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.
Two new mechanics added 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.
The Traveler can also kick as a melee with a dedicated command. Kicks, compared to punches (under the unarmed skill), kicks deal more damage at increased range but has a slower attack speed and cooldown between kicks. Kicking can be used when wielding one and two handed weapons (easier with one-handed) but can’t be used when wielding heavy guns and melee. And, like all melee skills, has a perk tree and various styles to increase the effectiveness of kicking.
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 "<keep holdout weapons>." 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[]
When the game spawns a weapon it does so with a rank, loosely correlated with The Traveler's level. As the player progresses better rank weapons will naturally start to appear in-game.
Weapons can come in Ranks, this being:
Rank I (Weapon skill of 0 and Level 1+)
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.
Rank IV-V weapons will appear in stores many levels sooner than they would normally drop in-game. They will usually be expensive, and often worth it.
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.
Ballistics[]
Ammo Name
Types
Value
Weight
.22LR round
Standard
Hollow Point
Plinking
Explosive
Flechette
Junk
Tranquilizer
N/A
0.0076 lbs
.223 round
Standard
Armor Piercing
Hollow Point
Junk
Vision
N/A
0.025 lbs
.30-06 Round
Standard
JSP Hand Load
Hollow Point
Armor Piercing
Junk
N/A
0.030 lbs
.308 Round
Standard
JSP Hand Load
JFP
JHP
Hollow Point
Armor Piercing
Vision
Junk
N/A
0.055 lbs
.32 Round
Standard
+P
Match
Junk
N/A
0.040 lbs
.38 Round
Standard
Hollow Point
Armor Piercing
Match
Special
Junk
N/A
0.038 lbs
.357 Magnum Round
Standard
JFP Hand Load
Hollow Point
SWC Hand Load
JHP
Surplus
Junk
Snakeshot
N/A
0.035 lbs
.44 Magnum Round
Standard
Hollow Point
SWC Hand Load
JHP
JFP
Special
Junk
N/A
0.043 lbs
.45 Auto
Standard
+P
Hollow Point
Super Hand Load
Armor Piercing
Junk
N/A
0.065 lbs
.45-70 Gov't
Standard
Hollow Point
SWC Hand Load
JFP
JHP
Junk
N/A
0.065 lbs
.50 Cal
Standard
JHP
Explosive
Armor Piercing
Incendiary
Match hand load
Vision
Depleted Uranium
Junk
N/A
0.25 lbs
.50 cal ball
Standard
Explosive
N/A
0.10 lbs
4.7mm Caseless
Standard
Armor Piercing
Hollow Point
N/A
0.0065 lbs
.700 Nitro Express (Expedition: Natlan DLC)
Standard
Armor Piercing
Hollow Point
N/A
0.08 lbs
.557 Tyrannosaur (Expedition: Natlan DLC)
Standard
Beast Killer
N/A
0.2 lbs
5mm Round
Standard
Armor Piercing
Hollow Point
JSP Hand Load
JFP
JHP
Junk
Surplus
N/A
0.017 lbs
5.56mm Round
Standard
Armor Piercing
Surplus
Hollow Point
Match handload
JFP
JHP
JSP
Junk
Vision
Rubber
.300 Blackout
N/A
0.026 lbs
6.5mm Round
Standard
Armor Piercing
Surplus
Junk
Hollow Point
Vision
N/A
0.040 lbs
7.62mm Round
Standard
Armor Piercing
Surplus
Junk
Hollow Point
Vision
N/A
0.055 lbs
9mm round
Standard
+P
Hollow point
Armor Piercing
JFP
JHP (Hand Load)
Surplus
Junk
Rubber
N/A
0.029 lbs
10mm round
Standard
Hollow point
Armor Piercing
JFP
JSP
JHP (Hand Load)
Junk
N/A
0.033 lbs
12.7mm
Standard
Hollow point
JFP
JSP
JHP (Hand Load)
Explosive
Junk
N/A
0.064 lbs
14mm
Standard
Hollow point
Armor Piercing
JSP
JHP
JHP (Hand Load)
N/A
0.080 lbs
40mm Indominus
Standard
Explosive
Armor Piercing
N/A
2.0 lbs
2 Gauge
Standard
N/A
0.90 lbs
4 Gauge
Standard
N/A
0.75 lbs
12 Gauge Shotgun Shell
Standard
4/0 Buck
4/0 Mag (hand load)
Bean bag
Coin shot
Dragon's Breath
Explosive
Flechette
Magnum
Magnum Slug
Pulse Slug
Slug
Junk
Vision
N/A
0.075 lbs
20 Gauge Shotgun Shell
Standard
3/0 Buck
3/0 Buck mag
Slug
Explosive
Magnum
Magnum Slug
Pulse Slug
Junk
N/A
0.065
Railway Spikes
Standard
Armor Piercing
Barbed
Explosive
Flechette
N/A
0.2 lbs
Volcanic Balls
Standard
N/A
0.070 lbs
Energy Weapons[]
Ammo Name
Types
Value
Weight
Energy Cell
Standard
Bulk
Optimized
Over charged
Max charged
N/A
0.078 lbs
Flamer Fuel
Standard
Homemade
Optimized
N/A
0.020 lbs
Fusion Cell
Standard
Bulk
Optimized
Over charged
Max charged
N/A
0.1 lbs
Microfusion Breeder
Standard
N/A
N/A
Plasma Cartridge
Standard
Bulk
Optimized
Over charged
Max charged
N/A
0.2 lbs
Pulse Capsule
Standard
Bulk
Optimized
Over charged
Max charged
N/A
0.2 lbs
Electron Charge Pack
Standard
Bulk
Optimized
Over charged
Max charged
N/A
0.025 lbs
Ion Cell
Standard
Bulk
Optimized
Over charged
Max charged
N/A
0.1 lbs
2mm Electromagnetic Cartridge
Standard
Penetration
Displacer
N/A
0.128 lbs
Cryo Balls
