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Difference between revisions of "Fallout 4"
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− | '''''Fallout 4''''' is the fourth | + | '''''Fallout 4''''' is the fourth numbered game and the fifth main installment in the popular ''Fallout'' series, developed by Bethesda Game Studios and published by Bethesda Softworks for Windows PC, PS4 and Xbox One in November 2015. Like the previous games ''Fallout 3'' and ''Fallout: New Vegas'', it is an open world RPG playable from first or third-person perspective. |
− | As is normal for the series, the plot centres on a single wandering protagonist who leaves one of Vault-Tec's "Vault" fallout shelters following a nuclear war between a retro-futuristic United States and China, to find themselves in a wasteland full of mutants and rogues. In this case, the player character (whose name and gender | + | As is normal for the series, the plot centres on a single wandering protagonist who leaves one of Vault-Tec's "Vault" fallout shelters following a nuclear war between a retro-futuristic United States and China, to find themselves in a wasteland full of mutants and rogues. In this case, the player character (whose name and gender are determined by the player, although officially the male and female characters are known as Nate and Nora respectively; collectively, they are known as the Sole Survivor) is a former resident of Vault 111 in Boston, a facility carrying out secret cryogenic experiments on its residents. Briefly waking up to helplessly watch their infant son Shaun being abducted and their spouse killed, they are later re-woken by the failure of the cryogenic equipment to find two hundred years have passed and they are the only survivor in the facility, and set out to recover their child. |
{{Game Title}} | {{Game Title}} | ||
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=Overview= | =Overview= | ||
− | ''Fallout 4'' introduces a new weapon modification system to the series. Unlike ''Fallout: New Vegas'', which allowed the player to attach suppressors, extended magazines etc. to their gun, ''Fallout 4'' gives the player the tools to completely rebuild a gun; typically the weapons have slots for the grip, barrel, barrel accessory, sights, receiver, magazine and stock. Each type of mod has associated stat modifiers, with some weapons able to completely alter their function depending on what mods are used. For example, a semi-auto weapon can be modified to be full-auto, or a stock and long barrel fitted to turn a pistol into an ersatz sniper rifle. | + | ''Fallout 4'' introduces a new weapon modification system to the series. Unlike ''Fallout: New Vegas'', which allowed the player to attach suppressors, extended magazines, etc. to their gun, ''Fallout 4'' gives the player the tools to completely rebuild a gun; typically the weapons have slots for the grip, barrel, barrel accessory, sights, receiver, magazine, and stock. Each type of mod has associated stat modifiers, with some weapons able to completely alter their function depending on what mods are used. For example, a semi-auto weapon can be modified to be full-auto, or a stock and long barrel fitted to turn a pistol into an ersatz sniper rifle. |
The most flexible weapons are the fictional "pipe" guns, presumably so called because they are crudely handmade, though they are vastly more durable than actual zipguns of pipes and wood, as they aesthetically appear to be. A more accurate real world example would be the works of activists Professor Parabellum and P.A. Luty, who make submachine guns and handguns akin to those that would be available in the early 20th century out of simple scrap metal parts. | The most flexible weapons are the fictional "pipe" guns, presumably so called because they are crudely handmade, though they are vastly more durable than actual zipguns of pipes and wood, as they aesthetically appear to be. A more accurate real world example would be the works of activists Professor Parabellum and P.A. Luty, who make submachine guns and handguns akin to those that would be available in the early 20th century out of simple scrap metal parts. | ||
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The weapon modification system is a crafting system, using basic resources derived from the usual "vendor trash" objects found in the game world; for example, a shovel can be used if wood or steel is required to make something. Bizarrely, most firearm modifications require the "adhesive" component, with the primary sources of this being duct tape, superglue and vegetable starch (no, really). Certain modifications also require the player to have adequate levels in specific perks; for firearms, these are "Gun Nut" and "Science!", with Gun Nut allowing for more complex parts such as strengthened receivers, recoil absorbing stocks, and suppressors, and Science! allowing for things like glow sights and more notably, upgrades to the various energy based weapons, such as a splitter for a laser gun that makes it act like a shotgun. | The weapon modification system is a crafting system, using basic resources derived from the usual "vendor trash" objects found in the game world; for example, a shovel can be used if wood or steel is required to make something. Bizarrely, most firearm modifications require the "adhesive" component, with the primary sources of this being duct tape, superglue and vegetable starch (no, really). Certain modifications also require the player to have adequate levels in specific perks; for firearms, these are "Gun Nut" and "Science!", with Gun Nut allowing for more complex parts such as strengthened receivers, recoil absorbing stocks, and suppressors, and Science! allowing for things like glow sights and more notably, upgrades to the various energy based weapons, such as a splitter for a laser gun that makes it act like a shotgun. | ||
− | As in the ''Borderlands'' games, enemy weapons are procedurally generated and the name of a weapon is based on the accessories equipped to it; the system is rather less expansive, and rather than only assigning the weapon's highest-priority name prefix it generates a name which generally describes most or all of its accessories. It is possible to strip an unwanted weapon for accessories in the Workbench menu prior to scrapping it for materials, though the method of doing so is counter-intuitive | + | As in the ''Borderlands'' games, enemy weapons are procedurally generated and the name of a weapon is based on the accessories equipped to it; the system is rather less expansive, and rather than only assigning the weapon's highest-priority name prefix it generates a name which generally describes most or all of its accessories. It is possible to strip an unwanted weapon for accessories in the Workbench menu prior to scrapping it for materials, though the method of doing so is counter-intuitive: the player must replace the ones they want to keep, whereupon the desired parts will be kicked into their inventory. If this is not done, the modifications will be scrapped along with the weapon. Often times, the lowest grade parts are cheap or even free to build, such as "equipping" an empty muzzle, and of course, have no Gun Nut or Science! perk requirement, so while not immensely effective, it does incentivize cannibalizing weapons to an extent. |
Special "unique" weapons can also be found in the game world, with effects not found on standard weapons; some of these use the model for an existing weapon, while others are true one-offs. There are also "legendary" weapons which are standard ones with a specific modifier such as a poison damage effect or immediately refilling the player character's action points on a successful critical hit, but these just use the normal weapon model. Such weapons can generally be further modified if desired. | Special "unique" weapons can also be found in the game world, with effects not found on standard weapons; some of these use the model for an existing weapon, while others are true one-offs. There are also "legendary" weapons which are standard ones with a specific modifier such as a poison damage effect or immediately refilling the player character's action points on a successful critical hit, but these just use the normal weapon model. Such weapons can generally be further modified if desired. | ||
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=Handguns= | =Handguns= | ||
=="10mm Pistol"== | =="10mm Pistol"== | ||
− | The fictional "10mm Pistol" returns as a rather common firearm throughout the game, chambered in the less-common 10mm Auto. The weapon no longer really resembles an ultra-chunky [[Desert Eagle]] as previous incarnations did, since the safety has been removed and the long sides of the Desert Eagle slide have had their shape changed. The new, curved shape of this pistol, upwards sloping forend, bent triggerguard, and grip angle make the weapon heavily resemble a ''Star Wars''-esque modification of the German prototype Volkspistole produced by Walther late in the Second World War. Modifications allow it to be converted to full-auto, replacing the "10mm SMG" from previous installments, in addition to a variety of other options such as receivers with various bonuses, extended or quick-release magazines, and a selection of iron sights and optics. The | + | The fictional "10mm Pistol" returns as a rather common firearm throughout the game, chambered in the less-common 10mm Auto. The weapon no longer really resembles an ultra-chunky [[Desert Eagle]] as previous incarnations did, since the safety has been removed and the long sides of the Desert Eagle slide have had their shape changed. The new, curved shape of this pistol, upwards sloping forend, thin bent triggerguard, and grip angle make the weapon heavily resemble a ''Star Wars''-esque modification of the German prototype Volkspistole produced by Walther late in the Second World War. Modifications allow it to be converted to full-auto, replacing the "10mm SMG" from previous installments, in addition to a variety of other options such as receivers with various bonuses, extended or quick-release magazines, and a selection of iron sights and optics. The "Long Barrel" mod restores the enormous chunky front end of the ''Fallout 3'' and ''New Vegas'' incarnations. Unlike previous games, the 10mm Pistol is single-action only, and thus always has its hammer cocked. The 10mm is the first firearm acquired in the game, found on the Overseer's desk in Vault 111. |
− | The ''Creation Club'' mod "Neon Flats" adds the "Gen-4 10mm Pistol" (no, not a Glock | + | The ''Creation Club'' mod "Neon Flats" adds the "Gen-4 10mm Pistol" (no, not a 4th Generation [[Glock 20]]), a variant of the 10mm Pistol that deals additional damage against robot enemies. It has a unique dark blue and pink tone. |
[[File:MKIRight.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark I - .357 Magnum]] | [[File:MKIRight.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark I - .357 Magnum]] | ||
[[File:Walther-Volkspistole.jpg|thumb|none|400px|Walther Volkspistole - 9x19mm Parabellum]] | [[File:Walther-Volkspistole.jpg|thumb|none|400px|Walther Volkspistole - 9x19mm Parabellum]] | ||
− | [[File:Fallout4-10mm-3.jpg|thumb|none|600px|The "10mm Pistol" in the customization menu. This is the default barrel...]] | + | [[File:Fallout4-10mm-3.jpg|thumb|none|600px|The "10mm Pistol" in the customization menu. This is the pistol fitted with a reflex sight, "Comfort Grip" (which replaces the weapon's default brown plastic grip with a wooden one), and the default barrel...]] |
− | [[File:Fo4 10mmpistol.jpg|thumb|none|600px|...and this is the long barrel, which makes it look closer to the gun from the previous two games.]] | + | [[File:Fo4 10mmpistol.jpg|thumb|none|600px|...and this is the long barrel, which makes it look closer to the gun from the previous two games, even including the strange LAM-like underbarrel tube.]] |
[[File:Fallout4-10mm-1.jpg|thumb|none|600px|Having equipped herself with an extremely fetching hat, the player character takes aim with her "10mm Pistol" in VATS as she skillfully avoids tedious jokes about Bethesda games being full of bugs.]] | [[File:Fallout4-10mm-1.jpg|thumb|none|600px|Having equipped herself with an extremely fetching hat, the player character takes aim with her "10mm Pistol" in VATS as she skillfully avoids tedious jokes about Bethesda games being full of bugs.]] | ||
[[File:FO4 CC 10mm.jpg|thumb|none|600px|The ''Creation Club'' exclusive "Gen-4 10mm Pistol".]] | [[File:FO4 CC 10mm.jpg|thumb|none|600px|The ''Creation Club'' exclusive "Gen-4 10mm Pistol".]] | ||
