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Characters from the various settlements across Fallout 4. For other factions, look at their appropriate characters.
Advertisement:Sanctuary Hills Settlers
Preston Garvey
Sturges
Voiced by: Philip Anthony-Rodriguez
'My old man taught me duct tape could fix anything, I don't think he was talking about bullet holes.'
A mechanical genius. He's one of the first settlers to reach Sanctuary Hills and later joins the Commonwealth Minutemen as their 'tech guy'.
Voiced by: Maya Massar
An elderly woman who claims to be a psychic due to her extensive chem use. She is the only lead the Sole Survivor has to finding their lost son.
Voiced by: James Sie (Jun) and Alejandra Gollas (Marcy)
A couple who recently lost their son Kyle. Jun became an emotionally crushed man because of it, while Marcy responds by being angry and irritable at the world.
Advertisement:Diamond City Citizens
See Fallout 4 Diamond City
Goodneighbor CitizensBunker Hill MerchantsMayor
Kessler
Bunker Hill's mayor, responsible for managing the town's funds and paying protection money to the Raider gangs.
Traveling Caravans
A smart-mouthed, chain-smoking wandering junk seller, and likely the first travelling merchant the player will meet.
Bunker Hill's resident armour merchant - a portly, no-nonsense man who tours the Commonwealth's settlements with his pack brahmin, 'Ol' Girl.'
Cricket
Voiced by:Ashly Burch
An erratic, emaciated arms dealer. From Bunker Hill, her caravan - and her brahmin, 'Spot' - brings high-powered weapons to the wasteland.
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Doc Weathers
A slick and shifty traveling doctor, who - with his brahmin, 'Idiot' - offers medical supplies and services to the settlers of the Commonwealth.
Other Residents
A wealthy merchant owning multiple caravans based out of Bunker Hill (Such as the ones listed above) - also a contact to the Railroad in charge of smuggling Synths to various safehouses and away from the Commonwealth.
Deb, Kay and Meg
Voiced by: Mandy Kaplan (Deb) and Miya Horcher (Meg)
The Hill's permanent residents - Deb deals in junk and repairs, Kay's the town doctor, and their daughter Meg provides tours.
Vault 81 Inhabitants
Voiced by: Jack Riedy
A child living in Vault 81 who is eager to meet the Sole Survivor, being the very first outsider he gets to lay eyes on.
Voiced by: Rachel Pace
Austin's only friend and the second child whom the Sole Survivor meets.
Vault 81's resident schoolteacher.
Voiced by: Cindy Robinson
The current Overseer of Vault 81.
Voiced by: Brandon Bales (Robert) and Ashly Burch (Tina)
Brother-sister twins. Robert works as the engineer of the Vault's generator and is a junkie, while Tina sells chems behind the Overseer's back.
Voiced by: Stephanie Komure
A doctor located at Vault 81's entrance.
The original Overseer of Vault 81. Her iron morals are why Vault 81 survived to the present day.
The Castle Residents
Voiced by: Elisabeth Noone
A veteran Minuteman who left the organization when the Castle was lost and the last general died, disgusted at the infighting that was taking roots in the organization. She returns when she hears the Minutemen have re-taken the Castle and are united under a new General to see if they are worth re-joining.
Sarge
A Sentry Bot that guards The Castle, and resides in the Castle Tunnels to attack any intruders.
Cabot Family
Youngest of the Cabot family, she is prone to boredom and flightiness.
Jack Cabot
Voiced by: Don McManus
A wealthy scientist who employs the Sole Survivor's services.
The Patriarch of the Cabot family who is locked inside Parsons State Insane Asylum due to his mental instability. Before the war, he discovered an alien artifact that gave him superhuman abilities, however this caused him to become dangerously homicidal, or at least this is what Jack wants you to believe.
Edward Deegan
Voiced by Bill Holmes
A Ghoul who serves as the mouthpiece during your dealings with the Cabot family. Also their longtime bodyguard.
The Slog Residents
Founder and leader of the ghoul community of The Slog.
Holly
A flirty ghoul resident.
Voiced by:Paul Eiding
The former head of toy development for Wilson Atomatoys. Glass lost his job after protesting the direction his company was about to take, and then witnessed the world end the next day. Despite all odds, Arlen survived as a ghoul, and can be found tinkering with the Giddyup Buttercup toys he invented long ago in The Slog, a ghoul-run farmstead.
