Fallout 4

About this mod

Adds two new armors that replace your right arm with a synth arm and a pair of gloves that replaces your right hand with a synth hand. All 3 items have various mods to increase defense and damage.

Permissions and credits
Synth Arm Armor


About

This mod adds five new armors to the game called "(Vanilla Armor Name) Synth Arm Armor", as well as a new pair of gloves called "Synth Hand". The armors are (nearly; see "Stats and Mods" below) identical in base stats to their vanilla counterparts, but replace the right arm below the elbow with a Gen 1 synth arm. The gloves ONLY replace your right hand, and so WILL look strange if used with any armors that leave your forearm bare.


Location

The armors and gloves can be found at the Railroad HQ, inside one of the open sarcophaguses, in a large red metal box called "Institute Box".


Stats and Mods

The armors have the same base defense stats as their vanilla versions, as well as adding +15 to your Melee damage, and -1 to your Charisma stat (because no one wants to talk to some weirdo with a robot arm). You can also wear armor pieces over every part of the armor except the right arm.

The armors can be modded at an Armor Workbench in two separate fields, Material and Misc.


Material Mods

The armors can be modded with four levels of Ballistic Weave. Unlike the vanilla Ballistic Weave mods, you do NOT need to have completed the Railroad quest to add these mods to the armor, you only need to have the proper levels in the "Armorer" perk:

  • Ballistic Weave--Requires "Armorer" level 1, and raises base DR to 35 and base ER to 30
  • Ballistic Weave Mk2--Requires "Armorer" level 2, and raises base DR to 50 and base ER to 45
  • Ballistic Weave Mk3--Requires "Armorer" level 3, and raises base DR to 70 and base ER to 65
  • Ballistic Weave Mk4--Requires "Armorer" level 4, and raises base DR to 95 and base ER to 90



Misc. Mods

The armors and gloves can be modded with six different Misc. mods, each one changing the appearance of the synth arm and adding a different type of damage to your melee and unarmed attacks. Adding these mods also adds a unique prefix to the armor's name. These mods all require a certain level of the "Armorer" perk, and all but one also requre level 1 of either "Chemist" or "Science":

  • Flame Arm: Requires level 2 of "Armorer" and level 1 of "Science". Adds fire damage to your melee and unarmed attacks, and changes the name of the armor to "Burning Synth Arm Armor".
  • Hardened Arm: Requires level 3 of "Armorer". Further increases your Melee damage by +10, and changes the name of the armor to
    "Hardened Synth Arm Armor".
  • Poison Arm: Requires level 2 of "Armorer" and level 1 of "Chemist". Adds poison damage to your melee and unarmed attacks, and changes the name of the armor to "Poisonous Synth Arm Armor".
  • Rad Arm: Requires level 2 of "Armorer" and level 1 of "Science". Adds radiation damage to your melee and unarmed attacks, and changes the name of the armor to "Glowing Synth Arm Armor".
  • Shock Arm: Requires level 2 of "Armorer" and level 1 of "Science". Adds electric damage to your melee and unarmed attacks, and changes the name of the armor to "Shocking Synth Arm Armor".
  • Cryo Arm: Requires level 2 of "Armorer" and level 1 of "Chemist". Adds cryo damage to your melee and unarmed attacks, and changes the name of the armor to "Freezing Synth Arm Armor".