they may be irretrievable. This cannot be totally prevented by any form of barrier or obstacle. Store valuable weapons in an unpopulated settlement, in an interior cell, or on a weapon rack.
== Bugs==
* Sometimes, when starting the game, gunfire cannot be heard on certain weapons. This can be fixed by re-starting the game or re-loading to a previous save file.
* Sometimes, when using a night vision scope, the night vision effect will stick around after going out of the scope.
==See also==
===In Fallout 4=== 
* Fallout 4 ammunition
* Fallout 4 weapon mods
* Fallout 4 unique weapons
* Legendary weapon effects
===In the rest of the Fallout series=== 
* Fallout weapons
* Fallout 2 weapons
* Fallout 3 weapons
* Fallout: New Vegas weapons
* Fallout 76 weapons
* Fallout Tactics weapons
* Fallout: Brotherhood of Steel weapons
==References==
 
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pt:Armas do Fallout 4
ru:Оружие Fallout 4
uk:Зброя Fallout 4