Raider Lords and Subordinates
Jared is the Raider boss who sent Gristle and his team to Concord to capture Mama Murphy & deal with Preston's Minutemen so that he can learn the secret of her Sight. Jared controls one of the biggest Raider gangs in the Commonwealth, and operates out of the Corvega Assembly Plant in Lexington. Unfortunately for Gristle, the Sole Survivor soon finds a nifty suit of Power Armor and a minigun which makes short work of him.
Ack-Ack is a Raider Lord hiding out in USAF Satellite Station Olivia and extorting supplies from the nearby Abernathy Farm. During a recent raid, her group killed one of the Abernathy's daughters and stole a locket from her body, which prompts Blake Abernathy to send the Sole Survivor to retrieve it.
An extremely deadly Raider found at Outpost Zimonja, who wears Raider Power Armor and wields a Fat Man. His close proximity to the starting area means it's dangerously easy to stumble upon him unprepared and underleveled.
A muscular Raider running the Beantown Brewery just outside Diamond City. After getting into a fight with rival Raiders at the Federal Rations Stockpile, he managed to kidnap the lead Raider's sister and hold her hostage in exchange for food. Unfortunately, he accidentally killed her shortly after she attempted to escape and must now forge letters to keep her surviving sister unaware.
The Tourette Sisters - Red and Lily
Two Raider sisters holed up in the Federal Rations Stockpile along with her sister Lily until she was captured by Tower Tom's Raiders during a fight. Now Red Tourette sends food rations to the Beantown Brewery in the hopes of keeping her sister safe until she can rescue her. Unbeknownst to Red, her sister was already accidentally killed sometime before the events of the game by Tower Tom when she attempted to escape.
The Forged - Slag and Bedlam
Slag leads the Forged raiders out of Saugus Ironworks and is notable for being one of the few Raiders motivated by more than just caps and bloodlust. His Raiders have formed a cult based around fire and metal and are some of the fiercest in the Commonwealth due to their deadly flame based weaponry.Meanwhile, Bedlam's a Raider under Slag working to mine supplies for Saugus, and who ends up stumbling upon something that should have remained buried. She leads the crew found at Dunwich Borers.
An insane Raider who has a crew set up inside D.B. Technical High School and resides deep within the lower levels. He was always vicious, but after a recent dog attack he seems to slowly be losing his mind.
A sick and twisted man who is forming a massive gang out of East Boston Preparatory School through his blood contracts and acts of torture. He was in an agreement with Bunker Hill not to attack their caravans, but breaks this deal and causes Kessler to send the Sole Survivor after him.
The Libertalia Raiders - James Wire and Gabriel/B5-92
James Wire was once a loyal Minuteman soldier serving under General Becker until his death in 2282. With no leader and dwindling supplies Wire tried to find a way to make an honest living out of Libertalia as the Minutemen began to fall apart. After being forced to execute two of his best men for stealing from a caravan Wire slowly begins giving in to the Raider lifestyle. By 2287, he has embraced this fully and is no better than any of the other gangs raiding the Commonwealth. Meanwhile, Gabriel's an escaped Synth formerly known as B5-92 who had his memory wiped and name changed by the Railroad after escaping the Institute. Unfortunately, his new persona fell in with the group of Raiders living at Libertalia and quickly became their new leader. According to Father, he has taken many innocent lives as Gabriel and needs to be stopped as soon as possible. He only appears during the 'Synth Retention' sidequest.
The L&L Gang - Captain Sally
The leader of the dreaded L&L Gang, a nasty group of Raiders that specifically target Synths and Synth supporters. With the defeat of the Institute, she and her group have grown much bolder. However, the demise of the Institute also eased the burden on the Railroad, and the raider ring now has the wrong kind of attention from the operation.
Voiced by:Robin Atkin Downes
He's the leader of an upstart gang of bad guys terrorizing Goodneighbour.
One of Sinjin's top lieutenants who accompanies him during the climax of the 'Silver Shroud' quest in Milton General Hospital.
GunnersLeader
Captain Wes
The leader of Gunner forces in the Commonwealth and their highest-ranking known member. He commands his troops from deep within Gunners Plaza, a massive base made in the ruins of an old broadcasting station to the south of Boston.
Quincy Gunners
Lieutenant Clint
Voiced by: Brandon Keener
A formally loyal Minuteman who served for ten years until he betrayed his comrades in what would later become known as the 'Quincy Massacre' where invading Gunners dealt a deathblow to the militia and effectively wiped the old Minutemen from existence. Impressed by his brutality, ruthlessness and skill the Gunners rewarded his treason by promoting him to leader of all Gunner forces stationed inside Quincy. He can be found in his makeshift command center on the overpass overlooking the ruins of the town.