Standard
Icicles
Sub Zero
N/A
0.029 lbs
Cryo Capsule
Standard
Sub-Zero
N/A
0.2 lbs
Hydro Tank
Standard
Acid
High Pressure
N/A
0.2 lbs
Gamma Round
Standard
High Yield
N/A
0.019 lbs
Alien Power Cell
Standard
N/A
0.05 lbs
Fusion Core
Standard
300
4.0 lbs
Plasma Core
Standard
500
4.0 lbs
Cyclotronic Cells (Expedition: Natlan DLC)
Standard
Whitehot
N/A
0.2 lbs
Explosives[]
Ammo Name
Types
Value
Weight
20mm Cannon
Standard
AP
SAPHEI
HEI
N/A
0.20 lbs
25mm Flak Shells
Standard
Armor Piercing
Incinediary
N/A
0.85 lbs
25mm Grenade
Standard
High Explosive
Anti-Personnel
Armor Piercing
Plasma
Pulse
Timed
N/A
0.25 lbs
40mm Grenade
Standard
Incinediary
High Explosive Dual Purpose
Buckshot
Frag
Plasma
Pulse
Sleeping Gas
Vision
N/A
0.5 lbs
Heavy Missile
Standard
High Explosive
Cluster
Vision
200
2.5 lbs
Missile
Standard
High Explosive
High Velocity
Hive
Vision
100
1.5 lbs
Mini Nuke
Standard
Big Kid
Low yield
Timed
Nuka-Nuke
MIRV
Tiny Tots
Piggy Bank
Bowling Ball
500
4.0 lbs
Pulse Rocket
Standard
EMP
650
3.0 lbs
Recoiless Shell
Standard
High Explosive
High Penetration
400
3.0 lbs
Rocket
Standard
High Explosive
Incinediary
200
1.0 lbs
Plasma Rocket
Standard
EMP
800
3.0 lbs
60mm Mortar Shell
Standard
High Explosive
Nuka
200
2.0 lbs
81mm Mortar Shell
Standard
High Explosive
Vision
200
3.0 lbs
106mm Mortar Shell
Standard
High Explosive
Nuka
500
5.0 lbs
Other[]
Ammo Name
Types
Value
Weight
15mm Ball Bearings
Standard
N/A
0.005 lbs
BBs
Standard
N/A
Camera Film
Standard
N/A
N/A
Cannonball
Standard
Explosive
Nuclear Shell
Shrapnel
100
0.002 lbs
Catalyst
Standard
N/A
0.002 lbs
Fireworks
Standard
N/A
1.0 lbs
HN Needler Rounds
Standard
Armor Piercing
Sleep
N/A
0.075 lbs
Gyrojet
Standard
Armor Piercing
High Explosive
Homing
Vision
50
0.080 lbs
Harpoon
Standard
Armor Piercing
Flechette
Poisoned
Sharpened
N/A
0.2 lbs
Nails
Standard
Flechette
N/A
0.050 lbs
Heavy Rivets
Standard
N/A
0.100 lbs
Arrows
Standard
Jacketed tip
Alloy steel tip
Explosive Tip
Poison Tip
N/A
0.075 lbs
WASP Ammo
Standard
N/A
0.1 lbs
Mesmetron Batteries
Standard
N/A
0.065 lbs
Saw Blades
Standard
N/A
0.080 lbs
Dart
Normal
Bleak Venom
Cloud Kiss (Strong)
Cloud Kiss (Lethal)
Dark Datura
Deathclaw Poison
Kite
Meltdown
Mother Darkness
Rust Rot
Silver Sting
Toxic Waste
Tremble
N/A
0.1 lbs
Syringe Needle
Berserk Syringe
Bleed out syringe
Blizzard syringe
Bloatfly larva syringe
Bloodbug larva syringe
Cazador larva syringe
Stingwing Larva
Boomer syringe
Endangerol syringe
FEV syringe
Heavy Metal syringe
HiJack syringe
Ghoulification syringe
Jailbrake syringe
Lock Joint syringe
Mind Cloud syringe
Party Starter syringe
Pax syringe
Pharma Prince Syringe
Ram N' Slam syringe
Radscorpion venom syringe
Sugar Bomb syringe
Torchlight syringe
X-ray syringe
Yellow Belly syringe
N/A
0.1 lbs
Weapon Traits[]
Weapon Variants are bonuses that replaces the Legendary Weapons effects from Fallout 4 that are available on the game world. For most weapons these variants are randomly rolled when looting certain objects or NPCs in the wasteland. Weapon variants are always found in Maintained condition and they have changes the way a weapon performs. Traits appear randomly on spawned weapons, and unlike mods, are permanent and cannot be added or removed by the Traveler.
Weapon modifications (mods) are beneficial enhancements the Traveler can install on their weapons at a Weapon Workbench to cause more damage, faster damage, better aim or to otherwise improve performance. Modded weapons can also appear in normal loot. Mods are grouped into slots: barrel mods, muzzle mods, grip mods, and so on.
Weapon slots and their corresponding modifications include:
Ranged[]
Barrel: Short Barrel, Standard Barrel, Extended Barrel, Long Barrel, Stabilizing Barrel, Tech Barrel, Vision Fused Barrel
Laser: Laser Sight, Recon Laser Sight, no mod.
Optic: Iron Sights, Glow Sights, Reflex Sight, Short Scope, Medium Scope, Long Scope, Recon Scope.
Blades: Serrated Blade, Stealth Blade, Electrified Blade, Carbide Teeth, Authentic Blade, no mod
Head: Puncturing, Heating Coil, Stun Pack, Heavy
Body: Spiked, Sharped
Internal: HD Chain, HD Springs, Ported Chambers
Piston: Hi-Cap Valves, Chromed Tubes
Grip: Balanced Grip
Not all mod variants are available on every weapon type and rank. For example, melee mods don't appear as an option for ranged weapons, energy-specific mods aren't shown for ballistic weapons, some modifications are only available for Rank IV-V weapons, some rifle barrels cannot apply to revolvers, etc.
