Fallout 4: Anniversary Edition - Weapons

The weapons of Fallout 4: Anniversary Edition, built from the base game's arsenal, the six official add-ons and the Anniversary Edition's Creation Club additions. Fallout 4 has no weapon-skill list: a weapon's identity comes from its receiver, barrel, stock, magazine, sight and muzzle mods, and from...
of 31 entries · updated 2026-09-15
Name Type Description Stats Source
10mm Pistol Pistol / Semi-Automatic The Commonwealth's default sidearm and the weapon the Sole Survivor picks up in Vault 111. Ammo: 10mm Fire Rate: Medium Range: Short to Medium Accuracy: Medium Mod Slots: Receiver, barrel, grip, magazine, sights, muzzle Starting weapon in Vault 111; carried by raiders, Gunners, Triggermen and virtually every human enemy in the Commonwealth
Pipe Weapons (Pipe Pistol, Rifle, Revolver, Bolt-Action) Improvised Firearm Home-built guns cobbled together from plumbing, wood and scrap, and by far the most common weapons in the Commonwealth. Ammo: .38 (also .45 and .308 receivers) Fire Rate: Varies by frame Range: Medium Accuracy: Low to Medium Mod Slots: Receiver, barrel, stock, magazine, sights, muzzle Found on raiders everywhere; the Pipe Pistol is also lootable from the Red Rocket settlement's workshop storage
Laser Gun (Pistol, Rifle, Sniper) Energy Weapon A pre-war directed-energy weapon that converts between pistol, rifle, automatic and sniper configurations through its mod tree. Ammo: Fusion Cell Fire Rate: Medium Range: Medium to Long Accuracy: High Mod Slots: Receiver, barrel, stock, magazine, sights, muzzle Sold by Commonwealth vendors such as Arturo Rodriguez in Diamond City; carried by Brotherhood of Steel, Institute and Gunner patrols
Plasma Gun Energy Weapon The most damaging energy weapon family in the base game, firing superheated plasma that turns enemies to goo on a kill. Ammo: Plasma Cartridge Fire Rate: Slow Range: Medium to Long Accuracy: Medium Mod Slots: Receiver, barrel, stock, magazine, sights, muzzle Dropped by high-level Gunners, Institute Coursers and Children of Atom zealots; also sold by some wandering merchants
Combat Rifle Rifle / Semi-Automatic The Commonwealth's most dependable conventional rifle, feeding from .45 rounds and accepting a full receiver progression from standard to automatic, hardened, powerful, calibrated and advanced. Ammo: .45 Fire Rate: Medium Range: Medium to Long Accuracy: High Mod Slots: Receiver, barrel, stock, magazine, sights, muzzle Standard issue for Gunners and Triggermen; sold by Commonwealth vendors
Combat Shotgun Shotgun A magazine-fed automatic shotgun that carries eight shells before a reload, making it the best sustained close-quarters weapon in the base game. Ammo: Shotgun Shell Fire Rate: Fast Range: Short Accuracy: Low at range Mod Slots: Receiver, barrel, stock, magazine, sights, muzzle Carried by Gunners, raiders and super mutants; sold by weapons vendors
Assault Rifle Rifle / Automatic A heavy, water-cooled-looking automatic rifle built for volume of fire rather than finesse. Ammo: 5.56mm Fire Rate: Fast Range: Medium Accuracy: Medium Mod Slots: Receiver, barrel, stock, magazine, sights, muzzle Used by the Brotherhood of Steel and high-level raider groups; found in military installations across the Commonwealth
Submachine Gun Submachine Gun / Automatic The gangster-styled .45 submachine gun of the Commonwealth, complete with drum magazine and high rate of fire. Ammo: .45 Fire Rate: Very Fast Range: Short to Medium Accuracy: Low Mod Slots: Receiver, barrel, stock, magazine, sights, muzzle Dropped by Triggermen and raiders; the unique Spray n' Pray is sold by the wandering merchant Cricket
Hunting Rifle Sniper Rifle / Bolt-Action A bolt-action .308 rifle that forms the core of most early sniping builds, later rechambered to .50 caliber for the highest single-shot damage available outside of heavy weapons. Ammo: .308 (convertible to .50 caliber) Fire Rate: Slow Range: Long Accuracy: Very High Mod Slots: Receiver, barrel, stock, magazine, sights, muzzle Common on raiders and in hunting cabins; the .50 caliber receiver is unlocked through the Gun Nut perk
