Weapons



Horizon adds quite a few new  including many changes and updates. The biggest change can be faced when installing Desolation Mode where Ammunition is very rare forcing you to think about which weapon is more wisely to use.

NOTE: The Weapon lists are currently incomplete! Well, most Weapons are available on the Horizon-Wiki though.

General Changes

 * Ranged weaponry has its critical damage significantly reduced
 * Mods that have critical damage now say the actual value instead of vague wording
 * Automatic firing mode does not affect damage
 * Weapons Pack

Modifications

 * Hunting Rifle: .45-70 Receiver (replaces the "Tuned Receiver")
 * Combat Rifle: 7.62 Receiver (replaces the "Hair Trigger Receiver")
 * Flamer: Concentrated Napalm Tank - Exceptional Damage
 * Flamer Weapons: Setting enemies on fire now ticks for less damage per second, but weapon base damage can be upgraded higher now
 * Combat Rifle: The automatic receivers are increased to right under semi (I must have missed a few of these before)
 * 10mm Pistol: Hardened auto receiver is increased to right under semi
 * 10mm Pistol: Cryo receiver was dropped down to Gun Nut rank 2, but requires Science rank 2 also
 * The 10mm unique item sold on vendors no longer comes with a cryo receiver
 * Light Machine Gun: .50 Receiver has increased damage (and now requires Commando rank 3)
 * Light Machine Gun: Incendiary Receivers slightly increased in damage
 * Light Machine Gun: Advanced receiver is now also automatic (since this weapon is supposed to be automatic-based)
 * Fixed the order that some receivers display when modding weapons
 * Fixed a bug with Curie's weapon not generating ammo
 * Fixed a bug with Nick's 2nd weapon not generating ammo

Requirements

 * Equipping most heavy weapons and large melee weapons require a certain base Strength now
 * Temporarily buffed strength does NOT allow you to meet the requirements
 * Temporary debuffs shouldn't effect your ability to equip weapons
 * Being in Power Armor will bypass any strength requirement on weapons
 * Exiting Power Armor will unequip the weapon if you lack the strength
 * Degraded weapons will lower the Strength requirement, for example, a -20% Fat man can be used by a player with only 5 strength.

Strength

 * (0) Most weapons, Grenade Launcher, Incinerator, MicroSledge,
 * (4) Railway Rifle, Shishkebab, Katana, Sledgehammer,
 * (5) Light Machine Gun, Cryolator, Gauss Rifle, Scythe, Thermic Lance, Power Fist, Robot Mace, Pipe Mace,
 * (6) Fat Man, Flamer, Junkjet, Grognak Axe
 * (7) Missile Launcher, Gatling Laser, Machete Glaive
 * (8) Minigun, Super Sledge, Handmade Axe, Skull Pike
 * (9) Killamajig, Broadsider, Improvised War Club

Condition

 * Weapon condition now has a new slot, which should no longer be subject to those weird FO4 workbench bugs
 * Weapon condition comes in 6 levels:
 * Good Condition,
 * Degraded (-5%),
 * Degraded (-10%),
 * Deteriorated (-15%),
 * Deteriorated (-20%),
 * Ruined (Unusable)
 * Weapon suffix tags now show the -X% so you know exactly what the penalty is
 * Weapon suffix tags are shortened to just the -X% numbers if you use the new optional naming addon
 * Each degraded level reduces the effectiveness of ALL stats by that number: damage, speed, recoil, reload speed, and vats cost
 * Most weapons can now be repaired to "Good Condition" once again (from any level of damage)
 * Conditions are pre-set and weapons do not deteriorate with use.
 * Destroyed weapons can be only fired several times before breaking down completely.
 * There are different repair recipes for each style of weapon, including 3 types for melee
 * Existing weapons may have different condition names so that you know it's an older weapon, such as: "Refurbished Condition" and "Damaged"
 * You can reverse-engineer low-condition weapons at the ZX-1 Experimentation Lab and craft normal one.

Weight
"The weights of weapons and mods seem a bit unrealistic in terms of how drastic the mods effect the weight, so this is being rebalanced. My goal with reworking weights, is so that a weapon that roughly weighs a certain weight, stays closer to this average weight."