Guided-Lock Fire and Forget Anti-Tank Missile Launcher
Heavy Missile
60 AP
9000
28.0 lbs
Big Guns 100
STR 8
Hellstorm
Multi-Barreled Rocket Launcher
Missile
55 AP
6000
35.0 lbs
Big Guns 100
STR 8
Red Glare
Rocket Launcher
Rockets
25 AP
8000
20.0 lbs
Big Guns 100
STR 6
Flak Gun
Auto Launcher
25mm Flak Shells
35 AP
7500
20.0 lbs
Big Guns 100
STR 8
Fat Man
Destroyer
Mini Nuke
65 AP
8000
40.0 lbs
Big Guns 100
STR 8
Thermal Weaponry[]
Weapon Name
Type
Ammo
AP Cost
Value
Weight
Skill Requirements
Strength Requirements
Flamesprayer
Flamer
Flamer Fuel
26 AP
700
5.8 lbs
N/A
STR 4
Pyro Rifle
Projectile Flamer
Flamer Fuel
24 AP
800
7.0 lbs
Big Guns 25
STR 4
Incinerator
Projectile Flamer
Flamer Fuel
50 AP
1300
12.0 lbs
Big Guns 25
STR 6
Flammenwerfer
Flamer
Flamer Fuel
48 AP
1250
5.8 lbs
Big Guns 25
STR 5
Industrial Flamer
Flamer
Flamer Fuel
46 AP
1800
7.0 lbs
Big Guns 25
STR 4
Flamesaw Cannon
Projectile Flamer
Saw Blades
48 AP
2500
12.0 lbs
Big Guns 50
STR 5
Army Flamer
Flamer
Flamer Fuel
50 AP
2350
15.0 lbs
Big Guns 50
STR 7
Melter Rifle
Flamer
Flamer Fuel
48 AP
3000
12.0 lbs
Big Guns 50
STR 6
Tar-thrower
Projectile Flamer
Flamer Fuel
50 AP
3500
13.0 lbs
Big Guns 75
STR 7
Heavy Incinerator
Projectile Flamer
Flamer Fuel
50
7200
15.0 lbs
Big Guns 75
STR 8
Scourer
Projectile Flamer
Flamer Fuel
36 AP
8600
19.0 lbs
Big Guns 100
STR 8
Purifier
Flamer
Flamer Fuel
55 AP
9000
15.0 lbs
Big Guns 100
STR 6
Energy[]
Weapon Name
Type
Ammo
AP Cost
Value
Weight
Skill Requirements
Strength Requirements
AEH-5 Heavy Support Laser Rifle
Heavy Laser
Microfusion Cell
55 AP
4000
12.0 lbs
Energy Weapons 50
STR 6
Arc Welder
Heavy Tesla
Electron Charge Pack
30 AP
3700
15.0 lbs
Energy Weapons 50
STR 7
Institute Heavy Assault Laser
Heavy Laser
Electron Charge Pack
40 AP
6200
15.0 lbs
Energy Weapons 25
STR 6
Liyue Gatling Laser
Heavy Laser
Electron Charge Pack
35 AP
4000
16.0 lbs
Energy Weapons 50
STR 6
Gatling Laser
Heavy Laser
Fusion Core
33 AP
4500
19.0 lbs
Energy Weapons 75
STR 7
Fatui Gatling Laser
Heavy Laser
Electron Charge Pack
30 AP
6800
18.0 lbs
Energy Weapons 100
STR 6
Prototype Laser Cannon
Chargable Laser
Fusion Core
48 AP
8500
19.0 lbs
Big Guns 75
STR 8
Gauss Cannon
Chargable Heavy Gauss
2mm EC
44 AP
9500
19.0 lbs
Big Guns 100
STR 8
Cryothrower
Heavy Cryo
Cryo Balls
50 AP
800
20.0 lbs
Big Guns 75
STR 7
Hydro Cannon
Heavy Hydro
Hydro Tank
46 AP
6500
20.0 lbs
Big Guns 75
STR 7
Plasma Caster
Heavy Plasma
Plasma Core
25 AP
7000
20.0 lbs
Energy Weapons 75
STR 8
Gamma Cannon
Heavy Gamma Weapon
Fusion Core
32 AP
8420
28.0 lbs
Big Guns 75
STR 8
Institute Heavy Plasma Incinerator
Heavy Plasma
Fusion Core
44 AP
6000
20.0 lbs
Energy Weapons 75
STR 7
Microwave Cannon
Heavy Flamer
Fusion Core
50 AP
7000
18.0 lbs
Big Guns 75
STR 7
Tesla Cannon
Heavy Tesla
Fusion Core
40 AP
8700
8.0 lbs
Big Guns 100
STR 8
Meson Cannon
Heavy Pulse
Electron Charge Pack
50 AP
10000
28.0 lbs
Big Guns 100
STR 9
Institute Accelerator Cannon
Particle Cannon
Fusion Core
50 AP
9700
18.0 lbs
Big Guns 100
STR 8
Graviton Shredder
Heavy Pulse
Fusion Core
40 AP
9500
18.0 lbs
Big Guns 100
STR 8
Gatling Plasma
Heavy Plasma
Plasma Core
35 AP
9000
25 lbs
Big Guns 100
STR 8
Gauss Minigun
Heavy Gauss
2mm EC
55 AP
12000
28.0 lbs
Big Guns 100
STR 8
Plasma Launcher
Heavy Plasma
Plasma Rocket
55 AP
11000
22.0 lbs
Big Guns 100
STR 8
Photon Launcher
Heavy Pulse
Pulse Rocket
55 AP
12500
26.0 lbs
Big Guns 100
STR 8
Frozen Ferret Launcher
Heavy Cryo
Cryo Capsules
55 AP
15000
25.0 lbs
Big Guns 100
STR 10
Solar Cannon
Heavy Flamer
Fusion Core
50 AP
13570
31.0 lbs
Big Guns 100
STR 10
Fusion Launcher
Destroyer Energy
Fusion Core
65 AP
20000
30.0 lbs
Big Guns 100
STR 10
Portable Stationary Weapons[]
Most mobile stationary weapons costs 25 AP to set down or pick up, and Human, Ghoul, Synth and Dwarf Travelers can only be fired whilst stationary unless wearing Power Armour or playing as a Super Mutant Traveler.