==Walther PPK== | ==Walther PPK== | ||
− | The [[Walther PPK]] appears as a unique 10mm | + | The [[Walther PPK]] appears as a unique 10mm Pistol under the name "Deliverer"; it is acquired as a reward for the "Tradecraft" quest. Its chambering in 10mm is rather strange; a PPK is too small to feed or contain the pressures of such a cartridge, and it is depicted holding 12 rounds in its standard magazine, a feat not possible without making the weapon significantly bulkier and extending the magazine past the grip. A slightly more realistic caliber in game would be somewhat mysterious ".38 round" featured in the game; however, a cut ".32" caliber can be found in the game's files, which would have likely been used by the Deliverer as the same cartridge model for ".32" ammo is present in the pistol's magazine. When firing the Deliverer, its hammer does not move. |
The ''Nuka-World'' add-on adds the Acid Soaker, which is a Deliverer modified to squirt armor-reducing acid at its targets. Its barrel appears to be from the end of a Combat Rifle's barrel. Although the Acid Soaker's model uses part of the Deliverer's, its slide lacks its ejection port. | The ''Nuka-World'' add-on adds the Acid Soaker, which is a Deliverer modified to squirt armor-reducing acid at its targets. Its barrel appears to be from the end of a Combat Rifle's barrel. Although the Acid Soaker's model uses part of the Deliverer's, its slide lacks its ejection port. | ||
− | The ''Creation Club'' add-on "Shroud Manor" features the "Silver Sidearm", a reskinned Deliverer. Visually, it is equipped with | + | The ''Creation Club'' add-on "Shroud Manor" features the "Silver Sidearm", a reskinned Deliverer. Visually, it is equipped with a "Sharpshooter's Grip" that has a floral pattern on it. The Silver Sidearm does not possess any legendary effects and as such is essentially an inferior version of the Deliverer, though they share their modification pool with each other. |
[[Image:WaltherPPkSilenced.jpg|thumb|none|400px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips)]] | [[Image:WaltherPPkSilenced.jpg|thumb|none|400px|Walther PPK with a sound suppressor - .380 ACP (Brown factory grips)]] | ||
[[File:F4 PPK left.jpg|thumb|none|600px|The PPK as seen in on a loading screen.]] | [[File:F4 PPK left.jpg|thumb|none|600px|The PPK as seen in on a loading screen.]] | ||
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[[File:F4 PPK misc1.jpg|thumb|none|600px|The player character pulls out his PPK in Goodneighbor, chambering a new round.]] | [[File:F4 PPK misc1.jpg|thumb|none|600px|The player character pulls out his PPK in Goodneighbor, chambering a new round.]] | ||
[[File:F4 PPK misc.jpg|thumb|none|600px|Later he is doing his best James Bond impression, PPK in hand. Note the complete disregard of any trigger discipline.]] | [[File:F4 PPK misc.jpg|thumb|none|600px|Later he is doing his best James Bond impression, PPK in hand. Note the complete disregard of any trigger discipline.]] | ||
− | [[File:Acidsoaker.jpg|thumb|none| | + | [[File:Acidsoaker.jpg|thumb|none|500px|The Acid Soaker. Like a Super Soaker, but with acid.]] |
[[File:FO4 CC PPK.jpg|thumb|none|600px|The "Silver Sidearm".]] | [[File:FO4 CC PPK.jpg|thumb|none|600px|The "Silver Sidearm".]] | ||
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The ".44 Pistol" is a [[Smith & Wesson Model 29]], and is incorrectly identified as a pistol, when it is a revolver. It is a powerful revolver that can be customized with various barrel lengths, though it is not nearly as flexible as the fictional "pipe" revolver. The player character will always cock the hammer after each shot, which is missing the firing pin. In the game's files, there exists first person fanning animations for the revolver which were ultimately unused. | The ".44 Pistol" is a [[Smith & Wesson Model 29]], and is incorrectly identified as a pistol, when it is a revolver. It is a powerful revolver that can be customized with various barrel lengths, though it is not nearly as flexible as the fictional "pipe" revolver. The player character will always cock the hammer after each shot, which is missing the firing pin. In the game's files, there exists first person fanning animations for the revolver which were ultimately unused. | ||
− | The ''Nuka World'' DLC adds a variant of the .44 | + | The ''Nuka World'' DLC adds a variant of the .44 Pistol, called the "Western Revolver". As a cleaner version of the ".44 Pistol", the Western Revolver sports visually different grips and deals more damage at the cost of having a very limited number of modifications. It was likely named the "Western" revolver due to it being given to the player by a robot in an attraction in Nuka World themed after the American Wild West, though a S&W Model 29 is rather inappropriate for this time period. |
− | Added in the ''Creation Club'' "Noir Penthouse", the "Early Retirement" is a unique variant of the normal Model 29. This revolver is a large reference to the [[(Blade Runner) - LAPD 2019 Blaster|handgun]] carried by [[Harrison Ford]] in the film ''[[Blade Runner]]'', with its name referring to "retirement" being the euphemistic term in the movie for the eliminating of Replicant bio-engineered humans. This variant of the .44 Magnum is a black M29 fitted with dark brown grips, a reflex sight and two red studs located underneath the release latch, replicating the two red LED lights on the handgun from ''Blade Runner''. Additionally, Early Retirement deals extra damage against ''Fallout 4' | + | Added in the ''Creation Club'' "Noir Penthouse", the "Early Retirement" is a unique variant of the normal Model 29. This revolver is a large reference to the [[(Blade Runner) - LAPD 2019 Blaster|handgun]] carried by [[Harrison Ford]] in the film ''[[Blade Runner]]'', with its name referring to "retirement" being the euphemistic term in the movie for the eliminating of Replicant bio-engineered humans. This variant of the .44 Magnum is a black M29 fitted with dark brown grips, a reflex sight and two red studs located underneath the release latch, replicating the two red LED lights on the handgun from ''Blade Runner''. Additionally, Early Retirement deals extra damage against ''Fallout 4'''s "synths", bio-engineered humans often encountered in Boston. |
[[Image:S&WModel29 Enforcer.jpg|thumb|none|400px|Smith & Wesson Model 29 - .44 Magnum. This is the Screen used Model 29, carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]] | [[Image:S&WModel29 Enforcer.jpg|thumb|none|400px|Smith & Wesson Model 29 - .44 Magnum. This is the Screen used Model 29, carried and fired by [[Clint Eastwood]] in the movie ''[[The Enforcer]]''.]] | ||
[[Image:Fallout4-SW-1.jpg|thumb|none|600px|A snub-barrel Model 29 in the weapon customization menu.]] | [[Image:Fallout4-SW-1.jpg|thumb|none|600px|A snub-barrel Model 29 in the weapon customization menu.]] | ||
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=Submachine Guns= | =Submachine Guns= | ||
==Thompson Submachine Gun== | ==Thompson Submachine Gun== | ||
− | The "Submachine Gun" is, for the most part, an [[M1928A1 Thompson]], though it incorrectly ejects to the left and features a side-mounted charging handle (on the wrong side) and | + | The "Submachine Gun" is, for the most part, an [[M1928A1 Thompson]], though it incorrectly ejects to the left and features a side-mounted charging handle (on the wrong side) and sights like an [[M1 Thompson]]; by default, it also has an M1 barrel, but modifications can restore the original Cutts compensator and finned barrel (oddly described as the "lightweight" version). It is also possible to develop the same unsawing technology from ''[[Metal Gear Solid: Peace Walker]]'' to restore the weapon's odd cut-down stock to its former glory. Sadly it can never be given the classic vertical foregrip of an M1928. The drum, oddly, starts out much too small, but still has a capacity of 50 rounds; upgrading it provides a normal-sized drum which somehow contains 100. Amusingly, going by its modifications, a substantial part of the Thompson is made of aluminum and springs. |
− | + | [[Image:M1928A1Drum.jpg |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]] | |
− | [[Image:M1928A1Drum.jpg |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP ]] | ||
[[Image:M1Thompson.jpg|thumb|none|400px|M1 Thompson with 20-round magazine - .45 ACP]] | [[Image:M1Thompson.jpg|thumb|none|400px|M1 Thompson with 20-round magazine - .45 ACP]] | ||
− | [[File:800px-Fo4 SMG.jpg|thumb|none|600px|The Thompson. Note the tiny drum and left-handed ejection port | + | [[File:800px-Fo4 SMG.jpg|thumb|none|600px|The Thompson. Note the tiny drum and left-handed ejection port along with the bizarre sawn-off stock.]] |
[[File:F4 M1A1 Silver.jpg|thumb|none|600px|A unique version of the SMG with a silver finish.]] | [[File:F4 M1A1 Silver.jpg|thumb|none|600px|A unique version of the SMG with a silver finish.]] | ||
[[File:F4 M1A1 misc.jpg|thumb|none|600px|The player character, dressed as the Silver Shroud, strikes a pose with his special silver SMG after having iced a thug.]] | [[File:F4 M1A1 misc.jpg|thumb|none|600px|The player character, dressed as the Silver Shroud, strikes a pose with his special silver SMG after having iced a thug.]] | ||
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==12 Gauge Double Barreled Shotgun== | ==12 Gauge Double Barreled Shotgun== | ||
With a high enough level in the "Gun Nut" perk it is possible to unsaw the sawed-off shotgun into a regular [[12 Gauge Double Barreled Shotgun]], giving it long barrels and a full stock. Like its shorter friend, the shotgun is fired one barrel at a time; in video game tradition, there is only a single reloading animation which replaces both shells, even if one has not been fired. | With a high enough level in the "Gun Nut" perk it is possible to unsaw the sawed-off shotgun into a regular [[12 Gauge Double Barreled Shotgun]], giving it long barrels and a full stock. Like its shorter friend, the shotgun is fired one barrel at a time; in video game tradition, there is only a single reloading animation which replaces both shells, even if one has not been fired. | ||
− | |||
[[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|400px|Savage/Stevens 311A Shotgun - 12 gauge]] | [[Image:Savage-Stevens-311-Shotgun.jpg|thumb|none|400px|Savage/Stevens 311A Shotgun - 12 gauge]] | ||
[[Image:F4 DB shotgun VATS.jpg|thumb|none|600px|The player character prepares to put down a Ghoul with his double-barrel.]] | [[Image:F4 DB shotgun VATS.jpg|thumb|none|600px|The player character prepares to put down a Ghoul with his double-barrel.]] | ||
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==Sawed-Off Double Barreled Shotgun== | ==Sawed-Off Double Barreled Shotgun== | ||
The "shotgun" starts out life as a [[Sawed-off Double Barrel Shotgun]]. Modifications allow it to have its barrels sawed off even shorter to a pistol sized hand-cannon, or to reattach a wooden stock to reduce recoil. | The "shotgun" starts out life as a [[Sawed-off Double Barrel Shotgun]]. Modifications allow it to have its barrels sawed off even shorter to a pistol sized hand-cannon, or to reattach a wooden stock to reduce recoil. | ||
− | |||
[[Image:Stevens 311 (Sawed Off).jpg|thumb|none|400px|Stevens 311R (sawed-off) - 12 gauge]] | [[Image:Stevens 311 (Sawed Off).jpg|thumb|none|400px|Stevens 311R (sawed-off) - 12 gauge]] | ||
[[File:800px-Fo4 Double Barreled Shotgun.jpg|thumb|none|601px|The "Double-Barrel Shotgun" in the modification menu.]] | [[File:800px-Fo4 Double Barreled Shotgun.jpg|thumb|none|601px|The "Double-Barrel Shotgun" in the modification menu.]] | ||
=="Combat Shotgun"== | =="Combat Shotgun"== | ||
− | The "Combat Shotgun" | + | The [[PPSh-41]]-based "Combat Shotgun" returns from ''[[Fallout 3]]'', but has been redesigned to be mechanically plausible. Its default magazine is now a shortened [[BAR]] magazine (that somehow holds 8 shells despite being far too short) placed where it can actually feed into the gun, and can be equipped with a full-length BAR mag (holding 12 shells) or a drum magazine (holding a ludicrous 32 rounds) similar in design to a scaled-down version of the ''Fallout 3'' Combat Shotgun's. In addition it has a wooden handguard resembling the forend of a pump-action shotgun, complete with what is presumably supposed to be the gas tube. Like with other firearms in the game, the Combat Shotgun's buttstock is sawed off and it starts off with a short barrel. |
− | |||
[[Image:PPSH-01-SMG.jpg|thumb|none|400px|Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev]] | [[Image:PPSH-01-SMG.jpg|thumb|none|400px|Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev]] | ||