Gauss Rifle Energy Rifle / Sniper A magnetic accelerator rifle that must be charged before each shot, then releases damage that scales with the charge. Ammo: 2mm Electromagnetic Cartridge Fire Rate: Very Slow (charged) Range: Very Long Accuracy: Very High Mod Slots: Receiver, barrel, stock, magazine, sights, muzzle Sold by Proctor Teagan aboard the Prydwen; also dropped by high-level Gunners and found in far northern ruins
Minigun Heavy Weapon / Automatic A five-millimetre rotary cannon with a spin-up delay and an appetite for ammunition that makes it a power-armor weapon in practice. Ammo: 5mm Fire Rate: Extremely Fast Range: Medium Accuracy: Low Heavy Weapon: 1 Carried by super mutants and Brotherhood of Steel power armor troops; mounted on vertibirds
Fat Man Heavy Weapon / Launcher A shoulder-fired tactical nuclear weapon that launches mini nukes in a lobbed arc. Ammo: Mini Nuke Fire Rate: Very Slow Range: Long (arcing) Blast Radius: Very Large Heavy Weapon: 1 Found in military sites and near super mutant camps; carried by a super mutant suicider variant in some encounters
Missile Launcher Heavy Weapon / Launcher A four-tube shoulder launcher that fires tracking missiles with a large blast radius. Ammo: Missile Fire Rate: Slow Range: Long Blast Radius: Large Heavy Weapon: 1 Common on Gunners and Brotherhood patrols; found in military stockpiles
Flamer Heavy Weapon / Incendiary A close-range incendiary weapon that sprays burning fuel and sets both enemies and the ground alight. Ammo: Flamer Fuel Fire Rate: Continuous Range: Very Short Effect: Burning damage over time Heavy Weapon: 1 Carried by the Forged raiders at Saugus Ironworks and by Brotherhood troops; found in industrial sites
Cryolator Unique Unique Heavy Weapon / Cryo A cryogenic prototype hidden in the Overseer's office of Vault 111 behind a Master-level lock, and one of the first unique weapons the player can reach. Ammo: Cryo Cell Fire Rate: Continuous Range: Short Effect: Freezing build-up and slow Lock: Master-level terminal or lockpick in Vault 111 Vault 111 Overseer's office, behind a Master-level lock
Railway Rifle Rifle / Ballistic Exotic A steam-powered rifle that fires railway spikes hard enough to pin limbs to walls, with a distinctive whistle on every shot. Ammo: Railway Spike (recoverable) Fire Rate: Slow Range: Medium to Long Accuracy: High Special: Can pin limbs to surfaces Carried by Railroad agents and found in Railroad-linked locations
The Broadsider Unique Unique Heavy Weapon A ship-mounted cannon converted into a shoulder-fired harpoon launcher, recovered during the Last Voyage of the USS Constitution. Ammo: Cannonball Fire Rate: Very Slow Range: Long (arcing) Cost: Heavy, high Strength requirement in practice Heavy Weapon: 1 Reward from the Last Voyage of the USS Constitution questline
The Deliverer Unique Unique Pistol / Silenced The Railroad's custom silenced 10mm pistol, designed for quiet work and issued to agents who earn the organization's trust. Ammo: 10mm Fire Rate: Fast Range: Short to Medium Special: Integral suppressor, improved critical damage Mod Slots: Limited (railroad-spec, few mods) Reward from the Tradecraft quest given by Deacon and Desdemona at the Railroad headquarters
Kellogg's Pistol Unique Unique Pistol The .44 revolver carried by the mercenary Conrad Kellogg and taken from his body in Fort Hagen. Ammo: .44 Magnum Fire Rate: Slow Range: Medium Effect: Critical hits refill Action Points Special: Unique hammer-fanning reload Looted from Conrad Kellogg in Fort Hagen during the main quest Reunions
Overseer's Guardian Unique Unique Rifle A two-shot combat rifle sold by Alexis Combes in Vault 81, and widely considered one of the best general-purpose weapons in the game. Ammo: .45 Fire Rate: Medium Range: Long Effect: Fires an additional projectile Mod Slots: Full combat rifle tree Sold by Alexis Combes in Vault 81