Weapon Name
Type
Ammo
AP Cost
Value
Weight
Skill Requirements
Strength Requirements
Ballista
Projectile Artillery
Ballista Arrow
25 AP
1000
10.0 lbs
Big Guns 25
STR 6
Portable Mortar
Light Mortar
60mm Mortar Shell
50 AP
1000
15.0 lbs
Big Guns 50
STR 7
Heavy Duty Mortar
Heavy Mortar
81mm Mortar Shell
47 AP
2500
15.0 lbs
Big Guns 75
STR 7
Blastmaster Mortar
Destroyer Mortar
106mm Mortar Shell
40 AP
8200
25.0 lbs
Big Guns 100
STR 8
Anti-Tank Guided Missile Launcher
Heavy Anti-Tank Missile Launcher
Heavy Missile
45 AP
7200
25.0 lbs
Big Guns 75
STR 8
ARTEMIS Railgun
Mass Driver Railgun
2mm EC
65 AP
10000
25.0 lbs
Big Guns 100
STR 8
Other[]
Weapon Name
Type
Ammo
AP Cost
Value
Weight
Skill Requirements
Strength Requirements
Baseball Launcher
Portable Baseball Cannon
Baseball
35 AP
7500
26.0 lbs
Big Guns 50
STR 7
Broadsider
Portable Antique Cannon
Cannonball
55 AP
10000
28.0 lbs
Big Guns 75
STR 8
Harpoon Cannon
Portable Harpoon Launcher
Harpoon
40 AP
3000
16.0 lbs
Big Guns 50
STR 7
Heavy Riveter
Rivet Gun
Heavy Riveter
27 AP
750
12.0 lbs
Big Guns 25
STR 5
Unconventional Weapons[]
Weapon Name
Type
Skill
Ammo
AP Cost
Value
Weight
Is Holdout Weapon?
Skill Requirements
Strength Requirements
Dart Gun
Craftable Single-Shot Pneumatic
Pistol
Darts
33 AP
100
3.0 lbs
Requires Adept Stealth Skill (60)
Pistols 50
STR 2
Taser
Non-Lethal Pistol
Pistol
Battery Charges
27 AP
200
1.5 lbs
Yes
None
STR 2
Underwater Pistol
Underwater Combat Pistol
Pistol
Flechettes
28 AP
1000
5.0 lbs
No
Pistols 50
STR 3
Spear Gun
Underwater Rifle
Long Guns
Spears
26 AP
1200
6.0 lbs
No
Long Guns 25
STR 4
APS
Underwater Assault Rifle
Automatics
Flechettes
29 AP
1500
6.5 lbs
No
Automatics 50
STR 4
H&H Tools nail gun
Two-handed Nailgun
Long Guns
Nails
29 AP
1500
6.5 lbs
No
Automatics 50
STR 4
Mesmetron
Energy Utility Weapon
Energy Weapons
Mesmetron Cells
65 AP
5000
5.0 lbs
No
Energy Weapons 50
STR 4
K-Flare
Flare Pistol
Energy Weapons
Flares
50 AP
4000
4.0 lbs
Requires Adept Stealth Skill (60)
Energy Weapons 75
STR 3
Shrink Ray
Pistol
Energy Weapon
Energy Cell
38 AP
5000
5.0 lbs
No
Energy Weapons 75
STR 3
Gas Launcher
Anti-Riot Grenade Launcher
Big Gun
40mm Gas Grenades
30 AP
2500
15.0 lbs
Requires Adept Stealth Skill (60)
Big Guns 75
STR 6
W.A.S.P. gun
Misc
Energy Weapon
WASP Ammo
35 AP
8000
5.5 lbs
No
Energy Weapons 75
STR 5
Holorifle
Prototype Energy Rifle
Energy Weapon
Fusion Cell
30 AP
3000
8.0 lbs
No
Energy Weapons 50
STR 4
Junk Jet
Heavy Junk Launcher
Big Gun
Junk
30 AP
5000
30.0 lbs
No
Big Guns 75
STR 6
Syringe Rifle
Rifle
Long Guns
Syringe Ammo
40 AP
1000
6.0 lbs
No
Long Guns 25
STR 2
Hazard Shield Generator
Experimental Energy Tool
Energy Weapon
Fusion Core
60 AP
13500
14.0 lbs
No
Energy Weapons 100
STR 8
Diminuator
Experimental Energy Tool
Big Guns
Fusion Core
55 AP
12000
25.0 lbs
No
Big Gun 100
STR 8
Anemo Catalyst
Vision Module
Visions
30 AP cost
Geo Catalyst
Vision Module
Visions
30 AP cost
Cryo Catalyst
Vision Module
Visions
30 AP cost
Dendro Catalyst
Vision Module
Visions
30 AP cost
Hydro Catalyst
Vision Module
Visions
30 AP cost
Electro Catalyst
Vision Module
Visions
30 AP cost
Pyro Catalyst
Vision Module
Visions
30 AP cost
Plasma Catalyst
Vision Module
Visions
30 AP cost
Radiation Catalyst
Vision Module
Visions
30 AP cost
Offhand Only[]
Shields[]
Weapon Name
AP Cost per block
Value
Weight
Wooden Shield
10 AP
70
1.0 lbs
Metal Shield
12 AP
100
3.0 lbs
Raider Scrap Shield
10 AP
50
4.0 lbs
Legion Gladiator Shield
12 AP
100
3.0 lbs
Riot Shield
14 AP
500
4.0 lbs
NCR MP Shield
13 AP
550
4.0 lbs
Ballistic Shield
15 AP
1000
5.0 lbs
Board Anti-Riot Shield
14 AP
850
5.5 lbs
BoS Energy Shield
12 AP
1250
6.0 lbs
Other[]
Weapon Name
Type
Ammo
AP Cost
Value
Weight
Hand Crossbow
Offhand Crossbow
Bolts
10 AP
70
1.0 lbs
Throwing[]
Grenades[]
Weapon Name
AP Cost
Value
Weight
Is Holdout Weapon?