− | [[File:800px-Fo4 Combat Shotgun.jpg|thumb|none|600px| | + | [[File:800px-Fo4 Combat Shotgun.jpg|thumb|none|600px|A Combat Shotgun in its full-length configuration, equipped with the "Medium Magazine". The bolt handle slot in the receiver is too short to realistically cycle the shotgun's action.]] |
[[File:F4 Combat shotgun posing.jpg|thumb|none|600px|The Sole Survivor strikes a dramatic pose with his modified Combat Shotgun, contemplating if he should have brought a weapon more suited for long-range gunblasting.]] | [[File:F4 Combat shotgun posing.jpg|thumb|none|600px|The Sole Survivor strikes a dramatic pose with his modified Combat Shotgun, contemplating if he should have brought a weapon more suited for long-range gunblasting.]] | ||
− | [[File:FO4 ComSGunModded.jpg|thumb|none|600px|A Combat Shotgun with high-tier modifications. The "Ported and Shielded Barrel" only visually | + | [[File:FO4 ComSGunModded.jpg|thumb|none|600px|A Combat Shotgun with high-tier modifications. The "Ported and Shielded Barrel" only visually applies a heatshield over the already present PPSh-style shield and not any porting. Also of note is the "Marksman's Stock" due to its unergonomic design, with the top adjusting tube of the buttstock in a position where its user would have to angle their thumb in a rather uncomfortable manner.]] |
=Rifles= | =Rifles= | ||
− | |||
=="Laser Musket"== | =="Laser Musket"== | ||
− | A homemade laser weapon consisting of standard military components and scrap-made components. The rifle's stock and trigger guard are very close in design to the [[Kentucky Flintlock Rifle]], which was a typical weapon for the Minutemen during the American Revolutionary War. It is a single-shot laser rifle, operated via a side-mounted hand crank. The more the player cranks it, the more damage a shot will do. The Laser Musket is widely used by the "Minutemen" faction, with its usage obviously a tribute to real-life history. | + | A homemade laser weapon consisting of standard military components and scrap-made components. The rifle's stock and trigger guard are very close in design to the [[Kentucky Flintlock Rifle]], which was a typical weapon for the Minutemen during the American Revolutionary War, while the main firing portion of the weapon comes from the game's "AER9". It is a single-shot laser rifle, operated via a side-mounted hand crank. The more the player cranks it, the more damage a shot will do. The Laser Musket is widely used by the "Minutemen" faction, with its usage obviously a tribute to real-life history. |
As a note of trivia, the term "laser musket" is, amusingly enough, a more accurate description of such a weapon than "laser rifle"; a rifle, by definition, has a rifled barrel, while a laser weapon does not (not leastly because it doesn't have a "barrel" in the traditional sense - only a set of lenses), making "musket" technically the more appropriate term. | As a note of trivia, the term "laser musket" is, amusingly enough, a more accurate description of such a weapon than "laser rifle"; a rifle, by definition, has a rifled barrel, while a laser weapon does not (not leastly because it doesn't have a "barrel" in the traditional sense - only a set of lenses), making "musket" technically the more appropriate term. | ||
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==Remington Model 700== | ==Remington Model 700== | ||
A left-handed [[Remington Model 700]] appears, normally named the "Hunting Rifle". It is renamed the "Sniper Rifle" if given a full stock and a scope. In a rare display of a video game understanding which part of a bolt-action rifle constitutes the stock, the handguard length depends on which stock is fitted rather than which barrel. | A left-handed [[Remington Model 700]] appears, normally named the "Hunting Rifle". It is renamed the "Sniper Rifle" if given a full stock and a scope. In a rare display of a video game understanding which part of a bolt-action rifle constitutes the stock, the handguard length depends on which stock is fitted rather than which barrel. | ||
− | |||
[[File:Remington700CDL.jpg|thumb|none|400px|Remington Model 700 CDL - .300 Win Mag]] | [[File:Remington700CDL.jpg|thumb|none|400px|Remington Model 700 CDL - .300 Win Mag]] | ||
[[File:800px-Fo4 Hunting Rifle.jpg|thumb|none|601px|The player's first encounter with the rifle is often this extremely compact version.]] | [[File:800px-Fo4 Hunting Rifle.jpg|thumb|none|601px|The player's first encounter with the rifle is often this extremely compact version.]] | ||
[[File:F4 R700 left.jpg|thumb|none|600px|A rifle with a full stock, long barrel, and a scope.]] | [[File:F4 R700 left.jpg|thumb|none|600px|A rifle with a full stock, long barrel, and a scope.]] | ||
− | |||
− | |||
Equipping the synthetic body and long lightweight barrel mods turn the Model 700 into a [[Remington Model 700|Remington Model 700 VTR]] with a custom grip and rear stock. The stock slightly resembles that of the fictional "DKS-501" sniper rifle from ''Fallout 3'' and ''Fallout: New Vegas''. | Equipping the synthetic body and long lightweight barrel mods turn the Model 700 into a [[Remington Model 700|Remington Model 700 VTR]] with a custom grip and rear stock. The stock slightly resembles that of the fictional "DKS-501" sniper rifle from ''Fallout 3'' and ''Fallout: New Vegas''. | ||
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[[File:Remington700VTR.jpg|thumb|none|400px|Remington 700 VTR - .308 Winchester]] | [[File:Remington700VTR.jpg|thumb|none|400px|Remington 700 VTR - .308 Winchester]] | ||
− | + | [[File:F4 R700 modified1.jpg|thumb|none|600px|With the correct modifications, the Hunting Rifle can be made into this [[Remington Model 700 VTR]]-style configuration, with a synthetic body, unusable bipod, and VTR-style triangular barrel; this one is also fitted with a 7-round "Medium Magazine" and a muzzle brake. The weapon's buttstock appears to have been based on the "[[:File:FNV_Sniper_Rifle.jpg|Sniper Rifle]]" from ''Fallout 3''.]] | |
− | [[File:F4 R700 modified1.jpg|thumb|none|600px| | + | [[File:F4 R700 misc.jpg|thumb|none|600px|The player character holds his suppressed pseudo-VTR with a night-vision scope, ready to snipe some good-for-nothing Raiders.]] |
− | [[File:F4 R700 misc.jpg|thumb|none|600px|The player character holds his suppressed VTR with a night-vision scope, ready to snipe some good-for-nothing Raiders.]] | ||
=="Combat Rifle"== | =="Combat Rifle"== | ||
− | The Combat Rifle | + | The "Combat Rifle" is essentially a rifle version of the Combat Shotgun, sharing the [[PPSh-41]] stock, receiver, and trigger guard, while also possessing the same action as the Combat Shotgun. Additionally, one modification allows the installation of a hooded front sight similar to that of a PPSh-41. The barrel, however, lacks the barrel shroud, and the magazine no longer resembles a [[Browning Automatic Rifle]] magazine (even though it would be more fitting here). Bizarrely, the rifle's default chambering is ".45" ammunition; since this .45 ammo is also used in the "Submachine Gun", this means that the Combat Rifle is likely chambered in .45 ACP by default - despite this, the rounds loaded in the magazine and the length of the magazine itself is always the same, showing full-sized rifle catridges. Alternative chamberings include ".38" (yet another pistol-caliber round) and .308. |
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[[Image:PPSH-01-SMG.jpg|thumb|none|400px|Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev]] | [[Image:PPSH-01-SMG.jpg|thumb|none|400px|Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev]] | ||
[[Image:Fallout 4 Combat Rifle full stock and barrel.jpg|thumb|none|600px|The Combat Rifle with full length barrel and stock.]] | [[Image:Fallout 4 Combat Rifle full stock and barrel.jpg|thumb|none|600px|The Combat Rifle with full length barrel and stock.]] | ||
− | [[Image:Fallout 4 Combat Rifle short barrel hooded sight shell.jpg|thumb|none|600px|With the hooded front sight and short barrel modification, the | + | [[Image:Fallout 4 Combat Rifle short barrel hooded sight shell.jpg|thumb|none|600px|With the hooded front sight and short barrel modification, the Combat Rifle more closely resembles both the Combat Shotgun and PPSh-41. Note the .45 casing being ejected - if it is rechambered for .308, it will eject a .308 casing.]] |
− | [[Image:Fallout 4 Combat Rifle long barrel close up.jpg|thumb|none|600px|The player character wears a mask while shooting Ghouls to ensure they can't identify him to authorities. This picture shows that the Combat Rifle's receiver was clearly designed with the Combat Shotgun in mind first, as the | + | [[Image:Fallout 4 Combat Rifle long barrel close up.jpg|thumb|none|600px|The player character wears a mask while shooting Ghouls to ensure they can't identify him to authorities. This picture shows that the Combat Rifle's receiver was clearly designed with the Combat Shotgun in mind first, as the rifle's magazine is very thin compared to its magazine well.]] |
− | ==Volkssturmgewehr | + | =="Gauss Rifle"== |
− | The | + | The redesigned "Gauss Rifle" no longer has any design cues from the [[Lahti L-39]]; the only real part of the weapon is the stock from a [[PK]]. It uses 2mm EC rounds like the ''Fallout 2'' version instead of microfusion cells; it also operates differently from the Lahti-based Gauss Rifles from the previous games - the rifle can now be charged for additional damage, the percentage of which is shown via a Nixie tube display. The rifle is loaded through a disc-shaped "magazine" located on the top of the gun, which is held in place by a hinged top cover. |
− | + | [[File:Pk_machine_gun.jpg|thumb|none|400px|PK - 7.62x54mmR]] | |
− | [[Image:Volkssturmgewehr1-5left.jpg|thumb|none|400px|Volkssturmgewehr | + | [[Image:Fallout4-PKM-1.jpg|thumb|none|600px|The PK stock is pretty much the only recognizable part in this bundle of wires, rebar, and magnetic coils. Note that it uses a suppressor, which seems all but useless considering that the gauss rifle fires subsonic projectiles using no propellant and as such would be silent in real life. The only noise it makes in game is that of the shoddy capacitors under stress as they charge and discharge, but considering that they're on the outside of the gun, how exactly a suppressor would do anything to change that is unexplained.]] |
− | [[Image:F4Volkssturmgewehr.jpg|thumb|none|600px|The Volkssturmgewehr as seen in the crafting menu. Note the various electronic components, such as the fictional "Gamma Rounds" welded onto the rifle, which obviously do not exist on its real life counterpart.]] | + | |
+ | ==Gustloff Volkssturmgewehr== | ||
+ | The ''Far Harbor'' DLC add-on features the [[Gustloff Volkssturmgewehr]], appearing as the "Radium Rifle". The rifle is chambered in .45 and has various sci-fi components added to its body, including an optional wire and tin-foil dish that can be added to the barrel, which allow the rifle to cause "radiation damage" to targets. When reloading, magazines are "rocked" into the magwell, like on an AK rifle. The alternative barrel mods for the Volkssturmgewehr do not actually raise the length of the barrel as their names suggest, but instead add a flimsy foil dish around it, presumably to have some effect on the radiation contained within fired bullets. By default it is loaded with 20-round magazines, and the extended magazine (which is visually a 30-round [[Sturmgewehr 44]] magazine) raises its capacity to 40 rounds. | ||
+ | [[Image:Volkssturmgewehr1-5left.jpg|thumb|none|400px|Gustloff Volkssturmgewehr MP507 - 7.92x33mm Kurz]] | ||
+ | [[Image:F4Volkssturmgewehr.jpg|thumb|none|600px|The Volkssturmgewehr as seen in the crafting menu. Note the various electronic components, such as the fictional "Gamma Rounds" welded onto the rifle, which obviously do not exist on its real life counterpart. The rifle also has a semi-pistol grip stock similar to the MP508 variant, but has none of its other features.]] | ||
[[File:FO4 VstgModded.jpg|thumb|none|600px|A further modified Volkssturmgewehr. This one features a hollow stock, foil dish, shorter magazine which appears to be a 20-round StG-44 magazine (it also holds 20 rounds in-game) and a compensator that better fits an anti-materiel rifle.]] | [[File:FO4 VstgModded.jpg|thumb|none|600px|A further modified Volkssturmgewehr. This one features a hollow stock, foil dish, shorter magazine which appears to be a 20-round StG-44 magazine (it also holds 20 rounds in-game) and a compensator that better fits an anti-materiel rifle.]] | ||