A Gunner Sargent under the command of Clint in the Quincy ruins. He can usually be found on top of the old church where Sturges lived and takes shots at the player with heavily explosives.
Tessa
Death From Above Fallout 4 Release
Voiced by: Salli Saffioti
A former raider who now serves Lieutenant Clint as one of the Gunner Bosses controlling the ruined town of Quincy. She prefers to get in close with melee attacks and beat her victims to death.
Voiced by: William Salyers
A high-ranking Gunner mercenary encountered near the ruins of Quincy. He's looking for ghouls to enslave since their radiation immunity makes them very useful workers and will pay the Sole Survivor if they agree to hand over a ghoul child they just met.
Other Characters
The Overseer of Vault 111 in 2077, only briefly encountered during the prologue. Since the vault's residents were all cryogenically frozen, he was responsible for controlling the vault's food rations, keeping tabs on the researchers, and managing the security staff. His incompetent leadership and refusal to allow anyone to leave the vault quickly led to conflict with the vault's security personnel, who were largely kept in the dark about the details of the vault's experiment. As the experiment was only meant to last for six months, food supplies rapidly dwindled, until the security personnel finally lost all patience with him and staged a mutiny, killing him and all of the researches. The Vault was subsequently abandoned, leaving its residents entombed in their cryo pods.
Rex Goodman
Death From Above Fallout 4
Voiced by: Richard Tatum
A Shakespeare-obsessed intellectual (of sorts). At the beginning of the game, Rex is captured by a gang of Super Mutants alongside his friend Strong, requiring the player to rescue them. Wsappx.
A wandering little girl and her Sentry bot companion, respectively. Kat is a merchant who sells you stuff; Gus is her robot guardian.
A mysterious traveling vigilante who cosplays as a comic book hero known as Manta Man. He appears after the player completes The Silver Shroud questline.
Voiced by: Kyle Hester
An artist whose gallery is being invaded by raiders. It's clear from the first room that they might not be the most dangerous thing there.
A Mr. Handy robot that was 'liberated' by the Robot Liberation Front, and was programmed to 'Just Be'. As such, he's now floating in circles around the Sunshine Tidings co-op.
Voiced by: Jay Giannone
The first ghoul to be created, he was a notorious gangster back before the Great War. He's since hidden himself away in a makeshift bunker that had once been a hideout, even as his crimes slowly begin creeping up to him.
Voiced by: Ping Wu
A ghoulified Chinese naval captain who's been stranded in his Yangtze submarine off the Commonwealth coast since the Great War. Long remorseful for his own actions against the Americans, he longs to return to China but is unable to without the right fuel rods. The Survivor can help him, or put him out of his misery permanently.
Voiced by: Time Winters
The leader and presumably only member of the 'Salem Volunteer Militia'. Barney can be found on the roof of his family home shooting mirelurks, and then instructs the player to reactivate his turrets. He'll reward you with a powerful sniper rifle that does extra damage against mirelurks.
Voiced by: Clarke Kohler
The proprietor of the Combat Zone, a fighting arena built inside an old theater. When the Sole Survivor comes and kills the raiders who've overrun the place, he's initially upset at the loss of revenue, but then decides to use the opportunity to pass on Cait's contract to them.
Voiced by: Emil Pagliarulo
A man that hangs out around the South Boston Police station. At first, he seems like a friendly fellow, and offers you to purchase a 'charge card', equivalent to 100 caps, for use at any merchant in the Commonwealth. It's quite obvious it's all a scam, reinforced by the fact that he'll call you a retahd if you fall for it.
Greygarden is a hydroponics facility set up a few days before the Great War, created to be a facility entirely staffed by robots. As the nuclear explosion was too far away to destroy them utterly, they continued their work. Most of the robots are worker Mister Handies with generic personalities, but the three supervisors, inspired by their creator's love of television, have very distinct personality traits.
Automatron Characters
See: Fallout 4 Companions
The Big Bad of the Automatron DLC, the Mechanist has created an army of robots which are terrorizing the Commonwealth, killing everything in their path, while he simultaneously broadcasts a message with his array of Eyebots telling the people of the Commonwealth not to fear them and that they will bring about a new age of peace and justice.
A Robobrain who has been captured by the Rust Devils. The Sole Survivor rescues her in exchange for the location of The Mechanist's underground base.