Baseball Grenade
24 AP
50
0.3 lbs
Molotov Cocktail
24 AP
60
0.3 lbs
Requires Adept Stealth Skill (60)
Flashbang
24 AP
100
0.5 lbs
Requires Adept Stealth Skill (60)
Dynamite
24 AP
25
0.3 lbs
Requires Adept Stealth Skill (60)
Monstadt Grenade
24 AP
60
0.5 lbs
No
Anti personnel grenade
24 AP
70
0.5 lbs
Requires Adept Stealth Skill (60)
Cornade
24 AP
80
0.5 lbs
No
Fragmentation Grenade
24 AP
75
0.5 lbs
Requires Adept Stealth Skill (60)
Smoke Grenade
20 AP
100
0.5 lbs
Yes
Sleeping Gas Grenade
24 AP
100
0.5 lbs
Yes
Explosive Bait
24 AP
75
0.5 lbs
Requires Adept Stealth Skill (60)
Shredder Gauntlet
22 AP
200
0.5 lbs
Requires Adept Stealth Skill (60)
Incinediary Grenade
24 AP
120
0.5 lbs
No
Bug Grenade
24 AP
100
0.5 lbs
No
Pipe Bomb
24 AP
80
0.5 lbs
No
Nitroglycerin
20 AP
90
0.5 lbs
No
Hologrenade
24 AP
200
0.5 lbs
No
Acid Jar
24 AP
75
0.5 lbs
No
Concussion Grenade
17 AP
40
0.5 lbs
No
Liquid Nitrogen
20 AP
160
0.5 lbs
No
Smart Frag
24 AP
250
0.5 lbs
No
Frag MIRV Grenade
30 AP
500
2.0 lbs
No
Fire Bomb
30 AP
500
0.5 lbs
No
Cryo Grenade
24 AP
450
0.5 lbs
No
Cryo Cell Cluster
30 AP
700
0.5 lbs
Requires Adept Stealth Skill (60)
Acidic Vapor
20 AP
140
0.5 lbs
No
Gamma grenade
22 AP
40
0.5 lbs
No
Anti-Tank Grenade
27 AP
250
0.5 lbs
No
Nerve Gas Grenade
24 AP
300
0.5 lbs
Requires Adept Stealth Skill (60)
Quantum Cocktail
24 AP
300
0.5 lbs
No
Paralyzing Gas
18 AP
150
0.5 lbs
Requires Adept Stealth Skill (60)
Anemo Grenade
24 AP
300
0.5 lbs
No
Dendro Grenade
24 AP
200
0.5 lbs
No
General Anesthesia
16 AP
100
0.5 lbs
Requires Adept Stealth Skill (60)
HalluciGen Grenade
24 AP
700
0.5 lbs
No
Fear Toxin
23AP
200
0.5 lbs
Requires Adept Stealth Skill (60)
Plasma Grenade
24 AP
300
0.5 lbs
Requires Adept Stealth Skill (60)
Pulse Grenade
24 AP
40
0.5 lbs
Requires Adept Stealth Skill (60)
Hydro Grenade
24 AP
300
0.5 lbs
No
Buffed Rat Poison
16 AP
40
0.5 lbs
No
Buffed Mole Rat Repellent
28 AP
90
0.5 lbs
No
Predator Grenade
18 AP
30
0.5 lbs
No
Incendiary grenade
28 AP
120
0.5 lbs
No
Fusion Cell Grenade
35 AP
15
0.5 lbs
No
Tesla Grenade
26 AP
500
0.5 lbs
No
Energized Sentry Rockets
30 AP
300
0.5 lbs
No
Amnestic Mix
21 AP
500
0.5 lbs
Requires Adept Stealth Skill (60)
Relaxing Fragrance
29 AP
700
0.5 lbs
Requires Adept Stealth Skill (60)
Pulse Stick Grenade
21 AP
100
0.5 lbs
Requires Adept Stealth Skill (60)
Plasma Stick Grenade
28 AP
150
0.5 lbs
Requires Adept Stealth Skill (60)
Fury grenade
30 AP
300
0.5 lbs
No
Agent Rust grenade
24 AP
650
0.5 lbs
No
Tremor Toxic
21 AP
150
0.5 lbs
Requires Adept Stealth Skill (60)
Nuka Grenade
35 AP
550
0.5 lbs
No
Anger Air
21 AP
100
0.5 lbs
Requires Adept Stealth Skill (60)
Compact Artillery Shell
28 AP
170
0.5 lbs
No
Overloaded Alien Round
28 AP
40
0.5 lbs
No
Dirty Bomb
32 AP
250
0.5 lbs
No
Energy Relay
26 AP
600
0.5 lbs
No
Nuka Quantum Grenade
40 AP
800
0.5 lbs
No
Plasma Cell
24 AP
145
0.5 lbs
No
Tesla Conduit
25 AP
200
0.5 lbs
No
Little Boy Pack
40 AP
1000
0.5 lbs
No
Damaged Fusion Core
30 AP
800
0.5 lbs
No
Overclocked Fusion Cor
40 AP
1000
0.5 lbs
No
Spears[]
Weapon Name
AP Cost
Value
Weight
Sharpened pole
24 AP
25
0.5 lbs
Average Spear
25 AP
10
0.5 lbs
Diamond spear
23 AP
30
0.5 lbs
Sharpened Spear
24 AP
50
0.5 lbs
Explosive Spear
24 AP
175
0.5 lbs
Placed[]
Placed explosives cannot be used in V.A.T.S.