[[Image:F4Volkssturmgewehr3rdperson.jpg|thumb|none|600px|The player character cosplaying as a World War II German officer while aiming the Volkssturmgewehr 1-5.]] | [[Image:F4Volkssturmgewehr3rdperson.jpg|thumb|none|600px|The player character cosplaying as a World War II German officer while aiming the Volkssturmgewehr 1-5.]] | ||
− | == | + | ==Marlin Model 1895== |
− | The | + | The ''Far Harbor'' DLC add-on also features the [[Marlin Model 1895]], appearing as the "Lever Action Rifle". It has a 5-round capacity despite being fitted by default with a short tube that should realistically hold 4 rounds at a time. It is chambered in .45-70, a round used only by the Marlin and its unique variants. The rifle is also fitted with a rear aperture sight that appears to be based on those used on the [[Benelli M Series Super 90 Shotguns]], and a left-handed receiver. The base rifle comes in a "Mare's Leg" style configuration with a short stock, short barrel, and an enlarged lever loop. The longer barrel modifications also increase the length of the magazine tube but oddly this does not up the ammo capacity. Due to the lack of a round-by-round reloading system in the game, the rifle is always reloaded with 5 rounds regardless of how many are still remaining in the magazine. |
− | + | [[Image:Zoom_1895G.jpg|thumb|none|400px|Marlin 1895G "Guide Gun" - .45-70 Government]] | |
− | [[Image:Zoom_1895G.jpg|thumb|none|400px|Marlin 1895G "Guide Gun" - .45-70 | + | [[Image:FO4FH LeverGunDefault.jpg|thumb|none|600px|The Marlin in its basic configuration. Note the oddly enlarged lever.]] |
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− | [[Image:FO4FH LeverGunDefault.jpg|thumb|none|600px|The | ||
[[Image:Fallout4_Lever_Action_Rifle.jpg|thumb|none|600px|The Marlin with an extended barrel.]] | [[Image:Fallout4_Lever_Action_Rifle.jpg|thumb|none|600px|The Marlin with an extended barrel.]] | ||
− | [[Image:Fallout4_Lever_Action_Rifle_with_ mods.jpg|thumb|none|600px| | + | [[Image:Fallout4_Lever_Action_Rifle_with_ mods.jpg|thumb|none|600px|The rifle fitted with a scope and "Marksman's Stock", which differs from the "Full Stock" by way of a leather cheekrest with rather uncomfortably placed (for a right-hander) spare round holders.]] |
− | [[Image:Fallout4 Lever Action Rifle first person.jpg|thumb|none|600px|The | + | [[Image:Fallout4 Lever Action Rifle first person.jpg|thumb|none|600px|The Sole Survivor prepares to save Open Mic Night from MacCready's awful jokes.]] |
[[Image:F4_Lever_Action_Rifle_3rdPerson.jpg|thumb|none|600px|I miss New Vegas.]] | [[Image:F4_Lever_Action_Rifle_3rdPerson.jpg|thumb|none|600px|I miss New Vegas.]] | ||
[[Image:F4_Lever_Action_Rifle_3rdpersonEx.jpg|thumb|none|600px|Much to the Brotherhood of Steel's chagrin, the player character re-enacts a scene from ''[[Cowboys & Aliens]]''.]] | [[Image:F4_Lever_Action_Rifle_3rdpersonEx.jpg|thumb|none|600px|Much to the Brotherhood of Steel's chagrin, the player character re-enacts a scene from ''[[Cowboys & Aliens]]''.]] | ||
==AK-47== | ==AK-47== | ||
− | The | + | The ''Nuka World'' DLC features a Type 1 [[AK-47]], named the "Handmade Rifle". It chambers the "7.62 round" added by the DLC and cannot be rechambered for anything else. Some of its modifications include the [[SVD]]-style "Marksman's Stock" and [[PSL]]-style "Sniper Barrel". |
[[File:AK-47.jpg|thumb|none|400px|Type 1 AK-47 - 7.62x39mm]] | [[File:AK-47.jpg|thumb|none|400px|Type 1 AK-47 - 7.62x39mm]] | ||
− | [[Image:Nukaworld akm.jpg|thumb|none|600px|The "Handmade Rifle", as it's called in game, fitted with | + | [[Image:Nukaworld akm.jpg|thumb|none|600px|The "Handmade Rifle", as it's called in game, fitted with the [[Galil]]-esque "Light Stock", an AK "Swiss Grater" upper handguard, and an extended 30-round magazine. The ventilated handguard is reminiscent of a similar design featured on the "Kalash" from ''[[Metro: Last Light]]''.]] |
[[Image:Fo4ShovelStock.jpg|thumb|none|600px|An AK-47 with the bizarre "shovel stock" that almost every Handmade Rifle seems to come with, similar to the AK from ''Rust''. Why they can mass produce pistol grips and handguards but not proper AK-style stocks is a mystery whose answer shall never truly be discovered.]] | [[Image:Fo4ShovelStock.jpg|thumb|none|600px|An AK-47 with the bizarre "shovel stock" that almost every Handmade Rifle seems to come with, similar to the AK from ''Rust''. Why they can mass produce pistol grips and handguards but not proper AK-style stocks is a mystery whose answer shall never truly be discovered.]] | ||
=Machine Guns= | =Machine Guns= | ||
=="Assault Rifle"== | =="Assault Rifle"== | ||
− | Though called an "Assault Rifle, | + | Though called an "Assault Rifle", this evil mutation actually has more in common with a medium machine gun. It has a large barrel jacket based on that of the World War I [[Lewis Gun]] with the narrower part at the front flattened down to almost nothing on the default barrel (it is restored if the barrel is lengthened), a coolant line and two ports near the muzzle like the water jacket of a [[Maxim]] or [[Browning M1917]] (even though the Lewis is air-cooled), the swinging charging handle of a [[Vickers]], a receiver and grip resembling that of the [[MAS AA-52]], the foregrip of the [[M249 SAW]], a small antiaircraft-style front sight, and a side loading box magazine like an [[FG42]]. It is notably the only weapon in the base game that uses "5.56mm" rounds. Supposedly, the "Assault Rifle" would have used .50 caliber ammunition as the text on the gun's suppressor reads "CAL .50". This weapon cannot qualify as an "assault" rifle because it does not have the ability to switch between fire modes, with the player having to modify its receiver to grant the gun full auto capabilities. |
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+ | According to the official ''Fallout 4'' artbook, the weapon was originally called the "Machine Gun" and designed both to look large in the oversized hands of the usable Power Armor suits and to test the modular weapon customization. | ||
[[Image:Lewis gun.JPG|thumb|none|400px|Lewis Gun - .303 British]] | [[Image:Lewis gun.JPG|thumb|none|400px|Lewis Gun - .303 British]] | ||
[[Image:AA52.jpg|thumb|none|400px|MAS AA-52 GPMG - 7.5x54mm French]] | [[Image:AA52.jpg|thumb|none|400px|MAS AA-52 GPMG - 7.5x54mm French]] | ||
− | [[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249-E2 SAW | + | [[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|FN M249-E2 SAW - 5.56x45mm]] |
− | [[File:F4 AR right.jpg|thumb|none|600px|It should be noted that even though the ejection port is on the right side of the weapon, brass actually ejects to the left, clipping through the gun. Note the randomly added coolant line, which just vanishes into the handguard.]] | + | [[File:F4 AR right.jpg|thumb|none|600px|It should be noted that even though the ejection port is on the right side of the weapon, brass actually ejects to the left, clipping through the gun; this may have been due to model being mirrored at some point. Note the randomly added coolant line, which just vanishes into the handguard.]] |
[[File:F4 AR left.jpg|thumb|none|600px|Note the very Lewis-like barrel jacket with fins at the rear, even though it also has a water coolant line: the Lewis used forced-air cooling, not liquid. The stock appears to be a severely distorted version of the synthetic E2 SAW stock with the shoulder pad flipped upside-down, and has an odd cap added to the diagonal section at the base which seems to imply it is supposed to somehow be a reservoir for the cooling system.]] | [[File:F4 AR left.jpg|thumb|none|600px|Note the very Lewis-like barrel jacket with fins at the rear, even though it also has a water coolant line: the Lewis used forced-air cooling, not liquid. The stock appears to be a severely distorted version of the synthetic E2 SAW stock with the shoulder pad flipped upside-down, and has an odd cap added to the diagonal section at the base which seems to imply it is supposed to somehow be a reservoir for the cooling system.]] | ||
− | ==Minigun== | + | =="Minigun"== |
− | A handheld rotary gun similar to a [[GE M134 Minigun]] can be found in the game, | + | A handheld rotary gun similar to a [[GE M134 Minigun]] can be found in the game, usable by the player character and found in the hands of elite enemies. It has a massive 500-round drum resembling the one used on the [[M61 Vulcan]]. As is tradition for miniguns in the series, it is chambered for the fictional "5mm round". The rate of fire is very slow for a minigun, more akin to a movie minigun than a real one. Bizarrely, when using power armor, the barrels spin clockwise in first person, but counter-clockwise in third person. |
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− | [[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun | + | The weapon can be customized in several ways, the most substantial of which gives it the three-barrel assembly from the [[General Dynamics GAU-19/A]], which improves accuracy. |
− | [[File:Phalanx_CIWS_1B.jpg|thumb|none|400px|Phalanx CIWS | + | [[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun - (fake) 7.62x51mm NATO]] |
− | [[File:Fallout4 Minigun.jpg|thumb|none|601px| | + | [[File:Phalanx_CIWS_1B.jpg|thumb|none|400px|Phalanx CIWS - 20x102mm]] |
− | [[Image:Fallout4-Minigun-1.jpg|thumb|none|600px|As the player character and their family make their way to Vault 111 during the game's introductory sequence, a Power Armor soldier with a | + | [[File:Fallout4 Minigun.jpg|thumb|none|601px|A Minigun in the weapon customization menu.]] |
− | [[Image:Fallout4-Minigun-2.jpg|thumb|none|600px|After successfully acquiring her own suit of Power Armor, the player character eyes up the | + | [[Image:Fallout4-Minigun-1.jpg|thumb|none|600px|As the player character and their family make their way to Vault 111 during the game's introductory sequence, a Power Armor soldier with a Minigun is seen providing rather excessive security at the gate.]] |
+ | [[Image:Fallout4-Minigun-2.jpg|thumb|none|600px|After successfully acquiring her own suit of Power Armor, the player character eyes up the Minigun mounted on a crashed "Vertibird" transport, oddly in the exact same configuration used by infantry.]] | ||
[[Image:Fallout4-Minigun-3.jpg|thumb|none|600px|Being a generous sort, she is soon sharing her discovery with a group of Raiders.]] | [[Image:Fallout4-Minigun-3.jpg|thumb|none|600px|Being a generous sort, she is soon sharing her discovery with a group of Raiders.]] | ||
− | [[Image:Fallout4-Minigun-4.jpg|thumb|none|600px|As in quite a few recent games, the | + | [[Image:Fallout4-Minigun-4.jpg|thumb|none|600px|As in quite a few recent games, the Minigun seems to expend most of its propellant heating up the barrels rather than firing the projectiles; after even a relatively short period of firing the barrel group will look like it was just shoved into a furnace. Oddly, this doesn't seem to have any actual effect.]] |
− | [[File:F4 M134 misc.jpg|thumb|none|600px|There is also a unique version of the | + | [[File:F4 M134 misc.jpg|thumb|none|600px|There is also a unique version of the Minigun known as the Ash Maker, which on top of filling anything on the wrong side of the barrel(s) with lead, also lights them on fire. No such kill as overkill.]] |
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=Launchers= | =Launchers= | ||
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=="Missile Launcher"== | =="Missile Launcher"== | ||
− | The "Missile Launcher" appears to be loosely based on the [[RPG-7]], with the rear sight and trigger group of a [[PIAT]] | + | The "Missile Launcher" appears to be loosely based on the [[RPG-7]], with the rear sight and trigger group of a [[PIAT]]; oddly, the lower furnishings of the front end of the tube, the foregrip, and the diagonal section just behind the muzzle seem to modelled after the [[Heckler & Koch MP7]]. The weapon can be modified with a scope and "stabilizer" tube, and can increase its capacity to three and four rockets, the former taking the form of a strange cartridge that sits in the barrel and slides left to right as the missiles fire, and the latter taking on a quad barrel form similar to an [[M202A1 FLASH]]. Rather oddly, the exhaust tube is never modified to account for the additional three missiles, so three missiles are essentially launching directly in the users face. |
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[[Image:Rpg-7-1-.jpg |thumb|none|400px|RPG-7 - 40mm]] | [[Image:Rpg-7-1-.jpg |thumb|none|400px|RPG-7 - 40mm]] | ||
[[Image:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]] | [[Image:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]] | ||
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==Leuchtpistole== | ==Leuchtpistole== | ||
