

It is a silenced weapon, meaning enemies will have a hard time detecting you when hidden, but doesn't work with Mr.

Alien Blaster Rounds are very rare, so this is a wise move that makes the gun useable. Learn more about the 10mm handgun and its weapon modifications here.Īmmo Type & Notes: Takes Alien Blaster Rounds by default, but may be modified to use Fusion Cells with Rank 4 of Science. 44 Revolver and its weapon modifications here.Īmmo Type & Notes: Takes 10mm rounds. 44 with a bull barrel and the Relentless Legendary Mod. 44 Rounds (obviously) and is a nice upgrade to the Pipe Revolver. 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 DamageĪmmo Type & Notes: Takes. Many of them can be modified to be automatic, or even rifles, and that would make them work with Commando or Rifleman, respectively.

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 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. Players may also extend its stock to make it a Rifleman-compatible weapon and craft a sniper rifle out of it. This Pistol will, by default, benefit from Gunslnger but can be modded to be automatic or a flamer and benefit from Commando. Comment on the appropriate page if you have a tip to share with other readers.įallout 4 Pistol List Weapon Stats, AP Costs, Mods, and Perk Damage The Plasma Gun is a good example of how weapon modifications work in Fallout 4. There is much more to this DLC, it will just take time to write it all. I've written over a dozen in just a week and plan to continue. See a full list of guides on the Nuka World page.
