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Heavy Gunner

Junkie Heavy Gunner

The Junkie effect: +90% damage with 5 or more active addictions. A Bloodied alternative without the 1 HP risk.

JunkieHeavyChemsHoly Fire

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

S 15P 3E 7C 6I 5A 5L 14

Perk layout

Hover a card to read what the perk does.

S10 pts
1Heavy Gunner

Heavy weapons deal +20% damage.

S★★★lvl 5
1Expert Heavy Gunner

Heavy weapons deal another +20% damage.

S★★★lvl 19
1Master Heavy Gunner

Heavy weapons deal another +20% damage.

S★★★lvl 35
1Blood and Iron

Reduces the weight of heavy weapons by 90%.

S★★★lvl 12
2Bear Arms

Heavy weapons weigh 90% less.

S★★★lvl 31
2Bullet Shield

Gain +10 damage resistance while a heavy weapon is equipped.

S★★★lvl 41
2Searing Shot

Heavy weapons have a +12% chance to set the target on fire.

S★★★lvl 21
P4 pts
2Awareness

V.A.T.S. shows enemy damage resistance.

Plvl 11
2Perception of Environment

All incoming damage is reduced by 10%.

P★★★lvl 6
E9 pts
2Lifegiver

+45 to maximum health.

E★★★lvl 7
1Ironclad

+30 damage and energy resistance while not in power armor.

E★★★lvl 30
2Fireproof

-45% fire damage taken.

E★★★lvl 26
2Tough Hide

+10 damage resistance.

E★★★lvl 28
2Rad Resistant

-24% radiation taken.

E★★★lvl 16
C6 pts
1Inspirational

+15% XP for the team and +25% crafting from all resources.

C★★★lvl 12
1Strange in Numbers

Mutation effects are 25% stronger in a team.

Clvl 24
1Team Medic

Stimpaks heal teammates 100% more.

C★★★lvl 8
1Travel Agent

Fast travel costs 30% less.

Clvl 4
2Hard Bargain

Vendor prices are 10% better.

C★★★lvl 1
I9 pts
3Gunsmith

Firearms break 50% more slowly.

I★★★★★lvl 11
2Gunsmith (INT)

Repair firearms 60% more effectively; they break more slowly.

I★★★★★lvl 26
2Fix It Good

Repair weapons and armor 60% more effectively.

I★★★lvl 9
2First Aid

Stimpaks heal 45% more.

I★★★lvl 23
A7 pts
2Adrenaline

A kill grants +6% damage for 30 seconds, stacking up to +60%.

A★★★★★lvl 9
3Action Boy

Action points regenerate 45% faster.

A★★★lvl 24
1Thru-Hiker

Food and drink weigh 90% less.

A★★★lvl 16
1Deep Pocketed

+5 to armor pocket capacity (carry weight).

A★★★lvl 23
L16 pts
2Bloody Mess

+15% damage with every weapon type.

L★★★lvl 4
3Local Freak

Every 20 seconds in combat you get a free critical hit.

L★★★lvl 22
3Critical Savvy

The V.A.T.S. critical meter fills faster.

L★★★lvl 33
3Better Criticals

Critical hits deal +50% more damage.

L★★★lvl 35
1One Gun Army

Heavy weapons have a chance to cripple the target.

L★★★lvl 41
1Four Leaf Clover

+5% chance for better loot from enemies.

L★★★lvl 1
1Serendipity

Chance to avoid damage entirely while at low health.

L★★★lvl 38
2Class Freak

Negative mutation effects are reduced by 75%.

L★★★lvl 30

Mutations

MarsupialSpeed DemonElectrically Charged
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