− | The [[Leuchtpistole]] appears as the "Flare Gun", and is used only for summoning nearby Commonwealth Minutemen for assistance. | + | The [[Leuchtpistole]] appears as the "Flare Gun", and is used only for summoning nearby Commonwealth Minutemen for assistance. Unlike the Brescia from ''New Vegas'', it is almost useless as a combat weapon, due to its very low damage. |
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|400px|Leuchtpistole - 26.65mm]] | [[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|400px|Leuchtpistole - 26.65mm]] | ||
==Greener Percussion Harpoon Gun== | ==Greener Percussion Harpoon Gun== | ||
− | Added in the '' | + | Added in the ''Far Harbor'' DLC, the "Harpoon Gun" is partly based on the Greener Percussion Harpoon Gun. However, the in-game version is handheld by the player character and its chambered harpoons are inserted into the side of the receiver via a sliding port. Stats wise, the Harpoon Gun is similar to the Broadsider, minus the latter's explosive damage. By default, harpoons loaded into the weapon have a smooth shaft and lack barbs but modifications to the Harpoon Gun add this feature to projectiles, increasing their effectiveness. |
[[File:Greener harpoon gun.jpg|thumb|none|450px|A Greener percussion harpoon gun, circa 1845.]] | [[File:Greener harpoon gun.jpg|thumb|none|450px|A Greener percussion harpoon gun, circa 1845.]] | ||
− | [[File:Fallout-4-Harpoongun.jpg|thumb|none|600px|The model for the "Harpoon Gun" as seen in the game's loading screen. Note the anti aircraft style sights attached to the gun. As seen in the picture, the loaded harpoon projectile is sticking out of the gun, though this is a bug and does not reflect its actual appearance outside loading screens.]] | + | [[File:Fallout-4-Harpoongun.jpg|thumb|none|600px|The model for the "Harpoon Gun" as seen in the game's loading screen. Note the anti-aircraft-style sights attached to the gun, perfect for plane-fishing. As seen in the picture, the loaded harpoon projectile is sticking out of the gun, though this is a bug and does not reflect its actual appearance outside loading screens.]] |
=Unusable Weapons= | =Unusable Weapons= | ||
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A [[Browning Hi-Power]] can be seen in the hands of a US soldier on the cover of one of the "Guns & Bullets" in-game magazines. | A [[Browning Hi-Power]] can be seen in the hands of a US soldier on the cover of one of the "Guns & Bullets" in-game magazines. | ||
[[Image:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power MK III - 9x19mm]] | [[Image:HiPowerMk3.jpg|thumb|none|350px|Browning Hi-Power MK III - 9x19mm]] | ||
− | [[File:F4 1911 poster.jpg|thumb|none|600px|One of the issue covers for a | + | [[File:F4 1911 poster.jpg|thumb|none|600px|One of the issue covers for a "Guns & Bullets" magazine. This cover was inspired by a [https://commons.wikimedia.org/wiki/File:A_British_soldier_aims_a_Browning_9mm_pistol_on_a_shooting_range_at_Basra,_Iraq_MOD_45148055.jpg real world photograph] of a British soldier in Iraq holding a Hi-Power.]] |
==Browning M2== | ==Browning M2== | ||
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=="Chinese Assault Rifle"== | =="Chinese Assault Rifle"== | ||
− | At some point during development, the "Chinese Assault Rifle" from ''Fallout 3'' was to be added into the game. However, for unknown reasons, it was scrapped and only an untextured mesh (3D model render) remains in the game's files. It appears to be a high polygon remake of said weapon from ''Fallout 3'', which is based on a | + | At some point during development, the "Chinese Assault Rifle" from ''Fallout 3'' was to be added into the game. However, for unknown reasons, it was scrapped and only an untextured mesh (3D model render) remains in the game's files. It appears to be a high polygon remake of said weapon from ''Fallout 3'', which is based on a general [[AK]]-esque layout with the stock of an [[AS Val]], and the rear sight and barrel assembly of an [[RPD]] (which is flipped upside down). It is not known what finish the rifle would have had, since no textures are present for it. |
[[File:Fallout3AK.jpg|thumb|none|450px|The "Chinese Assault Rifle" model from ''Fallout 3''.]] | [[File:Fallout3AK.jpg|thumb|none|450px|The "Chinese Assault Rifle" model from ''Fallout 3''.]] | ||
− | [[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD | + | [[File:RPD-Light-Machine-Gun.jpg|thumb|none|450px|RPD - 7.62x39mm]] |
[[File:AS_Val.jpg|thumb|none|450px|AS Val - 9x39mm]] | [[File:AS_Val.jpg|thumb|none|450px|AS Val - 9x39mm]] | ||
− | [[File:Fallout-4-ChineseARunused.jpg|thumb|none|500px|The untextured render of | + | [[File:Fallout-4-ChineseARunused.jpg|thumb|none|500px|The untextured render of the Chinese Assault Rifle. It appears to have some type of shroud on its gas tube compared to its ''Fallout 3'' counterpart.]] |
==Double Barrel Over Under Shotgun== | ==Double Barrel Over Under Shotgun== | ||
− | A different "Guns & Bullets" magazine cover includes a Mr. Handy robot holding some type of over/under double barreled shotgun. | + | A different "Guns & Bullets" magazine cover includes a Mr. Handy robot holding some type of [[Over/Under Shotgun|over/under double barreled shotgun]]. |
[[File:Browning 0-U.jpg|thumb|none|450px|Browning 5.25 O/U - 12 gauge]] | [[File:Browning 0-U.jpg|thumb|none|450px|Browning 5.25 O/U - 12 gauge]] | ||
[[File:FO4 FO76 DBOUshotgun.jpg|thumb|none|500px|The "Guns & Bullets" magazine featuring an over/under shotgun.]] | [[File:FO4 FO76 DBOUshotgun.jpg|thumb|none|500px|The "Guns & Bullets" magazine featuring an over/under shotgun.]] | ||
==Galil ARM== | ==Galil ARM== | ||
− | During the live-action, opening cinematic, a Chinese soldier can be seen holding a [[ | + | During the live-action, opening cinematic, a Chinese soldier can be seen holding a [[Galil ARM]] during the invasion of Alaska. The gun was probably meant to represent the "Chinese Assault Rifle" from ''Fallout 3''. |
[[Image:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]] | [[Image:Galil.jpg|thumb|none|450px|IMI Galil ARM - 5.56x45mm NATO]] | ||
[[Image:Fallout4Galil.jpg|thumb|none|600px|A Chinese soldier holds a Galil ARM in the live-action intro.]] | [[Image:Fallout4Galil.jpg|thumb|none|600px|A Chinese soldier holds a Galil ARM in the live-action intro.]] | ||
==Heckler & Koch G3== | ==Heckler & Koch G3== | ||
− | The R91 Assault Rifle from ''Fallout 3'' (which is based on the [[H&K G3]]) appears on the Commonwealth Weaponry sign in Diamond City. It appears in the hands of | + | The R91 Assault Rifle from ''Fallout 3'' (which is based on the [[H&K G3]]) appears on the Commonwealth Weaponry sign in Diamond City. It also appears in the hands of Vault Boy in the "Commando" perk icon. |
[[Image:CETME G3.JPG|thumb|none|450px|Early Heckler & Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]] | [[Image:CETME G3.JPG|thumb|none|450px|Early Heckler & Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]] | ||
[[Image:Fallout 4 G3.jpg|thumb|none|600px|Arturo patiently waits for the player to stop staring at his sign and actually buy something already. The two rifles on the sign are R91s, based on the H&K G3.]] | [[Image:Fallout 4 G3.jpg|thumb|none|600px|Arturo patiently waits for the player to stop staring at his sign and actually buy something already. The two rifles on the sign are R91s, based on the H&K G3.]] | ||
==M1918A2 Browning Automatic Rifle== | ==M1918A2 Browning Automatic Rifle== | ||
− | The mural and banners in the Museum of Freedom depict another of the WWII troops with an | + | The mural and banners in the Museum of Freedom depict another of the WWII troops with an [[M1918A2 Browning Automatic Rifle]], specifically a late-war version with a carry handle. |
[[Image:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]] | [[Image:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06]] | ||
− | [[Image:Fallout4-BAR-1.jpg|thumb|none|600px|The Marine to the | + | [[Image:Fallout4-BAR-1.jpg|thumb|none|600px|The Marine to the right aims his BAR: note the carry handle, showing this is a late-war M1918A2.]] |
==M1 Carbine== | ==M1 Carbine== | ||
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==Smith & Wesson J-Frame Revolver== | ==Smith & Wesson J-Frame Revolver== | ||
A silhouette of what appears to be some type of J-frame [[Smith & Wesson]] revolver appears on the pickup model for ".38 rounds". | A silhouette of what appears to be some type of J-frame [[Smith & Wesson]] revolver appears on the pickup model for ".38 rounds". | ||
− | [[File:S% | + | [[File:S%26WChiefSpecialSquareButt.jpg|thumb|none|350px|Smith & Wesson Model 36 Chief's Special - .38 Special]] |
[[File:FO4 .38calBox.jpg|thumb|none|500px|Item pickup for ".38" ammo. Although the box art implies it packages a rimmed cartridge such as .38 Special, it is actually used in-game by box magazine-fed weapons including some that fire in full-auto, despite it being difficult in real life to build reliably working .38 Special magazines for autoloaders.]] | [[File:FO4 .38calBox.jpg|thumb|none|500px|Item pickup for ".38" ammo. Although the box art implies it packages a rimmed cartridge such as .38 Special, it is actually used in-game by box magazine-fed weapons including some that fire in full-auto, despite it being difficult in real life to build reliably working .38 Special magazines for autoloaders.]] | ||
=Fallout 4 Creation Club= | =Fallout 4 Creation Club= | ||
− | |||
==Handguns== | ==Handguns== | ||
==="Classic 10mm Pistol"=== | ==="Classic 10mm Pistol"=== | ||
− | The "Tunnel Snakes Rule!" add-on reintroduces the fictional "Colt 6520" 10mm pistol from ''[[ | + | The "Tunnel Snakes Rule!" add-on reintroduces the fictional "Colt 6520" 10mm pistol from ''[[Fallout]]'' and ''[[Fallout 2]]'', named the "Classic 10mm Pistol". Its appearance originally referenced the revolver on a [https://en.wikipedia.org/wiki/File:Hard_Boiled_TPB_cover.jpg cover for the comic book ''Hard Boiled''], although in all three games it functions as an autoloading pistol. The Classic 10mm Pistol is a more powerful alternative to the 10mm from ''Fallout 4'''s base game; however, the former has several potential downsides such as costing slightly more Action Points to use in VATS, is slightly less accurate, and weighs more. |
"Ultimatum" is a unique variant of the Colt 6520, sporting a black finish and engravings of various objects such as trees, bottlecaps, flames and crows. Bullets fired from Ultimatum deal 50 radiation damage against targets and can be obtained during the questline from the mod that adds the Model 6520. | "Ultimatum" is a unique variant of the Colt 6520, sporting a black finish and engravings of various objects such as trees, bottlecaps, flames and crows. Bullets fired from Ultimatum deal 50 radiation damage against targets and can be obtained during the questline from the mod that adds the Model 6520. | ||
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==Rifles== | ==Rifles== | ||
==="CR-74L"=== | ==="CR-74L"=== | ||
− | The "CR-74L Combat Rifle" is a new rifle added by the mod of the same name | + | The "CR-74L Combat Rifle" is a new rifle added by the mod of the same name; it is not based on anything particular and its design is wholly fictitious. This weapon is essentially an alternative to the base game's Combat Rifle, but only fires in full-auto and can be rechambered for 5.56mm (it shares its default .45 chambering with the standard Combat Rifle). According to the add-on's lore, the CR-74L was designed by a wasteland survivalist named "Mary Jane" as an easy-to-use weapon for settlers. In notes recorded by its creator, the rifle is specified as gas-operated. A fluted barrel can be fitted to the CR-74L, although Mary Jane incorrectly describes this in her notes as what actually fits the description of a ported barrel. |
[[File:FO4 CC rifle2side.jpg|thumb|none|600px|Promotional image of the "CR-74L". It appears to have two magazine release levers, with one on each side.]] | [[File:FO4 CC rifle2side.jpg|thumb|none|600px|Promotional image of the "CR-74L". It appears to have two magazine release levers, with one on each side.]] | ||
− | [[File:FO4 CC rifleclose.jpg|thumb|none|600px|Close-up of the rifle's receiver. Despite having a magazine large enough to hold a rifle round, the bolt in this rifle does not have enough space to fully cycle a round of this length.]] | + | [[File:FO4 CC rifleclose.jpg|thumb|none|600px|Close-up of the rifle's receiver with a drum magazine. Despite having a magazine large enough to hold a rifle round, the bolt in this rifle does not have enough space to fully cycle a round of this length.]] |
