Junk Jet

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The Junk Jet is a weapon in Fallout 4.


Similar to the Rock-It Launcher, the Junk Jet fires any junk item loaded into its hopper, such as a wrench. Items must be loaded in manually, and fired items can be picked up after being shot, making this a ranged weapon with theoretically unlimited ammunition. In practice, however, items will (about 10% of the time) be lost upon contact with the enemy as they are no longer interact-able. This sometimes results in flung items floating in the air with no support, unable to be picked up or moved.

The damage per shot and damage per second values are uncertain as the Junk Jet does much more damage if the shot is charged for approximately 1 second. It is unclear whether 40 damage is the base damage per shot or the charged damage. The statistics block is currently reflecting the base rate of fire of very nearly 1.666... shots/sec, times the listed damage. The time to charge up a shot is very close to 1 second, so the charged shots/sec is 0.625, but again, the exact damage is unclear.

The range limitations on the weapon are largely irrelevant as projectiles follow a parabolic trajectory, dropping significantly beyond effective pistol range. This makes the weapon impractical for long-range fire unless the shooter can 'lob' shots and still hit the target.

The weapon has no hard limit to its 'magazine' capacity. When reloading, the game pauses and a container interface is opened. Any junk item can be loaded into the Junk Jet. There does not seem to be a container limit (tested with approximately two thousand pieces weighting over five hundred weight units of junk), but the contained junk still counts against your weight. Therefore, the practical ammunition capacity is highly subjective, as it is only dependent how much weight in junk you are willing to carry, and you can fire the weapon indefinitely without any reload needed until the hopper is exhausted. The ammunition counter will never show more than 999 no matter how much is loaded into the hopper.

One effective strategy for the Junk Jet is to use a common, light item. Steel works well, as you can quickly refill by scrapping near-worthless weapons at a workbench. Another strategy is to use something with zero carry-weight, such as Pre-War money.

Weapon modificationsEdit

Slot Mod Description Weapon prefix Damage per shot changeIcon damage Fire rate changeIcon attack Range change Accuracy changeIcon spread Weight changeIcon weight Weapon value change in capsIcon merchant Perk needed Components Base ID
Barrel Short barrel Standard. Adhesive x2
Plastic x2
Screw x5
Steel x6
Long barrel Superior range and sighted accuracy. Better recoil. Poor hip-fire accuracy. Long +84 -1 +2.0 +20 Gun Nut 1 Adhesive x6
Plastic x3
Screw x10
Steel x13
Stock Standard stock Standard. Adhesive x6
Plastic x3
Screw x8
Steel x3
Recoil compensating stock Exceptional recoil. Recoil compensated +1 +1.5 +40 Adhesive x10
Aluminum x14
Rubber x3
Screw x12
Spring x11
Sights Standard sights Standard. Steel x2 0023a554
Gunner sight Better focus and sighted accuracy. Tactical +5 +0.2 +5 Adhesive x2
Plastic x1
Steel x3
Muzzle No muzzle
Electrification module Adds electrical damage to projectiles. Electrified +15 energyIcon electrical +0.5 +70 Gun Nut 2
Science! 1
Adhesive x6
Gears x4
Oil x10
Plastic x6
Screw x4
Spring x6
Steel x12
Ignition module Adds fire damage to projectiles. Flaming +17 fireIcon fire +0.5 +130 Gun Nut 3
Science! 1
Adhesive x5
Gears x4
Oil x10
Plastic x4
Screw x4
Spring x5
Steel x12


  • In ArcJet Systems on the table in the rocket control room. Accessing the room requires accessing a terminal that needs Advanced hacking to crack, however, the Sole Survivor can find a way to access this terminal without having to hack it. There is an unlocked terminal that has the password in the same room or if you have Nick Valentine as a companion he will unlock the terminal for you. Only accessible after starting the quest Call to Arms.
  • Dropped by Manta Man in a random encounter.


  • pcIcon pc xboxoneIcon xboxone It could be impossible to load Teddy bear into the Junk Jet - they would be unavailable as ammo. Probability to encounter this bug is higher if you put a lot of effort to collect all of them just to use with Junk Jet - because actually inside FO4 is several different kinds of Teddy Bears: generic ones which could be ammo (IDs ff0124c4 & ff0124c5 for small variation) and few with unique IDs which couldn't, but in inventory all of them stacks up as just "TEDDY BEAR". To solve this condition simple drop all your Teddy Bears on the ground and collect back only one pile with a lot of them (with description "TEDDY BEAR (xx)"). Others still could be used as regular junk to build something - just avoid to stack them up with "ammo" type. EDIT: The problem seems to be, as mentioned above, an ID problem. You can only have on version of an item in your inventory to load into the weapon. For example, if you have 10 regular teddy bears but one is stolen, the stolen one must be removed from the inventory, and the rest will be loadable. The same goes for others items, including pre-war money and Jangles the Moon Monkey. [verification overdue]

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