Far Harbor DLC - Commonwealth Characters
A family of Japanese descent and the reason why you're roped into going into Far Harbor. Kenji and Rei have differing opinions on their daughter's sudden disappearance. Kenji believes that Kasumi should've stayed at their home, while Rei believes that he coddles her too much and finds comfort that her daughter made the choices to do so.
Vault-Tec Workshop DLC - Vault 88 Characters
The Overseer for Vault 88 who became trapped behind a cave-in when the bombs fell. The Vault was never finished, and the radiation from the nearby uranium deposits ghoulified her and the rest of the construction crew, but she was the only one who managed to avoid going feral.
Upon being rescued by the Sole Survivor, Barstow decides to let them have full run of the place as thanks for rescuing her, on the condition that they help her rebuild the Vault and let her run some Vault-Tec experiments vital to the preservation and improvement of society.
Test Subject A
The first of the three first Vault Dwellers you accept into Vault 88. She's an unnamed Settler woman who appears alongside Clem and B to settle there. She's overly suspicious of your intentions but welcomes the chance at a new life with a safe place to eat and sleep.
The second of the three first Vault Dwellers you accept into Vault 88. He has a tendency to lie, and only came into the Vault under the opportunity of water, food and shelter. That's all there is.
An unseen Vault-Tec developer who decided to make inventions that actually helped people. Everyone else hated him.
Nuka-World DLC - Commonwealth Characters
A Raider boss from the Commonwealth who takes offence at the Sole Survivor establishing Raider settlements, seeing it as muscling in on his turf.
Index
Death From Abovetypebase weaponCombatdamageAP usedspecialCore Statsfire raterangeaccuracyweightvalueWeapon Infoammoclip sizeRelated PerksdamagemodsMisc.
The Death From Above is a unique weapon in Fallout 4.
CharacteristicsEdit
Effectively a Nimble missile launcher, Death from Above grants a 75% increase in movement speed while aiming down the sights. Otherwise it is no different from any regular missile launcher and features only the standard mods.
Weapon modificationsEdit
VariantsEditLocationsEdit
Sold by Teagan aboard the Prydwen after obtaining the rank of Paladin.
Death From Above is a quest in Fallout 76.
Synopsis[edit | edit source]
When the dwellers gain access to the nuclear weapons of Appalachia, they can unleash it on each other. Can you escape the blast?
Walkthrough[edit | edit source]
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Death_From_Above_(Fallout_76)&oldid=2121536'
(Redirected from Death from Above)
I can't believe it. All those years of work. All of it, for what? One botched operation?
”— Scribe Rothchild
Death From Above is a quest and achievement/trophy in the Fallout 3add-onBroken Steel.
Quick walkthrough[edit | edit source]
Detailed walkthrough[edit | edit source]Talk to Scribe Rothchild[edit | edit source]
After you wake up in the Citadel's clinic, after completing the 'Take It Back!' quest, you are greeted by Elder Lyons, who gives a short overview of what happened during the two weeks you have been unconscious. He then sends you to Scribe Rothchild for a more detailed briefing. Rothchild explains how the Brotherhood systematically attacked Enclave camps with the help of Liberty Prime which has proven to be far more effective than expected. The objective of your mission is to learn how the Enclave are still able to communicate and coordinate their scattered forces, even though Raven Rock has been destroyed. It is believed that the Enclave-controlled satellite relay station might be able to provide answers and you are sent there to assist the assault.
Assault the satellite relay station[edit | edit source]
When you arrive at Rockland Car Tunnel, you are briefed by Paladin Tristan. As in Take It Back!, Liberty Prime will take point, with you and other knights providing support. The first phase of the assault proceeds much like that mission, as the giant robot stomps implacably down a canyon, swatting Vertibirds out of the sky and crushing all 'Communist' opposition in its path.
When the Brotherhood force arrives at the relay station, Liberty Prime analyzes it for weaknesses and then punches a hole in its wall, allowing entrance. Soon afterward, however, he warns that an uplink transmission has been detected and that an orbital strike is imminent. If you do not stay back or immediately retreat to a safe distance from the robot, you will be killed.
Liberty Prime is wrecked by the missile strike, managing to drag himself only a few yards with his remaining arm before shutting down. In the process, his head comes off; it can be activated to hear some of his anti-Communist phrases, now slurred and garbled.
Gather data from the relay station[edit | edit source]
The surviving Brothers regroup, and Tristan orders you to enter the base and find out what just happened. Assisted by a squad of paladins and Operations Officer Edwards, you must fight through many Enclave soldiers before finally reaching a computer room. Encrypted codes can be downloaded from the mainframe terminal.