− | [[File:FO4 CC rifledisassembled.jpg|thumb|none|600px|Promotional image of all the CR-74L's different accessories and attachments. The underside of the short box magazine | + | [[File:FO4 CC rifledisassembled.jpg|thumb|none|600px|Promotional image of all the CR-74L's different accessories and attachments. The underside of the short box magazine for some reason slopes downwards, giving it the appearance that it's backwards.]] |
[[File:FO4 CC rifleFPS.jpg|thumb|none|600px|Stumbling upon a glowing threat, the Sole Survivor readies his CR-74L. This particular rifle has been painted over with one of the many finishes that this mod includes. Note the safety at the rear of the rifle's receiver which one shouldn't confuse for a disassembly lever like that on the receiver of an AK rifle.]] | [[File:FO4 CC rifleFPS.jpg|thumb|none|600px|Stumbling upon a glowing threat, the Sole Survivor readies his CR-74L. This particular rifle has been painted over with one of the many finishes that this mod includes. Note the safety at the rear of the rifle's receiver which one shouldn't confuse for a disassembly lever like that on the receiver of an AK rifle.]] | ||
==="Manwell Carbine"=== | ==="Manwell Carbine"=== | ||
− | Added in the "Manwell Rifle Set" mod, it adds two weapons: the "Manwell Carbine" and "Manwell Rifle". The Manwell Carbine is supposedly a vintage rifle with multiple combined elements of real firearms such as the receiver, stock and furniture of a [[Lebel 1886]] rifle, the trigger guard and rear receiver area from various [[Sharps | + | Added in the "Manwell Rifle Set" mod, it adds two weapons: the "Manwell Carbine" and "Manwell Rifle". The Manwell Carbine is supposedly a vintage rifle with multiple combined elements of real firearms such as the receiver, stock and furniture of a [[Lebel 1886]] rifle, the trigger guard and rear receiver area from various [[Sharps]] rifles, and a left-handed bolt similar to a [[Mosin Nagant]]. Despite the Mosin-like bolt, it is an autoloading rifle, and chambers .308 Winchester fed by detachable box magazines. Default magazines hold 16 rounds, and ti has options for a slightly longer magazine holds an impossible 32 rounds, and a drum magazine exists that holds an even more implausible 64 cartridges. Although the game calls it as a carbine, it can be modified with medium and long-sized barrels. The Manwell Carbine can also be equipped with scopes and a "compensator" that resembles the [https://laststandonzombieisland.com/2015/09/19/ah-the-mclean-muzzle-brake-and-the-hard-serving-officer-who-vetoed-it/ McLean muzzle break], an attachment that was experimented with the [[M1903 Springfield]] rifle in 1904. |
[[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Model 1886 - 8x50mmR Lebel]] | [[File:Modele1886Lebel.jpg|thumb|none|450px|Lebel Model 1886 - 8x50mmR Lebel]] | ||
[[File:Sharps 1859.jpg|thumb|none|450px|Sharps 1859 Carbine - .52 caliber]] | [[File:Sharps 1859.jpg|thumb|none|450px|Sharps 1859 Carbine - .52 caliber]] | ||
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==="Manwell Rifle"=== | ==="Manwell Rifle"=== | ||
− | Also included in the same weapon set as the previous entry is the "Manwell Rifle". It mostly retains the appearence of its "Carbine" counterpart but with a few visual differences: the magazine shielding of the Manwell Rifle is partly covered by its | + | Also included in the same weapon set as the previous entry is the "Manwell Rifle". It mostly retains the appearence of its "Carbine" counterpart but with a few visual differences: the magazine shielding of the Manwell Rifle is partly covered by its new stock, the rifle's handguard length does not extend with longer barrel modifications (which is odd considering that this weapon would have been a better choice to name as the "Manwell '''Carbine'''") and its stock is now based on a later production [[Mosin Nagant M1891]] as indicated by its sling slot. Despite the Manwell Rifle also chambering .308 and feeding from the same magazines as the Carbine version, it holds less rounds; 6 in the default magazine, 12 in the extended mag, and a low 24 in its drum. Customization-wise, the Manwell Rifle is much less flexible than the Carbine as less modifications are available, including the absence of a "Muzzle" slot for the gun. However, the Manwell Rifle can still be suppressed with the "Suppressed Barrel" modification which gives it an integrally suppressed barrel that strongly resembles the [[De Lisle Carbine]]'s. |
− | [[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 Infantry Rifle, late configuration - 7. | + | [[File:1891-Mosin-Nagant.jpg|thumb|none|450px|Mosin Nagant M1891 Infantry Rifle, late configuration - 7.62x54mmR]] |
[[File:FO4 CC MWRdrumPromo.jpg|thumb|none|600px|A promotional image of the "Manwell Rifle".]] | [[File:FO4 CC MWRdrumPromo.jpg|thumb|none|600px|A promotional image of the "Manwell Rifle".]] | ||
[[File:FO4 CC MWRunmodded.jpg|thumb|none|600px|The "Manwell Rifle" in its default configuration.]] | [[File:FO4 CC MWRunmodded.jpg|thumb|none|600px|The "Manwell Rifle" in its default configuration.]] | ||
[[File:FO4 CC MWRunmodded2.jpg|thumb|none|600px|Inspecting the other side of the gun. Like the "Carbine" variant, the Manwell's trigger is too far backwards despite this not being the case in promo images.]] | [[File:FO4 CC MWRunmodded2.jpg|thumb|none|600px|Inspecting the other side of the gun. Like the "Carbine" variant, the Manwell's trigger is too far backwards despite this not being the case in promo images.]] | ||
− | [[File:FO4 CC MWRidle.jpg|thumb|none|600px|The player character armed with the rifle. | + | [[File:FO4 CC MWRidle.jpg|thumb|none|600px|The player character armed with the rifle. The Manwell logo on the side of the receiver is mostly obscured by the rifle's furniture.]] |
[[File:FO4 CC MWRfire.jpg|thumb|none|600px|Firing the weapon.]] | [[File:FO4 CC MWRfire.jpg|thumb|none|600px|Firing the weapon.]] | ||
[[File:FO4 CC MWRmodded.jpg|thumb|none|600px|The rifle modified with a "night vision" scope, extended magazine and a short barrel.]] | [[File:FO4 CC MWRmodded.jpg|thumb|none|600px|The rifle modified with a "night vision" scope, extended magazine and a short barrel.]] | ||
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==="Prototype Gauss Rifle"=== | ==="Prototype Gauss Rifle"=== | ||
− | Included in the add-on of the same name is a recreation of the "Gauss Rifle" from '' | + | Included in the add-on of the same name is a recreation of the "Gauss Rifle" from ''Operation: Anchorage'' and ''Fallout: New Vegas''. It is a coilgun that uses electromagnetism to propel ferromagnetic projectiles. The Gauss Rifle from the aforementioned games is powered by a miniature fusion reactor while feeding from a seemingly infinite magazine of ferromagnetic slugs. The ''Creation Club'' Gauss Rifle's receiver and rear area still resembles that from a [[Lahti L-39]] anti-tank rifle with a coiled barrel, futuristic scope and a crank (similar to the Lahti's charging handle). However, this rendition has slight differences from its previous version such as a slightly thicker handguard, different trigger shape, smaller magazine, shorter crank and an inverted model with the crank and magazine being on the left side, while the microfusion port is located on the right of the Gauss Rifle's receiver. The rifle now also posesses characteristics in contrast to its Mojave and Capital Wasteland counterparts, with it functioning more akin to the Laser Musket in the base game - rotating the crank on the gun's left side once "loads" a unit of ammo ready to fire, up to a maximum of three shots that deal more damage the higher the number of crank cycles. The Gauss Rifle also depletes ammunition from the player's supply of "2mm Electromagnetic Cartridges" (the ammunition used by Gauss Rifle in both this game and ''Fallout 2'') rather than the microfusion cells which provide the rifle with energy to magnetise its projectiles, albeit this still makes it seem as if it is fed by a never-ending magazine. The Prototype Gauss Rifle can be acquired by the Sole Survivor after wiping a building filled with "Gunners", hostile mercenaries that are a common sight in post-apocalyptic Boston. Vendors may also sell the rifle. At a weapons workbench, the supposedly prototype weapon can have a scope, reflex sight, barrel upgrade or suppressor (despite coilguns not producing noise due to their lack of propellant use) attached. Strangely, one of the models for the Gauss Rifle's suppressors is the exact same as the one from the game's Marlin repeater. A Lahti-style butt plate as seen on the Gauss Rifle in ''New Vegas'' can also be fixed to the weapon, although it is smaller than the one in that game. |
[[File:Lahti.jpg|thumb|none|450px|Lahti L-39 - 20x138mm B]] | [[File:Lahti.jpg|thumb|none|450px|Lahti L-39 - 20x138mm B]] | ||
[[File:Fo3gauss-1.jpg|thumb|none|450px|The "Gauss Rifle" from the ''Fallout 3'' DLC ''Operation: Anchorage''.]] | [[File:Fo3gauss-1.jpg|thumb|none|450px|The "Gauss Rifle" from the ''Fallout 3'' DLC ''Operation: Anchorage''.]] | ||
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[[File:FO4 CC LahtiGaussReload.jpg|thumb|none|600px|Operating the gun's crank.]] | [[File:FO4 CC LahtiGaussReload.jpg|thumb|none|600px|Operating the gun's crank.]] | ||
[[File:FO4 CC LahtiGaussFire.jpg|thumb|none|600px|Firing the weapon, which appropriately beforehand gives off an energising effect in its coils.]] | [[File:FO4 CC LahtiGaussFire.jpg|thumb|none|600px|Firing the weapon, which appropriately beforehand gives off an energising effect in its coils.]] | ||
− | [[File:FO4 CC LahtiGaussModded.jpg|thumb|none|600px|The modified prototype. It is equipped with a | + | [[File:FO4 CC LahtiGaussModded.jpg|thumb|none|600px|The modified prototype. It is equipped with a "Buttstock" (actually just a buttplate), scope, "Shielded Barrel", and a suppressor which wouldn't serve a purpose due to its bore being way too large to silence a non-existent report from a 2mm slug.]] |
− | {{ | + | {{Fallout Series}} |
[[Category:Video Game]] | [[Category:Video Game]] | ||
[[Category:First-Person Shooter]] | [[Category:First-Person Shooter]] |
Revision as of 23:29, 6 March 2023
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Fallout 4 is the fourth numbered game and the fifth main installment in the popular Fallout series, developed by Bethesda Game Studios and published by Bethesda Softworks for Windows PC, PS4 and Xbox One in November 2015. Like the previous games Fallout 3 and Fallout: New Vegas, it is an open world RPG playable from first or third-person perspective.
As is normal for the series, the plot centres on a single wandering protagonist who leaves one of Vault-Tec's "Vault" fallout shelters following a nuclear war between a retro-futuristic United States and China, to find themselves in a wasteland full of mutants and rogues. In this case, the player character (whose name and gender are determined by the player, although officially the male and female characters are known as Nate and Nora respectively; collectively, they are known as the Sole Survivor) is a former resident of Vault 111 in Boston, a facility carrying out secret cryogenic experiments on its residents. Briefly waking up to helplessly watch their infant son Shaun being abducted and their spouse killed, they are later re-woken by the failure of the cryogenic equipment to find two hundred years have passed and they are the only survivor in the facility, and set out to recover their child.
The following weapons appear in the video game Fallout 4:
Overview
Fallout 4 introduces a new weapon modification system to the series. Unlike Fallout: New Vegas, which allowed the player to attach suppressors, extended magazines, etc. to their gun, Fallout 4 gives the player the tools to completely rebuild a gun; typically the weapons have slots for the grip, barrel, barrel accessory, sights, receiver, magazine, and stock. Each type of mod has associated stat modifiers, with some weapons able to completely alter their function depending on what mods are used. For example, a semi-auto weapon can be modified to be full-auto, or a stock and long barrel fitted to turn a pistol into an ersatz sniper rifle.
The most flexible weapons are the fictional "pipe" guns, presumably so called because they are crudely handmade, though they are vastly more durable than actual zipguns of pipes and wood, as they aesthetically appear to be. A more accurate real world example would be the works of activists Professor Parabellum and P.A. Luty, who make submachine guns and handguns akin to those that would be available in the early 20th century out of simple scrap metal parts.
