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Cleanup (Issue: Contradictory stats in the infobox.)
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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 interactable. 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 carry weight. Therefore, the practical ammunition capacity is highly subjective, as it is only dependent how much weight in junk one is willing to carry, and one 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 one 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.
|Slot||Mod||Description||Weapon prefix||Damage per shot change||Fire rate change||Range change||Accuracy change||Weight change||Weapon value change in caps||Perk needed||Components||Base ID|
|Barrel||Short barrel||Standard.||–||–||–||–||–||–||–||–|| Adhesive x2|
|Long barrel||Superior range and sighted accuracy. Better recoil. Poor hip-fire accuracy.||Long||–||–||+84||-1||+2.0||+20||Gun Nut 1|| Adhesive x6|
|Stock||Standard stock||Standard.||–||–||–||–||–||–||–||–|| Adhesive x6|
|Recoil compensating stock||Exceptional recoil.||Recoil compensated||–||–||–||+1||+1.5||+40||–|| Adhesive x10|
|Sights||Standard sights||Standard.||–||–||–||–||–||–||–||–||Steel x2||0023a554|
|Gunner sight||Better focus and sighted accuracy.||Tactical||–||–||–||+5||+0.2||+5||–|| Adhesive x2|
|Electrification module||Adds electrical damage to projectiles.||Electrified||+15 energy||–||–||–||+0.5||+70|| Gun Nut 2|
| Adhesive x6|
|Ignition module||Adds fire damage to projectiles.||Flaming||+17 fire||–||–||–||+0.5||+130|| Gun Nut 3|
| Adhesive x5|
- 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.
pc 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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