Carl's Fallout 4 Guide
for PC, Xbox One, and PS4

I'm writing a Guide to Nuka World, piece by piece. Here are the newest/most popular pages:
See a full list of guides on the Nuka World page. I've written over a dozen in just a week and plan to continue. There is much more to this DLC, it will just take time to write it all. Check back for more. Comment on the appropriate page if you have a tip to share with other readers.

Fallout 4 Pistol List

Weapon Stats, AP Costs, Mods, and Perk Damage

Fallout 4 Pistols - the Plasma Gun is a great example for how weapon mods and crafting work in this game. The Plasma Gun is a good example of how weapon modifications work in Fallout 4. This Pistol will, by default, benefit from Gunslnger but can be modded to be automatic or a flamer and benefit from Commando. Players may also extend its stock to make it a Rifleman-compatible weapon and craft a sniper rifle out of it. Many guns can be changed from Pistols to Rifles just by changing from a Grip to a Stock and thus change the Perk the player benefits from when using that weapon.

This is a list of all Fallout 4 weapons that count as pistols, whether energy or ballistic, and those that - when unmodified - benefit from the Gunslinger Perk. Many of them can be modified to be automatic, or even rifles, and that would make them work with Commando or Rifleman, respectively. I realize some players might like to know the base AP cost for planning their weapons, so I've included that information by testing the lowest AP value I could use to fire once in VATS.

.44 Pistol Stats

DamageRoFClipRangeAccuracyAP Cost
50
6
6
119
66
28
Ammo Type & Notes: Takes .44 Rounds (obviously) and is a nice upgrade to the Pipe Revolver. Kellogg's Pistol is essentially a .44 with a bull barrel and the Relentless Legendary Mod. Learn more about .44 Revolver and its weapon modifications here.

10mm Pistol Stats

DamageRoFClipRangeAccuracyAP Cost
18
46
12
83
60
21
Ammo Type & Notes: Takes 10mm rounds. Learn more about the 10mm handgun and its weapon modifications here.

Alien Blaster Pistol Stats

DamageRoFClipRangeAccuracyAP Cost
55
100
42
119
73
16
Ammo Type & Notes: Takes Alien Blaster Rounds by default, but may be modified to use Fusion Cells with Rank 4 of Science. Alien Blaster Rounds are very rare, so this is a wise move that makes the gun useable. It is a silenced weapon, meaning enemies will have a hard time detecting you when hidden, but doesn't work with Mr. Sandman. If you're in the 15-25 range and have heard what sounds like a meteor streaking overhead (or seen a crash), then this is available to you southeast of Oberland Station (NW of Diamond City) If you'd like a map of where to find it, click here, then investigate the crash site to follow the trail of alien blood.

Institute Pistol Stats

DamageRoFClipRangeAccuracyAP Cost
15
66
30
71
70
20
Ammo Type & Notes: Takes Fusion Cells for Ammo. This may help you diversify your ammo use when you first get one, and hit enemies with high Damage Resistance but low Energy Resistance. Later, it is outclassed by the standard Laser Pistol. May be modified to a rifle by changing its grip to a stock. Either variant may be used as an automatic weapon with a weapons crafting bench.

Laser Pistol Stats

DamageRoFClipRangeAccuracyAP Cost
25
50
30
71
71
20
Ammo Type & Notes: Takes Fusion Cells for ammo. While slightly slower outside VATS, it has the exact same AP Cost as an Institute Laser Pistol. Even outside VATS it makes up for its slightly slower fire rate with much better damage per second overall. May be modified to a rifle by changing its grip to a stock, with either variant being capable of automatic fire with the right mods.

Pipe Bolt-Action Pistol Stats

DamageRoFClipRangeAccuracyAP Cost
35
2
6
131
64
24
Ammo Type & Notes: Takes .308 caliber ammo. May be modified to be a rifle by changing the grip to a stock. With a long barrel it can be an effective early game sniper rifle.

Pipe Pistol Stats

DamageRoFClipRangeAccuracyAP Cost
13
55
12
119
58
24
Ammo Type & Notes: Takes .38 caliber ammunition. May be modified to be a rifle or automatic weapon.

Pipe Revolver Stats

DamageRoFClipRangeAccuracyAP Cost
25
6
6
119
63
28
Ammo Type & Notes: Takes .45 caliber ammunition. Early-game, it is good for executing critical hits if you do not have a weapon with base damage this high - that is, if you have the .45 caliber ammo required.

Plasma Gun (Pistol Grip) Stats

DamageRoFClipRangeAccuracyAP Cost
25+25
33
30
119
142
24
Ammo Type & Notes: This gun deals half ballistic and half energy damage, so can be good against many types of opponent. Takes Plasma Cartridges for ammo. As the header image states, this can be changed to be automatic or a flamer (Commando) or to a sniper rifle (Rifleman). You're not likely to encounter these until higher level, due to the fact that your average raider will not have them until they're leveled up with you. Only enemies with good weaponry will carry them otherwise.

As far as I'm aware, the Gamma Gun is the only weapon missing from this list - it does not benefit from Gunslinger like the rest of these, though it does seem like a pistol. It will go on a page dedicated to energy weapons when I'm able to make it, so you can expect this section of the guide to expand immensely over time. Every weapon type will eventually have its own guide, though that will take considerable time. Send feedback to [email protected]

More Fallout 4 Guides

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Far Harbor DLC Guides

See my Far Harbor Guide for new features in the DLC. There, you can also watch the trailer and view new weapons that can be found. The area is massive, so we can expect plenty of quests and exploration in a foggy, rugged area with new and challenging creatures to battle.

Pleae note there are different endings for this DLC, something we all wanted! It's like the actual end-game of FO4 in that you can choose the outcome.

Walkthroughs
Islander's Almanac Magazine Locations
Far From Home: Quest 1
Walk in the Park: Quest 2
Where you Belong: Quest 3
Best Left Forgotten: Quest 4
Ware's Brew Quest New
The Striker New

Automatron Guides & Walkthrough

The final quest Restoring Order (Mechanist Fight/Options) is now available. I've also released a page that describes Getting Started in Automatron to accompany the main page about the DLC. This covers how to make the Robot Workbench to begin making your own Automatrons, and walks you through the first two quests while providing some tips for fighting the Mechanist's creations. Quest 3 Walkthrough: Headhunting is also live on the site.

Robots in Automatron New
Mechanist's Lair, Eyebots, and Rogue Robots covers what happens after the Mechanist story is complete.

Perks & Bobbleheads

Now that I've written about all Perks in Fallout 4, I've put them all in a list, with how they work, what you can expect, and my own opinions on them. Hope this is handy! I've also compiled map shots of all Bobblehead Locations in the game. You can choose to explore the locations on your own or read descriptions for those I've taken notes about.

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