The weapon modification system is a crafting system, using basic resources derived from the usual "vendor trash" objects found in the game world; for example, a shovel can be used if wood or steel is required to make something. Bizarrely, most firearm modifications require the "adhesive" component, with the primary sources of this being duct tape, superglue and vegetable starch (no, really). Certain modifications also require the player to have adequate levels in specific perks; for firearms, these are "Gun Nut" and "Science!", with Gun Nut allowing for more complex parts such as strengthened receivers, recoil absorbing stocks, and suppressors, and Science! allowing for things like glow sights and more notably, upgrades to the various energy based weapons, such as a splitter for a laser gun that makes it act like a shotgun.
As in the Borderlands games, enemy weapons are procedurally generated and the name of a weapon is based on the accessories equipped to it; the system is rather less expansive, and rather than only assigning the weapon's highest-priority name prefix it generates a name which generally describes most or all of its accessories. It is possible to strip an unwanted weapon for accessories in the Workbench menu prior to scrapping it for materials, though the method of doing so is counter-intuitive: the player must replace the ones they want to keep, whereupon the desired parts will be kicked into their inventory. If this is not done, the modifications will be scrapped along with the weapon. Often times, the lowest grade parts are cheap or even free to build, such as "equipping" an empty muzzle, and of course, have no Gun Nut or Science! perk requirement, so while not immensely effective, it does incentivize cannibalizing weapons to an extent.
Special "unique" weapons can also be found in the game world, with effects not found on standard weapons; some of these use the model for an existing weapon, while others are true one-offs. There are also "legendary" weapons which are standard ones with a specific modifier such as a poison damage effect or immediately refilling the player character's action points on a successful critical hit, but these just use the normal weapon model. Such weapons can generally be further modified if desired.
The Creation Club is an officially supported platform for modders and developers to host content on Bethesda Softworks' games. It features content that is purchased with the use of "Credits", currency used for buying Creation Club content which is only obtainable by spending real money on it. The Creation Club for Fallout 4 was launched in August 2017 and since then, various new items including weapon mods have been published to it. Firearms from Creation Club add-ons are covered seperately as they are fan-made content.
Handguns
"10mm Pistol"
The fictional "10mm Pistol" returns as a rather common firearm throughout the game, chambered in the less-common 10mm Auto. The weapon no longer really resembles an ultra-chunky Desert Eagle as previous incarnations did, since the safety has been removed and the long sides of the Desert Eagle slide have had their shape changed. The new, curved shape of this pistol, upwards sloping forend, thin bent triggerguard, and grip angle make the weapon heavily resemble a Star Wars-esque modification of the German prototype Volkspistole produced by Walther late in the Second World War. Modifications allow it to be converted to full-auto, replacing the "10mm SMG" from previous installments, in addition to a variety of other options such as receivers with various bonuses, extended or quick-release magazines, and a selection of iron sights and optics. The "Long Barrel" mod restores the enormous chunky front end of the Fallout 3 and New Vegas incarnations. Unlike previous games, the 10mm Pistol is single-action only, and thus always has its hammer cocked. The 10mm is the first firearm acquired in the game, found on the Overseer's desk in Vault 111.
The Creation Club mod "Neon Flats" adds the "Gen-4 10mm Pistol" (no, not a 4th Generation Glock 20), a variant of the 10mm Pistol that deals additional damage against robot enemies. It has a unique dark blue and pink tone.
Walther PPK
The Walther PPK appears as a unique 10mm Pistol under the name "Deliverer"; it is acquired as a reward for the "Tradecraft" quest. Its chambering in 10mm is rather strange; a PPK is too small to feed or contain the pressures of such a cartridge, and it is depicted holding 12 rounds in its standard magazine, a feat not possible without making the weapon significantly bulkier and extending the magazine past the grip. A slightly more realistic caliber in game would be somewhat mysterious ".38 round" featured in the game; however, a cut ".32" caliber can be found in the game's files, which would have likely been used by the Deliverer as the same cartridge model for ".32" ammo is present in the pistol's magazine. When firing the Deliverer, its hammer does not move.
The Nuka-World add-on adds the Acid Soaker, which is a Deliverer modified to squirt armor-reducing acid at its targets. Its barrel appears to be from the end of a Combat Rifle's barrel. Although the Acid Soaker's model uses part of the Deliverer's, its slide lacks its ejection port.
The Creation Club add-on "Shroud Manor" features the "Silver Sidearm", a reskinned Deliverer. Visually, it is equipped with a "Sharpshooter's Grip" that has a floral pattern on it. The Silver Sidearm does not possess any legendary effects and as such is essentially an inferior version of the Deliverer, though they share their modification pool with each other.
Smith & Wesson Model 29
The ".44 Pistol" is a Smith & Wesson Model 29, and is incorrectly identified as a pistol, when it is a revolver. It is a powerful revolver that can be customized with various barrel lengths, though it is not nearly as flexible as the fictional "pipe" revolver. The player character will always cock the hammer after each shot, which is missing the firing pin. In the game's files, there exists first person fanning animations for the revolver which were ultimately unused.
The Nuka World DLC adds a variant of the .44 Pistol, called the "Western Revolver". As a cleaner version of the ".44 Pistol", the Western Revolver sports visually different grips and deals more damage at the cost of having a very limited number of modifications. It was likely named the "Western" revolver due to it being given to the player by a robot in an attraction in Nuka World themed after the American Wild West, though a S&W Model 29 is rather inappropriate for this time period.
Added in the Creation Club "Noir Penthouse", the "Early Retirement" is a unique variant of the normal Model 29. This revolver is a large reference to the handgun carried by Harrison Ford in the film Blade Runner, with its name referring to "retirement" being the euphemistic term in the movie for the eliminating of Replicant bio-engineered humans. This variant of the .44 Magnum is a black M29 fitted with dark brown grips, a reflex sight and two red studs located underneath the release latch, replicating the two red LED lights on the handgun from Blade Runner. Additionally, Early Retirement deals extra damage against Fallout 4's "synths", bio-engineered humans often encountered in Boston.
Submachine Guns
Thompson Submachine Gun
The "Submachine Gun" is, for the most part, an M1928A1 Thompson, though it incorrectly ejects to the left and features a side-mounted charging handle (on the wrong side) and sights like an M1 Thompson; by default, it also has an M1 barrel, but modifications can restore the original Cutts compensator and finned barrel (oddly described as the "lightweight" version). It is also possible to develop the same unsawing technology from Metal Gear Solid: Peace Walker to restore the weapon's odd cut-down stock to its former glory. Sadly it can never be given the classic vertical foregrip of an M1928. The drum, oddly, starts out much too small, but still has a capacity of 50 rounds; upgrading it provides a normal-sized drum which somehow contains 100. Amusingly, going by its modifications, a substantial part of the Thompson is made of aluminum and springs.
Shotguns
12 Gauge Double Barreled Shotgun
With a high enough level in the "Gun Nut" perk it is possible to unsaw the sawed-off shotgun into a regular 12 Gauge Double Barreled Shotgun, giving it long barrels and a full stock. Like its shorter friend, the shotgun is fired one barrel at a time; in video game tradition, there is only a single reloading animation which replaces both shells, even if one has not been fired.
Sawed-Off Double Barreled Shotgun
The "shotgun" starts out life as a Sawed-off Double Barrel Shotgun. Modifications allow it to have its barrels sawed off even shorter to a pistol sized hand-cannon, or to reattach a wooden stock to reduce recoil.
"Combat Shotgun"
The PPSh-41-based "Combat Shotgun" returns from Fallout 3, but has been redesigned to be mechanically plausible. Its default magazine is now a shortened BAR magazine (that somehow holds 8 shells despite being far too short) placed where it can actually feed into the gun, and can be equipped with a full-length BAR mag (holding 12 shells) or a drum magazine (holding a ludicrous 32 rounds) similar in design to a scaled-down version of the Fallout 3 Combat Shotgun's. In addition it has a wooden handguard resembling the forend of a pump-action shotgun, complete with what is presumably supposed to be the gas tube. Like with other firearms in the game, the Combat Shotgun's buttstock is sawed off and it starts off with a short barrel.
Rifles
"Laser Musket"
A homemade laser weapon consisting of standard military components and scrap-made components. The rifle's stock and trigger guard are very close in design to the Kentucky Flintlock Rifle, which was a typical weapon for the Minutemen during the American Revolutionary War, while the main firing portion of the weapon comes from the game's "AER9". It is a single-shot laser rifle, operated via a side-mounted hand crank. The more the player cranks it, the more damage a shot will do. The Laser Musket is widely used by the "Minutemen" faction, with its usage obviously a tribute to real-life history.
As a note of trivia, the term "laser musket" is, amusingly enough, a more accurate description of such a weapon than "laser rifle"; a rifle, by definition, has a rifled barrel, while a laser weapon does not (not leastly because it doesn't have a "barrel" in the traditional sense - only a set of lenses), making "musket" technically the more appropriate term.
Remington Model 700
A left-handed Remington Model 700 appears, normally named the "Hunting Rifle". It is renamed the "Sniper Rifle" if given a full stock and a scope. In a rare display of a video game understanding which part of a bolt-action rifle constitutes the stock, the handguard length depends on which stock is fitted rather than which barrel.
Equipping the synthetic body and long lightweight barrel mods turn the Model 700 into a Remington Model 700 VTR with a custom grip and rear stock. The stock slightly resembles that of the fictional "DKS-501" sniper rifle from Fallout 3 and Fallout: New Vegas.
"Combat Rifle"
The "Combat Rifle" is essentially a rifle version of the Combat Shotgun, sharing the PPSh-41 stock, receiver, and trigger guard, while also possessing the same action as the Combat Shotgun. Additionally, one modification allows the installation of a hooded front sight similar to that of a PPSh-41. The barrel, however, lacks the barrel shroud, and the magazine no longer resembles a Browning Automatic Rifle magazine (even though it would be more fitting here). Bizarrely, the rifle's default chambering is ".45" ammunition; since this .45 ammo is also used in the "Submachine Gun", this means that the Combat Rifle is likely chambered in .45 ACP by default - despite this, the rounds loaded in the magazine and the length of the magazine itself is always the same, showing full-sized rifle catridges. Alternative chamberings include ".38" (yet another pistol-caliber round) and .308.
"Gauss Rifle"
The redesigned "Gauss Rifle" no longer has any design cues from the Lahti L-39; the only real part of the weapon is the stock from a PK. It uses 2mm EC rounds like the Fallout 2 version instead of microfusion cells; it also operates differently from the Lahti-based Gauss Rifles from the previous games - the rifle can now be charged for additional damage, the percentage of which is shown via a Nixie tube display. The rifle is loaded through a disc-shaped "magazine" located on the top of the gun, which is held in place by a hinged top cover.
Gustloff Volkssturmgewehr
The Far Harbor DLC add-on features the Gustloff Volkssturmgewehr, appearing as the "Radium Rifle". The rifle is chambered in .45 and has various sci-fi components added to its body, including an optional wire and tin-foil dish that can be added to the barrel, which allow the rifle to cause "radiation damage" to targets. When reloading, magazines are "rocked" into the magwell, like on an AK rifle. The alternative barrel mods for the Volkssturmgewehr do not actually raise the length of the barrel as their names suggest, but instead add a flimsy foil dish around it, presumably to have some effect on the radiation contained within fired bullets. By default it is loaded with 20-round magazines, and the extended magazine (which is visually a 30-round Sturmgewehr 44 magazine) raises its capacity to 40 rounds.
Marlin Model 1895
The Far Harbor DLC add-on also features the Marlin Model 1895, appearing as the "Lever Action Rifle". It has a 5-round capacity despite being fitted by default with a short tube that should realistically hold 4 rounds at a time. It is chambered in .45-70, a round used only by the Marlin and its unique variants. The rifle is also fitted with a rear aperture sight that appears to be based on those used on the Benelli M Series Super 90 Shotguns, and a left-handed receiver. The base rifle comes in a "Mare's Leg" style configuration with a short stock, short barrel, and an enlarged lever loop. The longer barrel modifications also increase the length of the magazine tube but oddly this does not up the ammo capacity. Due to the lack of a round-by-round reloading system in the game, the rifle is always reloaded with 5 rounds regardless of how many are still remaining in the magazine.
AK-47
The Nuka World DLC features a Type 1 AK-47, named the "Handmade Rifle". It chambers the "7.62 round" added by the DLC and cannot be rechambered for anything else. Some of its modifications include the SVD-style "Marksman's Stock" and PSL-style "Sniper Barrel".