Weapon Name
Value
Weight
Is Holdout Weapon?
Set Alarm Clock
10
0.5 lbs
No
Bottlecap Mine
150
0.5 lbs
No
Powder Charge
25
0.5 lbs
Requires Adept Stealth Skill (60)
Anti personnel mine
70
0.5 lbs
No
Fragmentation Mine
75
0.5 lbs
No
Sleeping Gas Mine
100
0.5 lbs
Requires Adept Stealth Skill (60)
Dirty Water Mine
80
0.5 lbs
No
Shotgun Trap Mine
100
0.5 lbs
No
C-4
1000
0.5 lbs
Requires Adept Stealth Skill (60)
Bouncing Betty
100
0.5 lbs
No
Incendiary mine
80
0.5 lbs
No
Anti-Tank Mine
250
0.5 lbs
No
Pulse Mine
40
0.5 lbs
No
Poison Mine
125
0.5 lbs
No
Laser Tripmine
500
0.5 lbs
No
Mason Jar Mine
300
0.5 lbs
No
Plasma Mine
300
0.5 lbs
No
Satchel Mine
125
0.5 lbs
No
Pulse Charge
250
0.5 lbs
No
Anemo Mine
200
0.5 lbs
No
Dendro Mine
175
0.5 lbs
No
Acid Trap
100
0.5 lbs
No
Gas Bomb
150
5.0 lbs
No
Tesla Mine
300
0.5 lbs
No
Fusion Cell Cluster
110
0.5 lbs
No
Hydro Mine
200
0.5 lbs
No
Cryo Mine
250
0.5 lbs
No
Ballistic Claymore Trio
750
0.5 lbs
No
Nuka Charge
800
0.5 lbs
No
Plasma Charge
700
0.5 lbs
No
Nuke Mine
1500
0.5 lbs
No
Other Throwing[]
Weapon Name
AP Cost
Value
Weight
Is Holdout Weapon?
Rock
1 AP
1
0.2 lbs
No
Golden Nuggets
1 AP
5
0.2 lbs
No
Uranium Ore
1 AP
10
0.2 lbs
No
Throwing Knife
20 AP
20
0.3 lbs
Yes
Brick
24 AP
15
1.0 lbs
No
Wingstick
25 AP
175
0.5 lbs
Requires Adept Stealth Skill (60)
Med-X Dart
10 AP
10
0.2 lbs
No
Bleeder Dart
5 AP
10
0.2 lbs
No
Larva Dart
5 AP
50
0.2 lbs
No
Buffout Dart
5 AP
30
0.2 lbs
No
Psycho Dart
5 AP
50
0.2 lbs
No
Throwing Hatchet
22 AP
20
0.5 lbs
No
Chakram
26 AP
75
0.5 lbs
No
Shuriken
21 AP
75
0.3 lbs
Requires Adept Stealth Skill (60)
Kunai
25 AP
50
0.3 lbs
Requires Adept Stealth Skill (60)
Boomerang
26 AP
40
0.65 lbs
Requires Adept Stealth Skill (60)
Proton Throwing Axe
8 AP
300
1.0 lbs
No
Tomahawk
23 AP
75 AP
0.5 lbs
No
Attachment Weapons[]
Weapon Name
Type
Available for
Ammo
AP Cost
Bayonet
Close-Range Melee Weapon
All Rifles
N/A
24 AP
Rifle Grenade
Single-Shot Rifle Grenade
Bolt-Action and Semi-Auto Rifles
Fragmentation Grenade
24 AP
Masterkey Shotgun
Underslung Shotgun
Assault Rifles
12 Gauge
18 AP
Underslung Grenade Launcher
Grenade Launcher
Assault Rifles
40mm Grenade
25 AP
Gyrojet Launcher
Mini Rocket Launcher
Assault Rifles
Gyrojet
27 AP
Flamethrower
Underslung Flamer
Assault Rifles
Flamer Fuel
38 AP
Light Plasmathrower
Underslung Plasmathrower
Assault Rifles
Plasma Cartridge
24 AP
Misc[]
Weapon Name
Ammo
AP Cost
Value
Weight
Is Holdout Weapon?
Minutemen Flare Gun
Flares
N/A
200
3.0 lbs
No
Euclid's C-Finder
Battery Charge
N/A
5000
4.0 lbs
No
Unique Weapons[]
Weapon Name
Base Weapon
Skill
Type
Ammo
Special Effect
AP Cost
Value
Weight
Is Holdout Weapon?
