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Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage.”— Rank 1 description
|1||PER 2||Keep your distance long and your kill-count high. Attacks with non-automatic rifles do 20% more damage.||0004a0b6|
|2||PER 2, LVL 9||Attacks with non-automatic rifles do 40% more damage and ignore 15% of a target's armor.||0004a0b7|
|3||PER 2, LVL 18||Attacks with non-automatic rifles do 60% more damage and ignore 20% of a target's armor.||0004a0b8|
|4||PER 2, LVL 31||Attacks with non-automatic rifles do 80% more damage and ignore 25% of a target's armor. They also have a slight chance of crippling a limb.||0006fa20|
|5||PER 2, LVL 46||Attacks with non-automatic rifles do double damage and ignore 30% of a target's armor. They also have a slightly higher chance of crippling a limb.||00065e52|
Rank 4 gives a 6% chance to cripple the limb you hit. Rank 5 increases this to an 8% chance. In addition, if Nuka-world is installed, Rifleman now becomes a crafting perk, mainly required for the non-automatic variant of the handmade rifle.
Whether or not eligible weapons receives a bonus from this perk depends on the mods attached. A non-automatic receiver must be in place. For weapons that are pistols/revolvers in their basic state, a full size, shoulder supported stock/grip must be in place (the automatic name generation must label the weapon a rifle, shotgun, or scattergun, and not a pistol).
- Assault rifle
- Combat rifle
- Combat shotgun
- Double-barrel shotgun
- Gauss rifle
- Handmade rifle fo4nw
- Hunting rifle
- Institute rifle
- Laser musket
- Laser gun
- Lever-action rifle fo4fh
- Pipe bolt-action
- Pipe gun
- Pipe revolver
- Plasma gun
- Radium rifle fo4fh
- Railway rifle
- Tesla rifle Automatron_(add-on) ( All charging variants)
Since the actual damage dealt is affected by damage-to-armor ratio, we can analyze how both damage increase and armor reduction affects real damage.
The following calculations assume no crits (which scale differently than how sneak attack multiplier scales)
For ballistic non-automatic rifles:
For any other non-automatic rifle:
These equations assume that the resultant damage-to-armor ratio doesn't exceed 6.45 (that the resulting damage of the weapon is at most 6.45 times the resulting armor value of the enemy).
|Rifleman LVL||Damage X||Armor X||Ballistic Damage X||Damage X Otherwise|
Note: "X" represents the multiplier of this component.