- zawinul


 * Most "Standard" mods for ranged weapons are reduced to 0 weight, so that they are not effecting the base weapon weight at all
 * Submachine mods are drastically lowered, but the base weight is slightly increased (so that the SMG hovers around 10 pounds)
 * Weights on receivers for most firearms have been reduced
 * Other weapon mods will follow in time

Receivers

 * Most receivers now have a better progression (in terms of crafting requirements) and purpose
 * All receivers on ranged weapons now require weapon parts to craft them

Magazines
Each magazine now offers a specific advantage, even if it's only a small difference


 * The following weapons are affected: 10mm, Deliverer, Combat Rifle, Combat Shotgun, Assault Rifle, Pipe Guns
 * Standard Magazines: Are now slower by default to try and replicate are more realistic base speed
 * Quick Eject Mag is now "Rapid Eject Magazine", and is intended to always be the faster reload speed now
 * Rapid Eject Magazine: Slightly slower than before, but still feels noticibly fast over standard
 * Drum Mags: Slightly slower than standard mags
 * Quick Eject Large Mags: Slightly slower than regular quick eject mags

Laser Barrels (All)

 * Prismatic barrels now deal Cryo, Physical,and Radiation damage
 * High Intensity barrels now just deal fire damage, and no AP
 * Crit barrel does +10% crit chance and +20% crit damage
 * The Gamma Wave barrel no longer uses a different ammo type (since ammo is controlled separately now)
 * The Gamma Wave barrel properly adds 11 Rad damage
 * The Gamma Wave barrel adds +25% base energy damage
 * The Gamma Wave barrel "charge up" time for full power is cut in half, to 1.5 seconds (down from 3 seconds)
 * The X-24's Gamma Wave barrel now has a custom graphical attachment which displays the lights for the "charge level" for damage
 * Vanilla Laser/Institute guns have a new standard Long Barrel for a lower-level option
 * Outdated barrels will graphically display as a standard barrel attachment
 * X-24 barrels properly add reduced stability (scope sway)
 * All barrels have reduced stability (scope sway)
 * Most laser barrels have reduced range

Augments


A new slot has been added to weapons to allow them to be slotted with an extra mod


 * Augments cannot be crafted
 * Augments rarely drop from some locked containers, boss containers, and legendary enemies
 * Augments drop by themselves (not attached to a weapon), so they are more clearly visible
 * Augments can be added or removed from weapons at anytime
 * The loose mods can be found in the "Mods" tab of your inventory
 * Adds a suffix to the name of the weapon when an augment is added: [A+]

Poison Upgrades
Most melee weapons now have an additional mod slot for applying poisons
 * Poisons are permanent once crafted
 * Most poisons require the rare mutated animal ingredients
 * Poisons come in 3 flavors right now: Poisoned, Irradiated, and Poisoned+Irradiated
 * Each type of poison has 3 levels of upgrades each
 * Each upgrade requires specific skills

Weapons
Overall, weapons are currently too good quality (or worth too much) in a world that has such a low population and so many weapons, and this needs better balancing..


 * Degraded (-5%) is now worth -50% caps value (down from -10% value)
 * Degraded (-10%) is now worth -75% caps value (down from -20% value)
 * Deteriorated and Ruined weapons are worth 0 caps value
 * You can still repair weapons to "Good Condition" to sell for full caps value, but obviously it costs you materials
 * Deteriorated and Ruined weapons will drop way more often now (which is how it used to be before I had those ammo issues awhile back)

NOTE: Certain enemy types (like gunners) will still have a better chance to have better condition weapons

Mods

 * Most vanilla/horizon weapon mods are now set to increase their values equally to the loose mod's value
 * This means that extracting a mod to sell it separately shouldnt yield any extra caps over just selling the weapon with mods in it
 * Values for specific mod types are usually the same across most weapons (ex: all long scopes are the same value, all heavy receivers are the same value, etc.)
 * Not everything is fully completed yet, and armor isn't done yet
 * Any patched weapons are entirely up to the patch author to set this (it can be a somewhat tedious process)

Scrapping (Parts Overhaul)

 * All weapons that give parts, now give the same starting amount of parts (generally 2 parts)
 * You gain extra parts based on your Salvaging Skill (up to +3 parts.. giving 5 total)
 * Extra parts are gained at: 30 Skill, 60 Skill, and 90 Skill
 * You gain a very small amount of Salvaging Skill every time you scrap a weapon
 * Scrapping from the Personal Toolkit AND the Weapons Workbench now gives the same amount of parts (including the bonus parts)
 * Weapons that give parts will ONLY give weapons parts now as their base scrap (no screws or anything)
 * Heavy weapons give 2x skill per scrap, pipe weapons give 0.5x per scrap
 * Hybrid weapons can give different parts
 * The Combat Plasma Gun should now scrap into parts
 * Some weapon parts can be disassembled in the Tech Lab (not all types)
 * You can no longer upgrade a damaged weapon to good condition

Crafting
Option 1: Weapons Lab

Option 2: ZX-1 Experimentation Lab


 * Step 1: Build a ZX-1 Experimentation Lab in your favorite settlement
 * Step 2: Acquire some Alloys (either from a legendary enemy with a prototype item, or from specific junk that may contain some)
 * Step 3: Use the Lab, and follow the menu system (outlined below)