Skill Requirements
Strength Requirements
Paladin Toaster
Power Fist
Sliter
Switchblade
Franks Dagger
Bowie Knife
Kneebasher
Sledgehammer
Kremvh's Tooth
Machete
Butcher Pete
Cleaver
Shogun's Blade
Katana
Itto's Sledge
Super Sledge
Wolf's Gravestone
Bumper Sword
Nuka Smasher
Super Sledge
Gurkha Special
Kukri
Rip and Tear
Mantis Gauntlet
Dixon's Crossbow
Crossbow
Archery
Deliverer
Monstadt Covert Pistol
Maria
9mm Pistol
Samurai Edge
Service Pistol
Cat's Special Handgun
Chinese Pistol
Suspicious Revolver
.38 Police Revolver
Cheeki Breeki
Soviet Pistol
A Light Shining In The Darkness
.45 Auto Pistol
.45 Auto
Vault Dweller's Masterpiece
Colt 6520 10mm Pistol
Black Kite
.44 Pistol
The Pistol of Eli
.45 Tactical Pistol
Skippy
12.7mm Pistol
La Chingona Dorada (Expedition: Natlan)
N99 10mm Pistol
Skyrider Revolver
.357 Magnum Revolver
Mysterious Magnum
.44 Magnum Revolver
Hanza's Protector
Pipe Shotgun
Road Warrior
Sawed-Off Shotgun
Long Guns
Appalachian Queen
Police Gun
Raiden's Thunder
Hunting Shotgun
Long Guns
Clever Girl
Tactical Shotgun
Long Guns
Terrible Shotgun
20 Gauge Combat Shotgun
Fading Twilight
Riot Shotgun
Favonius Shotgun
Storm Shotgun
Hail Ceasar
Assault Shotgun
Red Ryder LE BB Gun
BB Gun
Paciencia
.38 Scav Rifle
This Machine
Battle Rifle
Bourbon
Pipe SMG
Plissken
Machine Pistol
McClane
9mm Police SMG
Ultra SMG
10mm SMG
The Catch
.45 Auto SMG
Typewriter
Tommy Gun
Automatic SMG
.45 Auto
Leonhart
Personal Defense Weapon
Automatic SMG
10mm
Sammy
Kalashnikov Assault Rifle
Wanda
R91 Assault Rifle
Favonius Rifle
Monstadt Assault Rifle
Xuanlong
Chinese Assault Rifle
Militaria
Assault Carbine
The Trumpet
Fontaine Bullpup
Kraut Space Magic
G11
Automatics
Ballad of the Fjords
Brush Gun
Ibis Piercer
DKS-501 Sniper Rifle
Lincoln Repeater
Replica Rifle
Sniper Wolf
Monstadt Sniper Rifle
The Postman's Shotgun
Hunting Shotgun
Zap Zap
AEP7 Laser Pistol
Victoria
AER9 Laser Rifle
Song of the Broken Steel
Gatling Laser
YCS/186
Gauss Rifle Prototype
Mess Maker
M72 Gauss Rifle
Amenoma Kageuchi
Inazuma Plasma Rifle
Rogues Prejudice
AER12 Auto Laser
Kametz Revolver
Colt Single Action Revolver
Dehya's Girl
Avenger Minigun
Big Guns
Minigun
Old Reliable
Squad Automatic Weapon
Monstadt's Buzzsaw
Monstadt Machine Gun
Easy Pete's Classic
Colt Single Action Revolver
Fishers Rifle
.308
Randall's Legacy
Service Rifle
Thumper
Grenade Rifle
Conroy's Gauntlet
Deathclaw Gauntlet
Williams Lamp
Catalyst
Woo-Ri's Rifle
Brush Gun
ZKZ
Chinese Battle Rifle
Increases damage when holding a ton of bottle caps
Jackson's Rifle
Army Reserve Rifle
Increases critical chance when landing a hit.
First Blood
M60
Increases damage when keep firing
Deathclaw Hunter
Anti-Materiel Rifle
Funneldragon
Avenger Minigun
Arlecchino's Plasma Rifle
Enclave Plasma Rifle
Plasma Cartridge
Amos' Bow
Bow
Arrows
Skyward Harp
Apex Predator Bow
Arrows
Fiddles
Rocket Launcher
Solar Pearl
Missile Launcher
Lost Prayer to the Sacred Winds
Catalyst
Skyward Atlas
Catalyst
Wild Wasteland Only[]
Weapon Name
Skill
Type
Ammo
AP Cost
Value
Weight
Is Holdout Weapon?
Sword of the Dragonborn
2 Handed Melee Weapon
Bladed
Dragonslayer
2 Handed Melee Weapon
Bladed
N/A
Gawr's Trident
2 Handed Melee Weapon
Bladed
N/A
Hammer of Kahn
2 Handed Melee Weapon
Blunt
N/A
Luxurious Sea Lord
2 Handed Melee Weapon
Bladed
DakTarg
1 Handed Melee Weapon
Bladed
N/A
Automata's Sword
1 Handed Melee Weapon
Bladed
N/A
Gwynbleidd
2 Handed Melee Weapon
Bladed
N/A
Zero Dawn Bow
Archery
High-Tech Hunting Bow
Arrows
ARO Bow
Archery
Golden Gun
Pistols
Pistol
Golden Bullets
Malorian Arms 3516
Pistols
High-power Semi-Auto Pistol
12.7mm
Auto-9
Pistols
Burst-Firing Pistol
10mm
The Major's Handgun
Pistols
Pistol
12.7mm
Phazer
Pistols
Energy Pistol
Slayer's Shotgun
Long Guns
2-barreled Shotgun
4 Gauge
Bolter
Big Guns
Explosive
20mm
BFG9000
Big Guns
Destroyer
Plasma Core
M41A Pulse Rifle
Automatics
Assault Rifle
Umbrella Gun
Automatic
5.56mm
Sascha
Big Guns
Minigun
Pulse Rifle 76
Energy Weapons
Pulse Rifle
LaserKraftWerk
Energy Weapons
Heavy Laser Rifle
Greatsword of Artorias
2 Handed Melee Weapon
Lawgiver
Pistols
Zorg ZF-1 Pod Weapon
AGL Arms .45 Long Colt
Pistols
Castor and Pollux
Pistols
EM-1 Railgun
Energy Weapons
Endo Battle RIfle
Energy Weapons
Magnetic Accelerator
Energy Weapons
Righteous Bison
Energy Weapons
Blazefire Saber
Holy Frag Grenades
Throwing
Explosive
Alien Blaster
Energy Weapon
Pistol
Covenant Energy Sword
1 Handed Melee Weapon
Doom Hammer
1 Handed Melee Weapon
Ashbringer
1 Handed Melee Weapon
Narsil
1 Handed Melee Weapon
Gordons Lucky Crowbar
1 Handed Melee Weapon
Ash's Chainsaw
1 Handed Melee Weapon
1 Handed Chainsaw
America's Shield
Offhand
shield
DLC[]
Weapon Name
Skill
Type
Ammo
AP Cost
Value
Weight
Is Holdout Weapon?
