Fallout 4

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thesonburn

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thesonburn

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About this mod

When you want to use ranged but melee is life.

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Changelogs
[Changes/additions in version 2]

Unique barrels for each ammo type.  Ammo used is now determined by barrel.

Triple/Quad barrels replaced with magazine mods.  This results in the weapon being lighter.

New 'Never Ending Magazine' that is identical to the legendary effect.

Sticky bomb variants of some projectiles.

The weapon can be crafted at a chemlab.

Removed the need for missiles to craft ammo, made power fist ammo require more components.

More ammo when found in containers/etc.

The projectiles now emit smoke like the vanilla missile.  Robot hands perpetually spin, and the skull moves its jaw indefinitely.

[Changes in version 1.1]

Base damage increased from 48 to 100

Five new ammo types, including the highly requested power fist

Player cannot be knocked down while using V.A.T.S



A variation on the Missile Launcher, the Rocket Puncher fires various objects attached to a missile.  These range from a Boxing Glove to a Deathclaw Gauntlet.  The Rocket Puncher is integrated into the game's leveled lists meaning you can find one on raiders, duffel bags, a legendary weapon drop, etc.  It has an innate property of knocking the target down, but most robots are staggered instead (they cannot be knocked down).  The Rocket Puncher does not use normal missiles, but instead uses its own unique type which can be crafted at a chem station or bought from vendors.

Ammunition Types

All of the ammo types requires one missile in addition to another component to craft.  No longer required in version 2.

Rocket Propelled Glove - This is the default ammo type.  Requires Cloth and Leather.

Rocket Propelled Ghoul Arm [New in 1.1] - Irradiates the target and sticks to walls.  Requires Feral Ghoul Arm.  Found on slain ghouls and in Super Mutant gorebags.

BoneHead Rocket - Deals +25% damage, and fears nearby enemies on hit for 10 seconds.  Feared enemies cannot be feared again until it wears off.  Requires Bone.

Mirelurk Rocket [New in 1.1] - Deals +25% damage and causes bleeding.  Sticks to walls.  Requires Mirelurk Meat.

Bowling Ball Rocket [New in 1.1] - Deals +50% damage and knocks down nearby enemies.  Requires Plastic.

Radscorpion Stinger Rocket [New in 1.1] - Deals +50% damage, irradiates the target and causes bleeding.  Requires Radscorpion Stinger.

Protectron Hand Rocket - Deals +75% damage and electrifies enemies.  Requires Broken Protectron Hand.  Found on destroyed Protectrons

Assaultron Claw Rocket - Deals +75% damage and can pin limbs to walls in similar fashion to Railway Spikes.  Requires Broken Assaultron Hand.  Found on destroyed Assaultrons

Deathclaw Rocket - Deals +100% damage and also pins limbs to walls, but can disarm enemies.  Requires Deathclaw Hand .

Rocket Powered Fist [New in 1.1]
- Deals +100% damage and can randomly cripple arms, head, and chest.  Requires 1 Steel, Asbestos, Aluminum, Concrete, and a Circuit.

The Rocket Puncher ammo components can be found by searching trash containers.  They may be sold by vendors.  The ammo types can be changed freely at a weapons workbench, but the homing versions requires specific components.

Differences versus the Missile Launcher

  • Lighter weight
  • Faster reload
  • Lower damage but cannot cause self harm
  • The ammo can be picked up and used again
  • Lower AP cost
  • Can use scopes with homing projectiles
  • Iron Fist and Heavy Gunner perk increases its damage.  [Demolitions Expert affects the sticky bomb projectiles]

New Legendary Effect: Atom Smasher

Critical meter fills in one hit in V.A.T.S, critical hits refill AP and deal additional 10x damage.  Killing the target with a critical causes the target to explode.

Discovered Issues

Sometimes you might get a Rocket Puncher with a melee specific Legendary effect (Charged for example).  This is likely due to the fact that the Rocket Puncher has the keyword WeaponTypeUnarmed.

While I intend that you can retrieve rockets stuck to slain enemies all of the time, you will lose them if you use a critical in V.A.T.S and it doesn't dismember them.

If you fire a large amount of projectiles that stick, some of them may not disappear when you take them, but will still give you ammo.

Killing a target with Bowling Ball Rockets does not knockdown the player, but nearby actors.