Junk Jet (Fallout 4)

The Junk Jet is a weapon .
==Background==
Prior to the Great War, an unnamed technician working at ArcJet Systems had become fed up with being repeatedly belittled by his coworkers. Sick of being mocked for only having a high school education, regularly reading science magazines, and being the butt of jokes about attending shop class, he decided to get revenge and created the Junk Jet to showcase his engineering skills, and to murder the engineers who were mocking him. Fortunately for his potential victims, choosing to carry out his murder spree on October 25, 2077 resulted in it, like everything else being cut short by the bombs dropping two days beforehand.Technician's personal log Afterward, the Junk Jet was left in the relatively intact sub-terranean rocket silo of the ArcJet Systems building for the next two centuries. 
==Characteristics==
A heavy "ballistic" weapon that fires any junk items loaded into its hopper, e.g. desk fans, tin cans, teddy bears, Nuka-Cola bottles, etc. Items must be loaded in manually, and fired items can be picked up after being shot, making this a ranged weapon with theoretically unlimited ammunition. In practice, however, items will (about 10% of the time) be lost upon contact with the enemy as they are no longer interactable. This sometimes results in flung items floating in the air with no support, unable to be picked up or moved.
===Statistics===
The raw damage per shot and damage per second (DPS) values are uncertain as the Junk Jet does a higher amount of damage if the shot is charged for approximately 1 second, thus it's unclear if the listed 40 damage in the Pip-Boy is the base damage per shot or the charged damage. The statistics block is currently reflecting the base rate of fire of very nearly 1.666... shots/sec, times the listed damage and the time to charge up a shot is very close to 1 second, so the charged shots/sec is 0.625.
The listed range statistic is largely irrelevant as projectiles follow a parabolic trajectory, dropping significantly beyond effective pistol range. This makes the weapon impractical for long-range fire unless the shooter can accurately 'lob' shots and still hit the target.
===Ammunition===
The weapon has no hard limit to its 'magazine' capacity. When reloading, one is given an interface like when opening a container. Any junk item can be loaded into the Junk Jet. There does not seem to be a container limit (ex: placing approximately 2000 pieces weighting over 500 lbs. of junk), but the contained junk still counts against Carry Weight. Therefore, the practical ammunition capacity is highly subjective, as it is only dependent how much weight in junk one is willing to carry, and one can fire the weapon indefinitely without any reload needed until the hopper is exhausted. The ammunition counter will never a number higher than 999 no matter how much is loaded into the hopper.
One effective strategy for the Junk Jet is to use a common, light-weight item. One that works well is steel, as it can be easily replenished by dropping most types of weapons from the inventory near a workshop and then directly scrapping them. Another strategy is to use an item that has zero Carry Weight such as pre-War money.
===Weapon modifications===
Slot 	Mod 	Description 	Weapon prefix 	 	 	Range change	 	 	 	Perk needed 	Components 	Form ID
Barrel	Short barrel 	Standard. 	– 	–	–	– 	–	–	–	– 	Adhesive x2Plastic x2Screw x5Steel x6 	
Barrel	Long barrel 	Superior range and sighted accuracy. Better recoil. Poor hip-fire accuracy.	Long 	–	–	+84 	-1 	+2.0 	+20 	Gun Nut 1 	Adhesive x6Plastic x3Screw x10Steel x13 	
Stock 	Standard stock 	Standard. 	– 	–	–	– 	–	–	–	– 	Adhesive x6Plastic x3Screw x8Steel x3 	
Stock 	Recoil compensating stock	Exceptional recoil. 	Recoil compensated	–	–	– 	+1 	+1.5 	+40 	– 	Adhesive x10Aluminum x14Rubber x3Screw x12Spring x11 	
Sights	Standard sights 	Standard. 	– 	–	–	– 	–	–	–	– 	Steel x2 	
Sights	Gunner sight 	Better focus and sighted accuracy. 	Tactical 	–	–	– 	+5 	+0.2 	+5 	– 	Adhesive x2Plastic x1Steel x3 	
Muzzle	No muzzle 	– 	– 	–	–	– 	–	–	–	– 	– 	–
Muzzle	Electrification module 	Adds electrical damage to projectiles. 	Electrified 	+15 	–	– 	–	+0.5 	+70 	Gun Nut 2Science! 1	Adhesive x6Gears x4Oil x10Plastic x6Screw x4Spring x6Steel x12	
Muzzle	Ignition module 	Adds fire damage to projectiles. 	Flaming 	+17 	–	– 	–	+0.5 	+130 	Gun Nut 3Science! 1	Adhesive x5Gears x4Oil x10Plastic x4Screw x4Spring x5Steel x12	
==Locations==
* The weapon can be found inside the ArcJet Systems building, on the table in the rocket control room. Entering the rocket control room is only possible after starting Call to Arms and going there with Paladin Danse. Accessing the room itself requires getting past an Advanced-locked terminal, either by hacking it directly, getting the password from another terminal in the same room or having Nick Valentine unlock the terminal.
* A second instance of the weapon is used by Manta Man during the The Return of Manta Man! random encounter.
==Notes==
The Junk Jet, as a weapon concept, is similar to the Rock-It Launcher from Fallout 3. However, due to the significant increase in the utility of junk items as a result of introducing the settlement system, collecting junk in Fallout 4 becomes a matter of figuring out which items are worth using as ammunition for the Junk Jet over storing them in the workshop for use with building and crafting, compared to Fallout 3 in which most junk items are solely useful as ammunition for the Rock-It Launcher.
==Bugs==
* It can be impossible to load teddy bears into the Junk Jet - they can be unavailable as ammo. The likelihood of encountering this issue increases if you have more teddy bears, due to the fact that Fallout 4 has a number of teddy bears with different IDs. There are generic ones which can be used as ammo (IDs ff0124c4 and ff0124c5 for small variation) and few with unique IDs which can't, but both are kept in one stack in the player's inventory. To solve this, drop all your teddy bears on the ground and collect back only one pile (with the description "TEDDY BEAR (xx)"). The others can still be used as regular junk to build something - just avoid stacking them up with the "ammo" type.
** There can only be one version of an item in one's inventory to load into the weapon. For example, if the player has ten regular teddy bears but one is stolen, the stolen one must be removed from the inventory, and the rest will be loadable. The same goes for other items, including pre-War money and Jangles the Moon Monkey.
* It is sometimes impossible to damage ceiling mounted turrets with the Junk Jet.
==Gallery==
Art_of_Fallout_4_Junk_Jet.jpg|From The Art of Fallout 4
FO4 Junk Jet loading screen.jpg|Loading screen slide
FO4 Technician's personal log holotape.png|Location in ArcJet Systems
Fallout Magic Junk Jet.png|Magic: The Gathering card
Fallout Magic Junk Jet Extended Art.png|Extended Art
File:Fallout Magic Junk Jet art.jpg|Card art
== References==
Category:Fallout 4 unique weapons
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