Skill Requirements
Strength Requirements
DLC
Raptorclaw Gauntlet
Unarmed
Sharpened Gauntlet
N/A
27 AP
2050
5.0 lbs
*TBA*
Unarmed 75
STR 5
Expedition: Natlan
Great Hunting Sword
Two-Handed Melee Weapons
Anti-Saurian Bladed Melee Weapon
N/A
50 AP
1500
3.5 lbs
*TBA*
Two-Handed Melee Weapons 100
STR 9
Expedition: Natlan
Monstadt Storm Pistol
Pistols
Machine Pistol
10mm
24 AP
1500
3.5 lbs
*TBA*
Pistols 75
STR 4
The Breezing Storm
Paratrooper Pistol
Pistols
Semi-Automatic Pistol
9mm
24 AP
1650
3.5 lbs
*TBA*
Pistols 50
STR 5
The Ocean of Songs
Volcanic Pistol
Pistol
Lever-Action Pistol
Volcanic Balls
17 AP
500
4.0 lbs
Requires Adept Stealth Skill (60)
Pistols 25
STR 4
Expedition: Natlan
Natlan Pistol
Pistol
Cyclotronic Pistol
Cyclotronic Rounds
19 AP
800
6.0 lbs
Requires Adept Stealth Skill (60)
Pistols 50
STR 4
Expedition: Natlan
AP Pistol
Pistols
Full-Auto Armoured Piercing Pistol
5.56mm
24 AP
3000
8.0 lbs
*TBA*
Pistols 75
STR 3
Wrath of the Rock
Fontaine Guard Revolver
Pistol
Revolver-Single Shot Shotgun Hybrid
.357 Magnum and 20 Gauge Shotgun Shell
28 AP (Revolver), 34 AP (Shotgun)
1640
4.0 lbs
*TBA*
Pistols 50
STR 4
The Ocean of Songs
Celestian Security Pistol
Pistols
Semi-Auto Silenced Pistol
10mm
30 AP
1570
8.0 lbs
*TBA*
Pistols 75
STR 3
Celestia - The Last Road
Natlan War Shotgun
Long Guns
Cyclotronic Shotgun
Cyclotronic Rounds
33 AP
2000
7.0 lbs
Requires Adept Stealth Skill (60)
Long Guns 75
STR 6
Expedition: Natlan
Bullpup Combat Shotgun
Long Guns
Pump-Action Shotgun
12 Gauge
28 AP
4650
5.5 lbs
*TBA*
Long Guns 75
STR 5
The Ocean of Songs
Chinese PDW
Automatics
Two-Handed Submachine Gun
5mm
33 AP
2500
5.0 lbs
*TBA*
Automatics 75
STR 4
The Wrath of the Rock
Natlan SMG
Automatic
High-Power Submachine Gun
10mm
25 AP
1750
5.0 lbs
*TBA*
Automatics 50
STR 7
Expedition: Natlan
.700 Double Rifle
Long Guns
Double-Barreled Anti-Saurian Rifle
.700 Nitro Express
52 AP
5000
7.0 lbs
*TBA*
Long Guns 75
STR 6
Expedition: Natlan
.557 Tyrannosaur Rifle
Long Guns
Single-Shot Heavy Anti-Saurian Rifle
.557 Tyrannosaur
80 AP
7000
9.0 lbs
*TBA*
Long Guns 100
STR 7
Expedition: Natlan
20mm Bullpup Anti-Materiel Rifle
Long Guns
Anti-Tank Rifle
20mm
52 AP
5000
10.0 lbs
*TBA*
Long Guns 100
STR 9
Expedition: Natlan
Singaporean Assault Carbine
Automatics
Assault Rifle
5.56mm
44 AP
1700
5.5 lbs
*TBA*
Automatics 50
STR 5
Zenless Combat Zone
5mm Special Carbine
Automatic
Bullpup Assault Rifle
5mm
50 AP
2000
5.0 lbs
*TBA*
Automatics 75
STR 7
Expedition: Natlan
Natlan Battle Rifle
Automatics
Assault Rifle
7.62mm
48 AP
865
8.0 lbs
*TBA*
Automatics 50
STR 6
Expedition: Natlan
Natlan Assault Rifle
Automatic
Cyclotronic Assault Rifle
Cyclotronic Rounds
22 AP
1550
5.0 lbs
*TBA*
Automatics 75
STR 7
Expedition: Natlan
Snezhnaya Assault Rifle
Automatic
2-round Burst-Firing Assault Rifle
5mm
35 AP
2500
6.5 lbs
*TBA*
Automatics 100
STR 5
Operation: Snezhnaya
Fatui Assault Rifle
Automatics
Assault Rifle
5.56mm
44 AP
7000
8.0 lbs
*TBA*
Automatics 100
STR 7
Celestia - The Last Road
Fusion Lobber
Energy Weapons
Energy Grenade Launcher
Fusion Cell
30 AP
1750
8.0 lbs
*TBA*
Energy Weapons 75
STR 5
The Wrath of the Rock
Fontaine Bolt Laser MG
Energy Weapons
Energy Bolt Machine Gun
Fusion Core
46 AP
2500
15.0 lbs
*TBA*
Big Guns 75
STR 5
The Ocean of Songs
Cryolancer
Energy Weapons
Cryo Rail Rifle
Cryo Capsule
44 AP
5750
8.5 lbs
*TBA*
Energy Weapons 100
STR 5
Operation: Snezhnaya
40mm Saurian Killer Rifle
Big Guns
Single-Shot Superheavy Anti-Saurian Rifle
40mm Indominus Rifle
80 AP
7050
8.5 lbs
*TBA*
Big Guns 100
STR 10
Expedition: Natlan
Cyclotronic MIRV Launcher
Big Guns
Cyclotronic Crowd Control Weapon
Cyclotronic Rounds
60 AP
5050
8.5 lbs
*TBA*
Big Guns 75
STR 10
Expedition: Natlan
Micro-Missile Swarm Launcher
Big Guns
Rapid-Firing Gyrojet Destroyer
Gyrojet
64 AP
7000
8.5 lbs
*TBA*
Big Guns 100
STR 8
Celestia - The Last Road
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.