Return the data to Scribe Rothchild[edit | edit source]
You are told to return to the Citadel and give the codes to Scribe Rothchild for further investigation. After lamenting the robot's fate, Rothchild takes the data and directs the player to Elder Lyons. Talking to him finishes Death From Above and starts the next quest, Shock Value.
Quest stages[edit | edit source]
Notes[edit | edit source]Transition quotes[edit | edit source]
Behind the scenes[edit | edit source]
Bugs[edit | edit source]
Retrieved from 'https://fallout.gamepedia.com/index.php?title=Death_From_Above&oldid=1950185'
Fallout 4 arms its players with an enormous arsenal of customizable unique weapons and legendary weapons, including an extraordinary collection of rare and high-powered implements of destruction. Here's the lowdown on some of Fallout 4's best unique guns.
Want to get these weapons right now? Head over to Console Command Cheat Codes and grab them now!
The Wazer Wifle[edit]
The Wazer Wifle is a powerful weapon granted when a player complete Fallout 4's main quest line. The Wazer Wifle's primary appeal is it's unlimited magazine capacity. This does not mean that the gun has an unlimited supply of ammunition. It simply allows you to use all the ammunition without a single reload. This makes it murderous in sniping and VATS. As most enemies take at least superficial damage from laser blasts, the Wazer Wifle's continual availability makes it a perfect everyday weapon.
The Wazer Wifle's smaller cousin, the Prototype UP77, functions in a similar manner
The Alien Blaster[edit]
Fallout's iconic sci-fi gun returns! The blaster has limited ammo but packs an extraordinary punch.
AlienBlasterPistol.jpg
It's very easy to grab..let us show you how.
The Deliverer[edit]
Few weapons can make as much impact on the early game as this superb pistol. The Deliverer deals a respectful amount of damage with a good rate of fire, but the real treat is that it's chambered for plentiful 10mm ammunition. It's extraordinarily useful against the enemies you'll encounter at low-to-mid levels, especially for a VATS build.
The Deliverer can be obtained by completing Tradecraft.
Broadsider[edit]
The Broadsider is a freakin' giant cannon. The fire-rate is terrible, though it can be modded for improved performance. But the real appeal is shooting robots with cannonballs.
The Broadsider is fairly easy to grab..just complete the Last Voyage of the USS Constitution.
Fat Man[edit]
Though difficult to aim, the Far Man mini-nuke launcher is an unparalleled heavy weapon, launching high-explosive nuclear charges in a plunging arc. Clever players may choose to quicksave before loosing even a single precious round from this awesome weapon. If you have the ammo, the MIRV launcher is extraordinary.
A Fat Man can be easily acquired in the first minutes of the game.
Syringer[edit]
The Syringer allows a player to fire custom chemically-crafted ammunition at enemies for a variety of effects and facilitates debuffing. It's easily acquired after completing Hole in the Wall in Vault 81.
OtherUnique Weapons
|
Name |
Effect |
|||
---|---|---|---|---|
2076 World Series Baseball Bat |
Potentially launch targets in the air. |
|||
Ashmaker |
May light enemies on fire. |
|||
Automatic Laser Musket |
Capable of automatic fire. |
|||
AX90 Fury |
Deal 50% more damage on Super Mutants. |
|||
Big Boy |
Additional projectiles. |
|||
Big Jim |
Increase the chance to cripple target's leg by 20%. |
|||
Broadsider |
None. |
|||
Death From Above |
Movement is 75% faster while aiming. |
|||
Deathclaw Gauntlet |
None. |
|||
Deliverer |
Improved VATS hit chance, 25% less Action Point Coast. | |||
Eddie's Peace |
Extra limb damage. |
|||
Experiment 18-A |
25% faster fire rate, 15% faster reload. |
|||
Final Judgment |
25% faster fire rate, 15% faster reload |
|||
Furious Power Fist |
Increased damage after each consecutive hit. |
|||
General Chao's Revenge |
Deal 50% more damage on robots. |
|||
Good Intentions |
Critical hits cause target to frenzy. |
|||
Grognak's Axe |
Targets take bleed damage, more stagger. |
|||
HalluciGen Gas Grenade |
Chance to frenzy targets for 60 seconds. |
|||
Homing Beacon |
