Junkie Heavy Gunner
The Junkie effect: +90% damage with 5 or more active addictions. A Bloodied alternative without the 1 HP risk.
The more active addictions your character carries (from 0 to 10), the higher the damage of Junkie weapons - up to +90% with ten addictions. You do not have to play at 1 HP, but you do have to keep a medkit handy. The meta standard is a Junkie Plasma Caster with Holy Fire as backup. Great for long events and Pitt raids where you cannot keep eating Radaway.
SPECIAL
Perk layout
Hover a card to read what the perk does.
Heavy weapons deal +20% damage.
Heavy weapons deal another +20% damage.
Heavy weapons deal another +20% damage.
Reduces the weight of heavy weapons by 90%.
Heavy weapons weigh 90% less.
Gain +10 damage resistance while a heavy weapon is equipped.
Heavy weapons have a +12% chance to set the target on fire.
V.A.T.S. shows enemy damage resistance.
All incoming damage is reduced by 10%.
+45 to maximum health.
+30 damage and energy resistance while not in power armor.
-45% fire damage taken.
+10 damage resistance.
-24% radiation taken.
+15% XP for the team and +25% crafting from all resources.
Mutation effects are 25% stronger in a team.
Stimpaks heal teammates 100% more.
Fast travel costs 30% less.
Vendor prices are 10% better.
Firearms break 50% more slowly.
Repair firearms 60% more effectively; they break more slowly.
Repair weapons and armor 60% more effectively.
Stimpaks heal 45% more.
A kill grants +6% damage for 30 seconds, stacking up to +60%.
Action points regenerate 45% faster.
Food and drink weigh 90% less.
+5 to armor pocket capacity (carry weight).
+15% damage with every weapon type.
Every 20 seconds in combat you get a free critical hit.
The V.A.T.S. critical meter fills faster.
Critical hits deal +50% more damage.
Heavy weapons have a chance to cripple the target.
+5% chance for better loot from enemies.
Chance to avoid damage entirely while at low health.
Negative mutation effects are reduced by 75%.



