Carl's Fallout 4 Guide
for PC, Xbox One, and PS4

I'm writing a Guide to Nuka World, piece by piece. Here are the newest/most popular pages:
See a full list of guides on the Nuka World page. I've written over a dozen in just a week and plan to continue. There is much more to this DLC, it will just take time to write it all. Check back for more. Comment on the appropriate page if you have a tip to share with other readers.

Fallout 4 Gunslinger Perk

Strategy & How Best to Use It

Gunslinger range increase amount Gunslinger boosts pistol-class weapons' damage and range significantly. This is closer to a sniper rifle than a normal handgun.

The Gunslinger Perk is one that heavy V.A.T.S. users will want to invest in, because pistols generally cost the least to fire. Whether in VATS or not, the damage and range boosts are incredibly helpful, especially when combined with weapon mods. Let's learn a bit about how this Perk works, and how we can make best use of it. Here are the five ranks of the Gunslinger Perk, their requirements and in-game descriptions:

Gunslinger Perk
RankRequiresPerk DescriptionPerk ID
1Agility 1Channel the spirit of the old west! Non-automatic pistols do 20% more damage.4a09f
2Lvl 7Non-automatic pistols now do 40% more damage and have increased range.4a0a9
3Lvl 15Non-automatic pistols now do 60% more damage and range is increased even further.4a0aa
4Lvl 27Non-automatic pistols now do 80% more damage and their attacks have a chance to disarm opponents.6fa1e
5Lvl 42Non-automatic pistols now do double damage. Their attacks have a much better chance to disarm opponents, and may even cripple a limb. 65e24
Disarming opponents with the Gunslinger Perk in Fallout 4 The Gunslinger Perk will make enemies drop their weapons fairly frequently. It takes them a bit to pick them back up, allowing you to focus on someone else or finish them off without taking any further damage.

Gunslinger PerkDamage and Range Boost Amounts
What counts as a pistol? Anything non-automatic, with a pistol grip - even energy weapons - any guns that do not qualify as rifles or big guns. The damage bonus is obvious and stated: by rank 5, you'll have doubled the damage of your weapon. Ranks 2 and 3 are the most helpful here, boosting damage by a further 20% each, but even better boosts to a weapon's effective range. The range boost is 25% per level, so 50% if you take Rank 3. This has huge implications on your performance whether doing things manually or using VATS. You'll have much better accuracy at a 50% improved range, meaning that you can use pistols much further away and see numbers in the 90s in terms of accuracy, something you'd normally need a rifle to do. With heavy investment, a Pistol with a scope and long barrel may even function as a Sniper rifle for you.

The bonuses are based off the weapon's totals (including mods), so if you attach a scope, it will give you an even larger range boost. Same for damage, and both are visible when inspecting the weapon. It's a damn fine perk and goes wonderfully with Gun Fu.

Disarming - The third component of this Perk will randomly (around 5% rank 4, 10% rank 5) disarm an opponent. Curiously, this doesn't matter which limb you're aiming for - I disarmed this Forged using shots to the leg to test it.

Both limbs crippled by the Gunslinger Perk I crippled both of her legs with the Gunslinger Perk, so all she can do for the moment is sit there. If you aim for arms, whether the disarm/cripple triggers - either one - you'll get more out of the Perk, because they will either drop their weapon or lose accuracy. Of course, your effective range for headshots is massively increased with Gunslinger, so there's that option as well, and the one we'll use most.

Crippling Limbs - Normally, you must deplete the health of an opponent's limb in order to cripple it. This adds an extra component in that the health of that limb may be instantly depleted with a 7% chance of this happening - very, very helpful for high-health opponents. Overall the Gunslinger Perk is awesome, and will be very handy for those who want to play with Gun Fu, getting the most use out of that Perk by ensuring more enemies are in range to use its bonus effectively, and at the same time may cause some opponents to drop their weapons or suffer crippled limbs. Great stuff!

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Far Harbor DLC Guides

See my Far Harbor Guide for new features in the DLC. There, you can also watch the trailer and view new weapons that can be found. The area is massive, so we can expect plenty of quests and exploration in a foggy, rugged area with new and challenging creatures to battle.

Pleae note there are different endings for this DLC, something we all wanted! It's like the actual end-game of FO4 in that you can choose the outcome.

Islander's Almanac Magazine Locations
Far From Home: Quest 1
Walk in the Park: Quest 2
Where you Belong: Quest 3
Best Left Forgotten: Quest 4
Ware's Brew Quest New
The Striker New

Automatron Guides & Walkthrough

The final quest Restoring Order (Mechanist Fight/Options) is now available. I've also released a page that describes Getting Started in Automatron to accompany the main page about the DLC. This covers how to make the Robot Workbench to begin making your own Automatrons, and walks you through the first two quests while providing some tips for fighting the Mechanist's creations. Quest 3 Walkthrough: Headhunting is also live on the site.

Robots in Automatron New
Mechanist's Lair, Eyebots, and Rogue Robots covers what happens after the Mechanist story is complete.

Perks & Bobbleheads

Now that I've written about all Perks in Fallout 4, I've put them all in a list, with how they work, what you can expect, and my own opinions on them. Hope this is handy! I've also compiled map shots of all Bobblehead Locations in the game. You can choose to explore the locations on your own or read descriptions for those I've taken notes about.

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