Spray n' Pray Unique Unique Submachine Gun An explosive submachine gun sold by the wandering merchant Cricket, named for its habit of hurting the player's own legs at close range. Ammo: .45 Fire Rate: Very Fast Range: Short to Medium Effect: Fires explosive rounds Risk: Self-damage in close quarters Sold by the wandering weapons merchant Cricket, who moves between Bunker Hill, Diamond City's outskirts and Quincy
Righteous Authority Unique Unique Laser Rifle The laser rifle given by Paladin Danse on completion of the Brotherhood of Steel's Call to Arms recruitment mission. Ammo: Fusion Cell Fire Rate: Medium Range: Long Effect: Critical meter fills faster, improved critical damage Mod Slots: Full laser gun tree Reward from the Call to Arms quest, given by Paladin Danse at the Cambridge Police Station
Shishkebab Melee / Flame Sword A motorcycle fuel tank, pressure hose and blade welded into a flaming sword, built by the Forged raiders of Saugus Ironworks. Damage: High plus burning damage over time Speed: Fast Reach: Medium Special: Sets targets alight Saugus Ironworks, taken from the Forged raider leader Slag during the Out of the Fire quest
Super Sledge Melee / Heavy A hydraulically assisted sledgehammer that delivers the biggest single melee hits in the base game at the cost of a slow swing and heavy Strength requirement. Damage: Very High Speed: Slow Reach: Medium Requirement: Heavy Strength investment Carried by super mutants and high-level raiders; sold by Commonwealth melee vendors
Power Fist Unarmed / Powered A hydraulic piston strapped to the forearm that turns unarmed combat into heavy weapon damage. Damage: High Speed: Fast Reach: Very Short Mods: Puncturing, heating coil, Tesla coil, hydraulic Carried by Swan in Boston Common and by other unarmed heavy enemies; sold by some vendors
Deathclaw Gauntlet Unarmed / Crafted A trio of deathclaw claws bound to a fist and grip, dealing bleeding damage that ignores better armor than a Power Fist does. Damage: Very High Speed: Fast Reach: Very Short Effect: Bleeding damage over time Crafted at any workshop from a deathclaw hand; the recipe is available by default
Tesla Rifle Energy Weapon / Automatron An add-on weapon from Automatron that arcs electricity between targets, chaining damage to nearby enemies. Ammo: Fusion Cell Fire Rate: Medium Range: Medium Effect: Chains electricity to nearby targets Source Pack: Automatron Carried by the Mechanist's robots during the Automatron questline and crafted from salvaged robot parts
Kiloton Radium Rifle Unique Unique Rifle / Radiation A Far Harbor exclusive sold at the Children of Atom's submarine base, combining radiation damage with explosive rounds. Ammo: .45 Fire Rate: Medium Range: Long Effect: Explosive rounds plus radiation damage Source Pack: Far Harbor Sold by Kane aboard the submarine at the Nucleus in Far Harbor
Atom's Judgement Unique Unique Melee / Radiation A super sledge variant recovered from the Children of Atom on Far Harbor, layered with a radioactive core that adds radiation damage on top of its already immense physical damage. Damage: Extremely High plus radiation damage Speed: Slow Reach: Medium Source Pack: Far Harbor Obtained from the Children of Atom during the Visions in the Fog questline on Far Harbor
Splattercannon Unique Unique Rifle / Nuka-World A legendary handmade rifle sold by Aaron Corbett in the Nuka-Town market, built around a furious rate of fire and the Furious effect, which stacks damage on repeated hits against the same target. Ammo: 7.62mm Fire Rate: Fast Range: Medium to Long Effect: Damage increases with each consecutive hit on the same target Source Pack: Nuka-World Sold by Aaron Corbett in the Nuka-Town market in Nuka-World
Aeternus Unique Unique Gatling Laser / Nuka-World A gatling laser awarded through the Amoral Combat arena fights in the Nuka-World Gauntlet, carrying the Never Ending effect that removes the need to reload. Ammo: Fusion Core Fire Rate: Very Fast Range: Medium Effect: Never Ending (no reloading) Heavy Weapon: 1 Source Pack: Nuka-World Awarded from the Amoral Combat fights in the Nuka-World Gauntlet
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