Fallout: The Traveler/Weapons and Ammo

This page contains a list of all weaponry and ammunition that appears in Fallout: The Traveler.

Overview
Almost every weapon in Fallout: The Traveler is able to be modified by attaching various modifications. Each modification will impact how the weapon performs, and some provide a visual change.

Weapons are split into several categories in Fallout: The Traveler by skill, Unarmed, One-Handed Melee Weapons, Two-Handed Melee Weapons, Archery, Handguns, Long Guns, Automatics, Energy Weapons, Big Guns, Throwing and Catalysts. Guns function much like they did in Fallout 4 with high customizability and scoped sights as well as the player being able to peer out from cover to shoot targets. Melee meanwhile sees a major overhaul and includes any weapon that is used solely for inflicting direct damage through close quarters combat. Explosives are third and includes Grenades, Mines and other weapons that can be activated by proximity, laser tripwires or simply a timer to detonate dealing heavy, often explosive damage. Lastly are Thrown Weapons which are a type not present in Fallout 4 and returning instead from Fallout: New Vegas, Thrown Weapons are useful due to their applicability in stealth and also being often high damage weapons.

All weapons in Fallout: The Traveler have a condition bar, which visualizes the durability of the weapon. Weapons of the same type may have a different amount of current condition. Weapon modifications or Ammo variants may influence the rate of condition decay. A traveler with a higher skill on Repair can repair weapons with similar weapon on the Weapons Workbench or a weapon repair kit in your Paimon Pip or take them to a vendor with cost of caps. A Traveler with a higher Luck can influence the current condition durability of found weapons. Certain perks can also make weapon condition decay more slower.

A major new addition in Fallout: The Traveler are bullet projectiles and velocities for all ballistic weaponry, replacing the hitscan ballistic system that was present since Fallout 3. All types of ballistic ammunition has different variety of bullet velocities and distance drops. For example, sniping with a .308 ammo requires a account for considerable bullet and travel time, while a .50 caliber ammuntion is much more easier to get in line with the target. This makes the Traveler think more strategically when getting into combat, like better sniping enemies from afar with a hunting rifle or going gun blazing with a SMG. This adds a extra layer of role-playing in Fallout: The Traveler too because they had their own strengths and weaknesses in combat.

A unique mechanic to Fallout: The Traveler is that, unlike previous Fallout game, the Traveler is capable of wielding an offhand weapon, similar to Elder Scrolls, when wielding one handed weapons (eg: pistols, swords, knives, etc). Allowing the Traveler to do an quick melee/shot action with a offhand weapons (eg: pushing back and woulding a raider with a quick knife slash followed by unloading their pistol), block with a shield (which is superior to blocking with a weapon), or even dual wielding by holding two similar weapon class, note that the Traveler is unable to aim (ranged) or block (melee) when dual wielding as the aim/block button will be replaced with offhand attack. Wielding a 1-handed weapon without an offhand also has benefits by increasing aim and decreasing recoil (gun), swing faster and increased power attack damage (melee), and thrown weapons, like grenades, flies faster.

Throwable Explosives like Grenades now have a meter when you holding the Grenade button, this indicates the Traveler's power when putting into throwing explosives and the depending on the Traveler's Throwing skill and adaptive aiming when throwing non explosives like Throwing Knives and Spears at close range.

Certain weapons such as Assault Rifles or SMGs has a selective-fire mechanic, which can select from either automatic fire to burst and semi-automatic fire that differs in recoil and accuracy.

Holdout Weapons
Holdout weapons are weapons which can be sneaked into areas where weapons are normally confiscated. Weapons classified as holdout weapons depend on the player character's Sneak skill, though the lists are rather limited regardless.

At certain points in the course of the game, the Traveler may have their weapons confiscated from them, in which they will then be presented with an option to retain some of their weapons in the form of a dialogue option, which usually ends with the text " ." Selecting this option will result in retaining a small subset of their weapons; what weapons are retained depends on the Sneak skill.

Craftable Weapons
Some weapons are can be crafted in the workbench, much like those seen in Fallout 3.

Weapon Rank
Weapons can come in Ranks, this being:


 * Rank I (Weapon skill of 0 and Level 0)
 * Rank II (Weapon skill of 25 and Level 10)
 * Rank III (Weapon skill of 50 and Level 20)
 * Rank IV (Weapon skill of 75 and Level 30)
 * Rank V (Weapon skill of 100 and Level 40+)

The Rank determines the required skill levels is based on (i.e Rank V weapons requires a weapon skill of 100), the mods available that the weapon has (with Rank I weapons having the most mods and Rank V having some mods available) and The Traveler's Level that would spawn in the game world.

Ammunition
To load any kind of ammunition, use Paimon Pip, scroll to the "Ammunition" section and select from the list any compatible ammunition type for the currently equipped weapon. Outside of the Paimon Pip, open the item wheel; this will also cause the weapon to be reloaded with the new ammunition when equipped.

Placed
Placed explosives cannot be used in V.A.T.S.

Renaming Weapons
Returning from Fallout 4, the Traveler is able to rename any weapon, at any weapons workbench. 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.

Trivia

 * Most Wild Wasteland-only arsenal are references to various pop-culture.