Machine Guns
"Assault Rifle"
Though called an "Assault Rifle", this evil mutation actually has more in common with a medium machine gun. It has a large barrel jacket based on that of the World War I Lewis Gun with the narrower part at the front flattened down to almost nothing on the default barrel (it is restored if the barrel is lengthened), a coolant line and two ports near the muzzle like the water jacket of a Maxim or Browning M1917 (even though the Lewis is air-cooled), the swinging charging handle of a Vickers, a receiver and grip resembling that of the MAS AA-52, the foregrip of the M249 SAW, a small antiaircraft-style front sight, and a side loading box magazine like an FG42. It is notably the only weapon in the base game that uses "5.56mm" rounds. Supposedly, the "Assault Rifle" would have used .50 caliber ammunition as the text on the gun's suppressor reads "CAL .50". This weapon cannot qualify as an "assault" rifle because it does not have the ability to switch between fire modes, with the player having to modify its receiver to grant the gun full auto capabilities.
According to the official Fallout 4 artbook, the weapon was originally called the "Machine Gun" and designed both to look large in the oversized hands of the usable Power Armor suits and to test the modular weapon customization.
"Minigun"
A handheld rotary gun similar to a GE M134 Minigun can be found in the game, usable by the player character and found in the hands of elite enemies. It has a massive 500-round drum resembling the one used on the M61 Vulcan. As is tradition for miniguns in the series, it is chambered for the fictional "5mm round". The rate of fire is very slow for a minigun, more akin to a movie minigun than a real one. Bizarrely, when using power armor, the barrels spin clockwise in first person, but counter-clockwise in third person.
The weapon can be customized in several ways, the most substantial of which gives it the three-barrel assembly from the General Dynamics GAU-19/A, which improves accuracy.
Launchers
"Broadsider"
A hand-held cannon made from what appears to be an 18th century muzzle-loading swivel gun is one of the unique weapons in the game; it can only be acquired through a remarkably silly mission involving helping a group of robots to launch the museum frigate USS Constitution from her berth in Boston Naval Dockyard. Oddly, the weapon is only ever loaded with cannonballs, and not any powder, which would lead to some rather obvious problems. Bizarrely, one of the modifications for the "Broadsider" is a "Multi Shot Canister" which attaches a tube to the underside of the cannon and somehow gives it a capacity of 3 balls. Though, when this mod is built, the player will only insert a single cannonball into the weapon while reloading. The top of the cannon contains an engraving of King George II's royal cypher and the year "1820", indicating that the cannon was likely cast then (though it would've been 60 years after the end of George II's reign).
"Missile Launcher"
The "Missile Launcher" appears to be loosely based on the RPG-7, with the rear sight and trigger group of a PIAT; oddly, the lower furnishings of the front end of the tube, the foregrip, and the diagonal section just behind the muzzle seem to modelled after the Heckler & Koch MP7. The weapon can be modified with a scope and "stabilizer" tube, and can increase its capacity to three and four rockets, the former taking the form of a strange cartridge that sits in the barrel and slides left to right as the missiles fire, and the latter taking on a quad barrel form similar to an M202A1 FLASH. Rather oddly, the exhaust tube is never modified to account for the additional three missiles, so three missiles are essentially launching directly in the users face.
Leuchtpistole
The Leuchtpistole appears as the "Flare Gun", and is used only for summoning nearby Commonwealth Minutemen for assistance. Unlike the Brescia from New Vegas, it is almost useless as a combat weapon, due to its very low damage.
Greener Percussion Harpoon Gun
Added in the Far Harbor DLC, the "Harpoon Gun" is partly based on the Greener Percussion Harpoon Gun. However, the in-game version is handheld by the player character and its chambered harpoons are inserted into the side of the receiver via a sliding port. Stats wise, the Harpoon Gun is similar to the Broadsider, minus the latter's explosive damage. By default, harpoons loaded into the weapon have a smooth shaft and lack barbs but modifications to the Harpoon Gun add this feature to projectiles, increasing their effectiveness.
Unusable Weapons
Brown Bess Flintlock Musket
A statue of a Minuteman holding a Brown Bess Flintlock Musket can be seen outside the town of Sanctuary. It is also shown equipped on the mannequins of Redcoats, a mural, and a banner in the Museum of Freedom.
Colt Single Action Army
In the Far Harbor DLC, a preview for a pre-War western film is shown in the ruins of a cinema. Various characters are depicted with Colt Single Action Army revolvers.
Browning Hi-Power
A Browning Hi-Power can be seen in the hands of a US soldier on the cover of one of the "Guns & Bullets" in-game magazines.
Browning M2
In the Museum of Freedom mural, what appears to be an M26 Pershing tank is visible firing its cannon to the right of the group of WWII Marines, the mounted Browning M2 on the commander's hatch just about visible through the muzzle flash.
Browning M2 Aircraft
Browning M2 Aircraft heavy machine guns can be seen in the ventral ball turret of a B-24 Liberator bomber during the introduction.
Cannon
In a couple of locations, there are a number of naval cannons mounted on carts. They are only a static world object however, and can't be used or armed by the player nor NPCs. The USS Constitution contains the most cannons, with 40 being positioned both in its interior and exterior.
"Chinese Assault Rifle"
At some point during development, the "Chinese Assault Rifle" from Fallout 3 was to be added into the game. However, for unknown reasons, it was scrapped and only an untextured mesh (3D model render) remains in the game's files. It appears to be a high polygon remake of said weapon from Fallout 3, which is based on a general AK-esque layout with the stock of an AS Val, and the rear sight and barrel assembly of an RPD (which is flipped upside down). It is not known what finish the rifle would have had, since no textures are present for it.
Double Barrel Over Under Shotgun
A different "Guns & Bullets" magazine cover includes a Mr. Handy robot holding some type of over/under double barreled shotgun.
Galil ARM
During the live-action, opening cinematic, a Chinese soldier can be seen holding a Galil ARM during the invasion of Alaska. The gun was probably meant to represent the "Chinese Assault Rifle" from Fallout 3.
Heckler & Koch G3
The R91 Assault Rifle from Fallout 3 (which is based on the H&K G3) appears on the Commonwealth Weaponry sign in Diamond City. It also appears in the hands of Vault Boy in the "Commando" perk icon.
M1918A2 Browning Automatic Rifle
The mural and banners in the Museum of Freedom depict another of the WWII troops with an M1918A2 Browning Automatic Rifle, specifically a late-war version with a carry handle.
M1 Carbine
In the live-action opening cinematic, a US infantryman, presumably a Marine fighting in the Pacific Theater during 1945, is running with an M1 Carbine. Another can be seen on the mural and banner in the Museum of Freedom.
M1 Garand
A US Marine with a bayonet-equipped M1 Garand rifle can be seen on a mural and banner in the Museum of Freedom.
Smith & Wesson J-Frame Revolver
A silhouette of what appears to be some type of J-frame Smith & Wesson revolver appears on the pickup model for ".38 rounds".
Fallout 4 Creation Club
Handguns
"Classic 10mm Pistol"
The "Tunnel Snakes Rule!" add-on reintroduces the fictional "Colt 6520" 10mm pistol from Fallout and Fallout 2, named the "Classic 10mm Pistol". Its appearance originally referenced the revolver on a cover for the comic book Hard Boiled, although in all three games it functions as an autoloading pistol. The Classic 10mm Pistol is a more powerful alternative to the 10mm from Fallout 4's base game; however, the former has several potential downsides such as costing slightly more Action Points to use in VATS, is slightly less accurate, and weighs more.
"Ultimatum" is a unique variant of the Colt 6520, sporting a black finish and engravings of various objects such as trees, bottlecaps, flames and crows. Bullets fired from Ultimatum deal 50 radiation damage against targets and can be obtained during the questline from the mod that adds the Model 6520.
Rifles
"CR-74L"
The "CR-74L Combat Rifle" is a new rifle added by the mod of the same name; it is not based on anything particular and its design is wholly fictitious. This weapon is essentially an alternative to the base game's Combat Rifle, but only fires in full-auto and can be rechambered for 5.56mm (it shares its default .45 chambering with the standard Combat Rifle). According to the add-on's lore, the CR-74L was designed by a wasteland survivalist named "Mary Jane" as an easy-to-use weapon for settlers. In notes recorded by its creator, the rifle is specified as gas-operated. A fluted barrel can be fitted to the CR-74L, although Mary Jane incorrectly describes this in her notes as what actually fits the description of a ported barrel.
"Manwell Carbine"
Added in the "Manwell Rifle Set" mod, it adds two weapons: the "Manwell Carbine" and "Manwell Rifle". The Manwell Carbine is supposedly a vintage rifle with multiple combined elements of real firearms such as the receiver, stock and furniture of a Lebel 1886 rifle, the trigger guard and rear receiver area from various Sharps rifles, and a left-handed bolt similar to a Mosin Nagant. Despite the Mosin-like bolt, it is an autoloading rifle, and chambers .308 Winchester fed by detachable box magazines. Default magazines hold 16 rounds, and ti has options for a slightly longer magazine holds an impossible 32 rounds, and a drum magazine exists that holds an even more implausible 64 cartridges. Although the game calls it as a carbine, it can be modified with medium and long-sized barrels. The Manwell Carbine can also be equipped with scopes and a "compensator" that resembles the McLean muzzle break, an attachment that was experimented with the M1903 Springfield rifle in 1904.
"Manwell Rifle"
Also included in the same weapon set as the previous entry is the "Manwell Rifle". It mostly retains the appearence of its "Carbine" counterpart but with a few visual differences: the magazine shielding of the Manwell Rifle is partly covered by its new stock, the rifle's handguard length does not extend with longer barrel modifications (which is odd considering that this weapon would have been a better choice to name as the "Manwell Carbine") and its stock is now based on a later production Mosin Nagant M1891 as indicated by its sling slot. Despite the Manwell Rifle also chambering .308 and feeding from the same magazines as the Carbine version, it holds less rounds; 6 in the default magazine, 12 in the extended mag, and a low 24 in its drum. Customization-wise, the Manwell Rifle is much less flexible than the Carbine as less modifications are available, including the absence of a "Muzzle" slot for the gun. However, the Manwell Rifle can still be suppressed with the "Suppressed Barrel" modification which gives it an integrally suppressed barrel that strongly resembles the De Lisle Carbine's.
"Prototype Gauss Rifle"
Included in the add-on of the same name is a recreation of the "Gauss Rifle" from Operation: Anchorage and Fallout: New Vegas. It is a coilgun that uses electromagnetism to propel ferromagnetic projectiles. The Gauss Rifle from the aforementioned games is powered by a miniature fusion reactor while feeding from a seemingly infinite magazine of ferromagnetic slugs. The Creation Club Gauss Rifle's receiver and rear area still resembles that from a Lahti L-39 anti-tank rifle with a coiled barrel, futuristic scope and a crank (similar to the Lahti's charging handle). However, this rendition has slight differences from its previous version such as a slightly thicker handguard, different trigger shape, smaller magazine, shorter crank and an inverted model with the crank and magazine being on the left side, while the microfusion port is located on the right of the Gauss Rifle's receiver. The rifle now also posesses characteristics in contrast to its Mojave and Capital Wasteland counterparts, with it functioning more akin to the Laser Musket in the base game - rotating the crank on the gun's left side once "loads" a unit of ammo ready to fire, up to a maximum of three shots that deal more damage the higher the number of crank cycles. The Gauss Rifle also depletes ammunition from the player's supply of "2mm Electromagnetic Cartridges" (the ammunition used by Gauss Rifle in both this game and Fallout 2) rather than the microfusion cells which provide the rifle with energy to magnetise its projectiles, albeit this still makes it seem as if it is fed by a never-ending magazine. The Prototype Gauss Rifle can be acquired by the Sole Survivor after wiping a building filled with "Gunners", hostile mercenaries that are a common sight in post-apocalyptic Boston. Vendors may also sell the rifle. At a weapons workbench, the supposedly prototype weapon can have a scope, reflex sight, barrel upgrade or suppressor (despite coilguns not producing noise due to their lack of propellant use) attached. Strangely, one of the models for the Gauss Rifle's suppressors is the exact same as the one from the game's Marlin repeater. A Lahti-style butt plate as seen on the Gauss Rifle in New Vegas can also be fixed to the weapon, although it is smaller than the one in that game.