Weapon Skills

 * Weapon Skill is usually based on the weapon itself, and NOT the mod attachments (except Sniper which requires a Scope)
 * Weapons can only be 1 skill. ex: Gatling Laser is a Heavy Weapon and NOT a "Standard" Energy Weapon
 * Weapon Skill is gained upon killing Enemies, based on your current equipped weapon
 * Synths are worth 2x skill gain
 * Robots are worth 1.5x skill gain
 * Legendary enemies are worth 5x skill gain
 * If you can't figure out what skill your current weapon uses, there's a button in the skill menu that can tell you

NOTE: Killing enemies with explosives or other means, still gives the "credit" to the main equipped weapon. While this isn't a perfect system, it's acceptable enough considering the tracking method is fast, and should keep combat efficient. Available Weapon Skills


 * Firearms (Standard)
 * Sniper
 * Energy Weapons (Standard)
 * Incendiary Weapons (formerly Heavy Weapons)

=Weaponry=

Melee Weapons
NOTE: More detailed tables about item mods, crafting, damage, and other concerning Melee Weaponry can be found in the: Melee Weapons wiki.

Supermutant Weapons


Generally not very sophisticated or fast to use, but enjoy high damage.


 * Bladed Polearm
 * Board
 * Handmade Axe
 * Improvised Mace
 * Improvised War Club
 * Killamajig
 * Machete Glaive
 * Organ Pipe
 * Pipe Mace
 * Shovel
 * Skull Pike
 * Water Pipe

High-Tech Melee

 * Thermic Lance
 * Micro Sledge
 * Security Baton
 * Synth Blade

Ballistic Firearms

 * Combat Pistol
 * Combat Rifle
 * Combat Shotgun
 * Custom Rifle
 * Custom SMG
 * Deliverer
 * Double-Barrel Shotgun
 * Handmade Rifle
 * Hunting Bolter
 * Lever-Action Rifle
 * Lever-Action Shotgun
 * Light Machine Gun
 * Minigun
 * N99 Pistol
 * Pipe Bolt-Action
 * Pipe Pistol
 * Pipe Revolver
 * R55 Pistol
 * Revolver
 * Submachine Gun

Bolt/Projectile Throwing

 * Repeating Bolter: A new pipe-weapon that fires crossbow Bolts
 * Hunting Bolter: A new gas-powered weapon that uses crossbow Bolts
 * Syringer Rifle: A modified Pipe Rifle able to shoot modified medical syringes at an enemy.

Energy Weapons



 * Combat Plasma Rifle
 * Crude Laser Pistol
 * Custom Plasma Rifle
 * Gamma Gun
 * Gatling Laser
 * Handmade Gauss Rifle
 * Institute Gauss Rifle
 * Institute Tactical Pistol
 * Laser Musket
 * Laser Pistol
 * VICE Gauss Rifle
 * X-24 Laser Pistol

Laser Weapons (All types)

 * Can now "ammo swap" between: Fusion Cells, Fusion Cells (MX), Heavy Fusion Cells, Heavy Fusion Cells (MX)
 * The Institute Tactical's damage was brought in line with other lasers
 * The unused receivers are now called "Outdated" and should no longer allow you to attach old loose mods
 * You can now switch firing modes from the workbench
 * Beam colors are labeled better
 * (Any unused loose mods can be sold for caps)

Drones

 * Micro-Drone (Advanced)
 * Micro-Drone

Grenades

 * Altered Mirelurk Eggs
 * Baseball Grenade
 * Cryogenic Grenade
 * Explosive Molotov
 * Fragmentation Grenade
 * Molotov Cocktails
 * Plasma Grenade
 * Pipe Bomb
 * Pulse Grenade

Mines

 * Bottlecap Mine
 * Cryo Mine
 * Fragmentation Mine
 * Handmade Frag Mine
 * Plasma Mine
 * Pulse Mine
 * Pumpkin Fire Mine
 * Special: Improvised Mine

Traps

 * Bear Trap
 * Caltrops

Follower Weapons
NOTE: You can craft weapons for your followers. They don't require ammo. Some need some specific items you might want to hold on to instead of selling them.


 * Deception (Deacon) - 1 Jangles the Moon Monkey
 * Freedom (Preston) - n/a
 * Justice (Nick) - 6 Beer
 * Moxie (Curie) - 5 Baseball
 * Vengeance (Cait) - 8 Packs of Cigarettes
 * Veracity (Piper) - 3 Nuka-Cola
 * Victory (Danse) - 1 Vodka, 4 Mirelurk Egg
 * Winter's Edge (Nick) - 10 Cigar