Call's down a missile strike from Zao's sub. |
|||
Institute Beacon |
Summon Synths. |
|||
Junk Jet |
None. |
|||
Justice |
Chance to stagger on hit. |
|||
Kellog's Pistol |
Refills Action Points on Critical Hit. |
|||
Kremvh's Tooth |
Targets bleed and are poisoned. |
|||
Les Fusil Teribles |
Deals 25% more damage, no recoil. |
|||
Lorenzo's Artifact |
Uses telekinesis to push targets away. |
|||
Old Faithful |
Double damage on targets with full health. |
|||
Partystarter |
Deals 50% more damage on humans. |
|||
Pickman's Blade |
Sneak attacks increase damage, targets bleed. |
|||
Prototype UP77 'Limitless Potential' | Unlimited ammo capacity. | |||
Railway Rifle |
None. |
|||
Reba II |
Deals 50% more damage on Mirelurks and bugs. |
|||
Reckoning |
15% less damage while standing still. |
|||
Righteous Authority |
Critical shots do double damage, meter fills 15% faster. |
|||
Rockville Slugger |
Action Points cost 40% less. |
|||
Sentinel's Plasmacaster |
Double damage on targets with full health. |
|||
Shem Drowne's Sword |
Deals radiation damage. |
|||
Shishkebab |
None. |
|||
Spray 'n' Pray |
15 damage points in damage effect. |
|||
Survivor's Special |
The lower your health, the greater the damage. |
|||
The Gainer |
Target is set of fire, 15 damage points. |
|||
The Last Minute |
Deals 50% more limb damage. |
|||
Tinker Tom Special |
Increases VATS accuracy but costs more Action Points. |
|||
Virgil's Rifle |
Deals 50% more damage to Super Mutants. |
|||
Wastelander's Friend |
Deals 50% more limb damage. |
|||
Wazer Wifle |
Unlimited ammo. |
Legendary Weapon Effects
[edit]
Name |
Effect |
|||
---|---|---|---|---|
Assassin's |
50% more damage against humans |
|||
Automatic |
Automatic fire mode |
|||
Berserker's |
More damage the lower your damage resistance is |
|||
Bloodied |
More damage the lower your health is |
|||
Cavalier's |
15% less damage while blocking or sprinting |
|||
Crippling |
50% more limb damage |
|||
Enraging |
Critical hits cause target to frenzy |
|||
Explosive |
Bullets explode on impact doing 15 area effect damage |
|||
Exterminator's |
50% more damage against Mirelurks and bugs |
|||
Freezing |
10 points cryo damage and will freeze targets on critical hits |
|||
Furious |
Damage increase after each hit on same target |
|||
Ghoul Slayer's |
50% more damage against Ghouls |
|||
Hunter's |
50% more damage against animals |
|||
Incendiary |
Sets target on fire for 15 points of damage |
|||
Instigating |
2x damage if the target is at full health |
|||
Irradiated |
50 points additional radiation damage |
|||
Junkie's |
Damage increase more withdrawal affects you are suffering |
|||
Kneecapper |
20% chance to cripple the target's leg |
|||
Lucky Weapon |
Critical shots do double damage and the critical meter fills 15% faster |
|||
Medic's |
Heals targets instead of hurting them |
|||
Mutant Slayer's |
50% more damage against Super Mutants |
|||
Never Ending |
Unlimited ammo capacity |
|||
Nimble |
75% faster movement while aiming |
|||
Nocturnal |
Does increasing amounts of damage as the night grows longer and less damage during the day |
|||
Penetrating |
Ignores 30% of the target's damage and energy resistance |
|||
Plasma Infused |
Adds 10 points of energy damage and can turn enemies into goo |
|||
Poisoner's |
Target is poisoned for 10 seconds |
|||
Powerful |
Provides 25% more damage |
|||
Quickdraw |
Costs 25% fewer Action Points |
|||
Rapid |
Provides 25% faster fire rate, 15% faster reload |
|||
Relentless |
Refills your Action Points on a critical hit |
|||
Sentinel's |
15% less damage while standing and not moving |
|||
Staggering |
Chance to stagger on hit |
|||
Stalker's |
If you are not yet in combat, increases VATS accuracy but costs more AP |
|||
Troubleshooter's |
Does 50% more damage against robots |
|||
Two Shot |
Shoots an additional projectile |
|||
VATS Enhanced |
Improved VATS hit chance, 25% less Action Point cost |
|||
VATS Enhanced |
40% less Action Point cost |
|||
Violent |
Deals +25% damage and limb damage, but has more recoil |
|||
Wounding |
Targets bleed for 25 points of additional damage |
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