Weapons
Weapons
Weapons fall into many catagories shown below. Each weapon has a single fire mode but there are some that are automatic weapons. Automatic weapons allow you to fire more the once in a single round. The following list details Automatic weapons and how many shots per round they get. When using an Automatic Weapon in V.A.T.S. action points are only spent once per round. Ex. Assault Rifle fires twice per round but still only costs the 15 action points to use it in V.A.T.S.
2-Shots
Assault Rifle
3-Shots
Submachine Gun
4-Shots
Gatling Laser
Minningun
Cost Value
The value listed below is the absolute bare minimum the item can be purchased for. It is recommended that these values be 4-5 times the value listed below. In addition, cost can be increased by things such as lack of supplies, distance to nearest city. Cost can also be lower depending on the same factors as well as character's Barter Skill.
Repairing Your Weapons
To repair your weapons you need a weapon workbench and a gun with the same name. You break down one gun to fix another gun and reduce its weapon condition based on how many weapon conditions are left on the gun that was broken down. For example, if you break down a 10mm pistol that has 6 weapon conditions, it can be used to remove 4 weapon conditions on another 10mm pistol.
When you do this, you must spend at least 10 minutes working on it and at the end of the time succeed on a Repair Skill Check. If you fail on the check, the gun you tried to break down gains a weapon condition. Perks like the Scrapper can help assist in these matters.
Pistols
Item damage range ammo weight Cost
44 pistol 4d8 119 .44 round 4 99
10mm pistol 1d8 83 10mm 4 50
Flare gun 1d10 146 Flare 4 25
Western revolver 60 36 6 66 40 0.25 .44 round 6 5.2 99
Rifles
Item damage range ammo weight Cost
Assault rifle 3d10 120 5.56mm 13 144
Combat rifle 3d10+3 119 .45 12 117
Gauss rifle 110 66 191 69 30 3.67 2mm EC 7 15.8 228 14.4
Hunting rifle 3d10+7 131 .308 10 55
Railway rifle 100 100 10 119 69 20 5 Railway spike 10 14.4 290 20.1
Submachine gun 1d10 63 .45 13 109
Syringer Variable 35 Syringer ammo 6 132
Shotguns
Item damage range ammo weight cost
Combat 5d10 20 Shotgun shell 8 15
Double-barrel 4d10+5 36 Shotgun shell 9 39
Pipe weapons
Item damage range ammo weight cost
Pipe bolt-action 3d10+4 95 .308 6 10
Pipe Pistol 1d10+3 57 .38 4 9
Pipe revolver 2d10+4 83 .45 6 6
Heavy weapons
Item damage range ammo weight cost
Fat Man 4d100+100 117 Mini nuke 31 512
Flamer 12 108 90 47 53 30 Flamer fuel 100 16.1 137 8.51 000e5881
Harpoon gun 150 2 143 63 40 Harpoon 1 16.3 205 12.58
Junk Jet 40 20 119 75 30 Most junk items 29.9 285 6.2 000e942b
Minigun 1d4+4 131 5mm 27 382
Missile launcher 150 2 203 65 45 Missile 1 21 314 14.95 0003f6f8
Broadsider 108 2 203 63 40 Cannonball 1 27.4 245 9 000fd11b
Laser
Item damage range ammo weight cost
Institute Pistol 1d10+5 66 Fusion cell 4 50
Institute Rifle 2d10+5 100 Fusion cell 6 88
Laser musket 3d10 70 Fusion cell 13 57
Laser Pistol 2d10+4 71 Fusion cell 4 69
Laser Rifle 3d10+5 100 Fusion cell 8 120
Gatling laser 1d10+4 203 Fusion core 20 804
Plasma
Item damage range ammo weight Cost
Plasma gun 4d10+8 119 Plasma 3.9 123
Other
All these weapons count as non automatic weapons and thus work with either Gunslinger, Rifleman or Sniper respectively, except the Cryolator which is counted as a heavy gun and thus works with Heavy Gunner.
Item damage range ammo weight Cost
Alien blaster pistol 5d10 100 B.R or F.C. 2.5 1551
Cryolator 2d10 90 Cryo cell 13.2 302
Tesla rifle 3d10+8 70 Fusion cell 8.1 90
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. Also, the radiation page explains the unique ways that this kind of damage is handled by the game. These are affected by the perk Nuclear Physicist in terms of radiation damage.
