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The Syringer is a rare, custom-made weapon that can shoot modified medical syringes at an enemy, who then suffers the effects of whatever chemical is in the syringe.Fallout 4 loading screens

The syringer is a weapon in Fallout 4.

Characteristics[]

The syringer is a weapon that uses air pressure to propel custom-made syringes at a target. Rather than dealing direct damage, the Syringer is used to weaken the target with various effects. This weapon supports a wide variety of injectable ammo, all of which can be crafted at chemistry stations.

The syringer does not benefit from Quick Hands, Rifleman, Mister Sandman, Bloody Mess, or Ninja, but Sniper 1 and 3 both work.

Types of ammo[]

This section is transcluded from Syringer ammo (Fallout 4). To change it, please edit the transcluded page.
Name Effect value in caps weight percent chance Duration (Sec) Recipe Requirements Form ID
Other Glass Steel
Berserk syringe Chance to frenzy target for 2 minutes. 50 0.1 Unknown, but at least partially level-dependent; targets of level 21+ appear to be immune (0% chance). 120 Anti freeze bottle x1, bourbon x1, dirty water x1 0 1 00058AE9
Bleed out syringe Does 30Bleed damage over the duration (3/sec). 17 100 10 Fiberglass x1, oil x1 0 1 00058AEB
Bloatfly larva syringe Chance on death for target to spawn a Bloatfly. 10 10 30 Bloatfly gland x1, Psycho x1 1 0 00058AEA
Endangerol syringe Reduces target's damage resistance by 25% for 2 minutes. 60 100 120 Acid x1, Med-X x1, pencil x1 1 0 00058AF2
Lock Joint syringe Chance to paralyze target for 10 seconds. 40 Unknown. 10 Dirty water x1, lead x1, stingwing barb x1, tarberry x2 0 1 00058AF4
Mind Cloud syringe Target believes you have vanished and has a reduced chance to detect you for 30 seconds. Even while aware of you, all of your attacks against the target count as sneak attacks. 73 100 30 Abraxo cleaner x1, asbestos x2, purified water x1 1 0 00058AF5
Pax syringe Chance to make the target non-violent for 30 seconds. 39 Unknown, but appears to be 100 unless the target is a robot (i.e. Gen 1 and 2 synths included, but Gen 3 synths aren't immune). 30 Mutfruit x2, Nuka-Cola x1 0 1 00058AF7
Radscorpion venom syringe Does 40Poison damage over the duration (4/sec). 65 100 10 radscorpion stinger x1 1 1 00058B0C
Yellow Belly syringe Chance on hit to cause target to flee for 30 seconds. 55 95 30 Anti freeze bottle x1, fertilizer x1 1 2 00058B0E

Weapon modifications[]

Barrel
ModDescriptionEffectsDamage changeRange changeAccuracy changeAP cost changePerk requirementsComponents
Stub barrel
(Short)
Improved hip-fire accuracy, Inferior range and sighted accuracy.-36-1Screw x1
Steel x1
Short barrelStandard.Adhesive x1
Copper x2
Screw x1
Long barrel
(Long)
Superior range and sighted accuracy. Better recoil. Poor hip-fire accuracy.+84+3Adhesive x2
Copper x3
Screw x2
Stock
ModDescriptionEffectsAccuracy changeAP cost changePerk requirementsComponents
Standard stockStandardAdhesive x2
Steel x3
Screw x2
Marksman's stock
(Marksman's)
Superior recoil and better aim with scopes.Adhesive x2
Copper x3
Cork x1
Rubber x1
Spring x2
Screw x2
Recoil compensating stock
(Recoil compensated)
Exceptional recoil.+1Adhesive x3
Copper x4
Cork x2
Rubber x2
Screw x3
Spring x3
Sights
ModDescriptionEffectsAccuracy changeAP cost changePerk requirementsComponents
Standard sightsStandardAdhesive x1
Steel x1
Glow sights
(Glow-sighted)
Improves focus and better sighted accuracy.+2Adhesive x2
Nuclear material x1
Steel x2
Short scope
(Scoped)
Improved magnification and superior sighted accuracy.+16Adhesive x1
Glass x1
Screw x1
Steel x1
Reflex sight
(Tactical)
Better focus and sighted accuracy.+7Adhesive x1
Screw x2
Glow reflex sight
(Tactical)
Better focus and sighted accuracy.+7Adhesive x1
Nuclear material x1
Screw x2
Medium scope
(Scoped)
Better magnification and superior sighted accuracy.+23Adhesive x2
Glass x2
Screw x1
Steel x2
Long scope
(Scoped)
Superior magnification and sighted accuracy.+36Gun Nut 1 to craftAdhesive x2
Glass x4
Screw x1
Steel x2
Short night vision scope
(Night-vision)
Improved magnification and superior sighted accuracy. Night vision.+16Gun Nut 1
Science! 1 to craft
Adhesive x2
Glass x2
Nuclear material x1
Screw x1
Silver x1
Medium night vision scope
(Night-vision)
Better magnification and superior sighted accuracy. Night vision.+23Gun Nut 1
Science! 1 to craft
Adhesive x2
Circuitry x1
Fiber optics x1
Glass x4
Nuclear material x2
Screw x1
Silver x1
Long night vision scope
(Night-vision)
Superior magnification and sighted accuracy. Night vision.+36Gun Nut 2
Science! 1 to craft
Adhesive x2
Circuitry x2
Fiber optics x1
Glass x5
Nuclear material x3
Screw x2
Silver x1
Short recon scope
(Recon)
Improved magnification and superior magnification. Tracks Targets.+16Gun Nut 2
Science! 1 to craft
Adhesive x3
Circuitry x2
Crystal x6
Fiber optics x2
Glass x5
Nuclear material x4
Screw x2
Long recon scope
(Recon)
Superior magnification and magnification. Tracks Targets.+36Gun Nut 2
Science! 1 to craft
Adhesive x3
Circuitry x2
Crystal x6
Fiber optics x2
Glass x5
Nuclear material x4
Screw x2

Locations[]

  • Slim, a ghoul chem dealer near the D.B. Technical High School will sell this.
  • Reward for completion of the quest Hole in the Wall, given by Dr. Jacob Forsythe after Austin has been given the cure.
  • Basement of the Greater Mass blood clinic.
  • Inside the Advanced locked room of the Milton General Hospital on the second floor.
  • In the Mass Bay medical center, near the Chemistry Station.
  • Inside the locked room of Sandy Coves Convalescent Home to the left of the reception desk.
  • On top of a steamer trunk in the operating theater in Medford Memorial Hospital.
  • One found inside Kendall Hospital in upper area accessed via elevator, leaning to the wall near a yellow explosive crate and red barrel.
  • Can be bought from Doctor Sun in Diamond City.
  • Parsons State Insane Asylum in the last room on the left at the end of the block of cells in the basement (before reaching Lorenzo by dropping down through a square hole full of exposed rebar in the floor).
  • In Plumber's Secret, a nondescript two story building in a somewhat concealed location northeast of Kendall Hospital at the edge of Cambridge. In the larger of the two rooms, there is a trail of plungers going up the wall and across the ceiling to the middle, where the trail stops. Beneath the boards where the trail stops the rifle and a caps stash are slightly visible, and they will fall to the floor if you shoot the boards down.
  • In a small building along the east-west road north of Vault 81, in the (Novice-locked) back room, on a shelf next to the door.
  • Far Harbor (add-on) Dylan's note leads to a grave which can be excavated using a shovel. The Syringer can be found inside a crate after excavating the grave.

Gallery[]

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