fallout

Range is a weapon statistic that determines how far the equipped weapon can be thrown, shot or used.

Fallout and Fallout 2

Range reference. Characters are spaced out at 10 hex intervals from the Vault Dweller in the lower left corner.

Range reference. Characters are spaced out at 10 hex intervals from the Vault Dweller in the lower left corner.

Range in the first two games is expressed in hexes. No matter how skilled with that weapon, one can never fire it beyond that distance without the help of an appropriate perk or other special ability.

See Ranged combat for details on how range affects combat.

Fallout 4

Range refers to two weapon statistics which have three different uses:

How weapon behavior interacts with range to a target outside of V.A.T.S. will heavily depend on other factors that cannot be determined at a glance. A hitscan weapon (broadly speaking, bullets and lasers) works by doing math on the player's distance to a target and then calculating both whether or not they hit and if so, the amount of damage, which results in a distance that cannot be observed. A weapon that fires projectiles that truly travel to the target (plasma, explosives, and ballistic weapons with unique ammo, like the railway rifle, junk jet and harpoon gun) will always hit something and some of them, like a missile launcher, functionally have truly infinite range where the only concern is damage fall-off.

Rifles tend to have the longest range modifiers for both kinds of range, although shotguns tend to have very low values. One of the easiest ways to test a weapon's range is by building a turret in a settlement, as it will not move and the player can use V.A.T.S. while standing a variety of distances away to roughly measure both accuracy and estimated damage.

Fallout 76

Range Template Max Value Added Range
Point blank 1 +12
Very short 6 +36
Short 9 +108
Long 16 +192
Very long 18 +216
Suppressor -1.5 -18

The game retains the effective range mechanics of its predecessors. Past effective range, damage will suffer significant fall-off.

Range is calculated by the following formula:

12(Base + Mod1 + Mod2 + Mod3 ....) = Range

The Base value is always 1 and the Mod# values are granted by the max range curve tables attached the weapon mods. For readability purposes, the base range stat on weapon infoboxes will always be the sum of the base and the default barrel modification. In this case, the Standard short barrel (Mod1) uses the short range template, making the Mod1 value 9.

12(1+9) = 120

So our new weapon range is 120 units.

References

The following links should serve as examples:

Out of range multiplier

If a weapon hits a target that is further than its max range value, it will deal reduced damage based on a multiplier.

Standard refers to every single weapon that is not otherwise listed here.

Weapon Template Multiplier %Dmg
Standard 0.5 -50%
Flamer 0.7 -30%