Gamma
Item Damage Range ammo Weight Cost
Gamma gun 10d10+10 60 Gamma round 3 156
Zeta gun 57 62.7 66 119 Gamma round 8 3.1 156 50 002266fc
Poison weapons
Poison weapons utilize the poison damage type to deal ongoing damage to targets.
Item Damage range ammo weight Cost
Acid Soaker 1d10+1 35 Acid concentrate 3 125
Explosives
Explosives have a maximum range of 93. They seem to hit an invisible wall at their maximum range. Explosives benefit from the Demolition Expert perk.
Thrown
Item Damage AOE Weight Cost
Baseball grenade 10d10+1 10ft 1 40
Cryogenic grenade 151 Icon attack 0.5 50 100
Fragmentation grenade 10d10+50 10ft 0.5 50
Homing beacon 1
Institute Pulse grenade 150 Icon electrical 0.5 100 200
Molotov cocktail 5d10+1 10ft 0.5 20
Nuka Quantum grenade 301 50 100
Plasma grenade 150 0.5 135 270
Pulse grenade 150 electrical 0.5 100 200
Placed
Item Damage AOE weight cost
Bottlecap mine 2d100+101 attack 0.5 75
Cryo mine 101 0.5 50 100
Fragmentation mine 101 Icon attack 0.5 50 100
Nuke mine 301 radiation 0.5 100 200
Plasma mine 150 electrical 0.5 100 200
Item Damage Weight Cost
Smoke grenade 1 0.5 10
Vertibird signal grenade 1 0.5 10
Traps
Placed
Placed trap name Damage Weight
Bear trap 8 5
Bleeding bear trap 8 5
Caltrops Caltrops 1 0.1
Poisoned caltrops 1 0.1
Melee weapons
Melee weapons follow the same lines as automatic weapons. Each melee weapon has a speed attached to it. A speed of Slow means you get 1 attack per round, a speed of medium gives you 2 attacks and a speed of fast gives you 3 attacks.
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.
Item Blade Damage Attack Speed Critical Damage Weight Cost
Assaultron blade 17 19.8 Medium 35 3 50
Chinese officer sword 16 18.7 Medium 35 0.46 3 50 16.7
Combat knife 9 16 Fast 20 0.45 1 25 25
Grognak's axe 25 29.8 Medium 20 1.25 10 100 10
Machete 14 16.2 Medium 30 0.47 2 25 12.5
Mr. Handy buzz blade 5 26.2 Very Fast 40 10 50
Revolutionary sword 16 18.7 Medium 35 0.46 3 50 16.7
Switchblade 8 14.6 Fast 20 0.4 1 20 20
Blunt
Blunt weapons tend to stagger opponents more frequently than bladed weapons. Like all melee weapons, blunt weapons benefit from Big Leagues and Strength.
Item Blunt Damage Attack Speed Weight Cost
Baseball bat 1d10+6 Slow 3 25
Board 14 10.5 Slow 33 0.42 3 20 6.7
Lead pipe 11 12.8 Medium 30 0.37 3 15 5
Pipe wrench 13 15.3 Medium 35 0.37 2 30 15
Pool cue 13 9.9 Slow 30 0.43 1 10 10
Rolling pin 11 12.8 Medium 25 0.44 1 10 10
Security baton 11 12.8 Medium 30 0.37 2 15 7.5
Sledgehammer 23 17.6 Slow 40 0.58 12 40 3.3
Super sledge 40 30.8 Slow 45 0.89 20 180 9
Tire iron 12 13.6 Medium 25 0.48 2 25 12.5
Walking cane 10 11.9 Medium 20 0.5 2 10 5
Fist weapons
Fist weapons benefit from the Iron Fist perk as well as from Strength. Note that fist weapons cannot be used while wearing power armor.
Item blunt damage Attack Speed Weight Cost
Boxing glove 2d6 Medium 10 10
Deathclaw gauntlett 2d10+5 Medium 10 75
Knuckles 1d10 Medium 0.5 10
Meat hook 2d10 Medium 2 32
Power fist 2d10 Medium 4 100
Unarmed 1d8 Medium 0 0
Gun Bashing
Gun bashing allows you to hit a target with a gun you are wielding. When you do, make a Melee weapon skill check as you normally would. The damage is equal to 1dX where X is the damage die of your gun. Perks can increase this damage such as the Basher.