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The Syringer is a rare, custom-made weapon that can shoot modified medical syringes at an enemy, who then suffers the effects of whatever chemical is in the syringe.
”— Fallout 4 loading screen hintsThe Syringer is a weapon in Fallout 4.
Background[]
A rare weapon using a pneumatic system to deliver specialized syringes to the target and inflict special status effects on them.
Characteristics[]
The Syringer is a specialist weapon, using Syringes as ammunition, as the name suggests. Each has an unique effect and can be quite devastating if used correctly - not to mention cruel and unusual. See syringes for more details.
Modifications[]
All numbers are relative to the base stats.
Barrel[]
| Slot | Effects | Range | Accuracy | Weight | Value | Resources | Required Perks | |
|---|---|---|---|---|---|---|---|---|
| Stub Barrel | -15% AP cost | 6 x Base | +25% accuracy
-10% recoil |
+2.5% | 1x Screw 1x Steel |
None | ||
| Short Barrel | -10% AP cost | 9 x Base | +10% accuracy
-10% recoil |
+25% | +10% | 1x Adhesive 2x Copper 1x Screw | ||
| Long Barrel | +10% AP cost
+3% iron sights transition |
16 x Base | +40% sighted accuracy
-50% hip fire accuracy -15% recoil |
+50% | +20% | 2x Adhesive 3x Copper 2x Screw |
Stock[]
| Slot | Fire Rate | Accuracy | Weight | Value | Resources | Required Perks | |
|---|---|---|---|---|---|---|---|
| Standard Stock | +20% AP cost
+10% iron sights transition |
+7% stability
+40% sighted accuracy -20% recoil |
+2.5% | +2.5% | 2x Adhesive 2x Screw 3x Steel |
None | |
| Marksman's Stock | +20% AP cost
+10% iron sights transition |
+9% stability
+40% sighted accuracy -25% recoil |
+40% | +40% | 2x Adhesive 3x Copper 1x Cork 1x Rubber 2x Screw 2x Spring | ||
| Recoil Compensating Stock | +20% AP cost
+10% iron sights transition |
+7% stability
+40% sighted accuracy -30% recoil |
+45% | +50% | 3x Adhesive 4x Copper 2x Cork 2x Rubber 3x Screw 3x Spring |
Sights[]
| Name | Effects | Optics | Accuracy | Weight | Value | Resources | Required Perks | |
|---|---|---|---|---|---|---|---|---|
| Standard Sights | +2.5% | +2.5% | 1x Adhesive 1x Steel |
None | ||||
| Glow Sights | +10% (sighted) | +2.5% | +10% | 2x Adhesive 1x Nuclear Material 2x Steel | ||||
| Reflex Sight | -15% AP cost
-10% iron sight transition |
1.5x scope | +15% (sighted) | +10% | +25% | 1x Adhesive 2x Screw | ||
| Glow Reflex Sights | -15% AP cost
-10% iron sight transition |
1.5x scope | +15% (sighted) | +10% | +30% | 1x Adhesive 1x Nuclear Material 2x Screw | ||
| Short Scope | -20% base stability
+30% AP cost +10% iron sight transition |
4x scope | +20% (sighted) | +20% | +20% | 1x Adhesive 1x Glass 1x Screw 1x Steel | ||
| Medium Scope | -20% base stability
+40% AP cost +15% iron sight transition |
6x scope | +20% (sighted) | +25% | +40% | 2x Adhesive 2x Glass 1x Screw 2x Steel |
Gun Nut 1 | |
| Long Scope | -20% base stability
+50% AP cost +20% iron sight transition |
10x scope | +20% (sighted) | +30% | +50% | 2x Adhesive 4x Glass 1x Screw 2x Steel | ||
| Short Night Vision Scope | -20% base stability
+30% AP cost +10% iron sight transition |
4x scope | +20% (sighted) | +20% | +65% | 2x Adhesive 2x Glass 1x Nuclear Material 1x Screw 1x Silver |
Gun Nut 1 Science! 1 | |
| Medium Night Vision Scope | -20% base stability
+40% AP cost +15% iron sight transition |
6x scope | +20% (sighted) | +25% | +75% | 2x Adhesive 1x Circuitry 1x Fiber Optics 4x Glass 2x Nuclear Material x1 Screw x1 Silver | ||
| Long Night Vision Scope | -20% base stability
+50% AP cost +20% iron sight transition |
10x scope | +20% (sighted) | +30% | +85% | 2x Adhesive 2x Circuitry 1x Fiber Optics 5x Glass 3x Nuclear Material x2 Screw |
Gun Nut 2 Science! 1 | |
| Short Recon Scope | -20% stability
+30% AP cost +10% iron sights transition |
x4 zoom
(monochrome, target tracking) |
+20% sighted accuracy | +35% | +100% | 3x Adhesive 2x Circuitry 6x Crystal 2x Fiber Optics 4x Nuclear Material 2x Screw | ||
| Long Recon Scope | -20% stability
+50% AP cost +20% iron sights transition |
x10 zoom
(monochrome, target tracking) |
+20% sighted accuracy | +35% | +100% | 3x Adhesive 2x Circuitry 6x Crystal 2x Fiber Optics 4x Nuclear Material 2x Screw |
Locations[]
- Diamond City: Purchasable from Doctor Sun.
- Vault 81: Given by Jacob Forsythe upon completion of Hole in the Wall.
- The Plank Walk: on a shelf

