Fallout 4

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This article is still under construction. It may contain factual errors. See Talk:Fallout 4 for current discussions. Content is subject to change.



Fallout 4
Fallout 4.jpg
Official PC cover
Release Date: 2015
Developer: Bethesda Game Studios
Publisher: Bethesda Softworks
Series: Fallout
Platforms: PC
Playstation 4
Xbox One
Genre: Action Role-Playing


Fallout 4 is the fourth main game and the fifth 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 is determined by the player) 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 baby being abducted, 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:

Contents


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 fullauto, 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.

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 skills; for firearms, these are "Gun Nut" and "Science!"

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.

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.

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. Modifications allow it to be converted to fully automatic fire, 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.

It is the first firearm acquired in the game, found on the Overseer's desk in Vault 111.

Magnum Research Desert Eagle Mark I.
The default barrel of the "10mm pistol."
The "10mm Pistol" with a long barrel, making it look closer to the gun from the previous two games.
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.

Walther PPK

The Walther PPK appears as a unique 10mm pistol under the name "Deliverer", The player can acquire it in the "Tradecraft" quest. It's chambering in 10mm is rather strange; a PPK is too small to feed 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 .38.

The Nuka-World add-on adds the Acid Soaker, which is a Deliverer modified to squirt armor-reducing acid at its targets.

Walther PPK with a sound suppressor - .380 ACP (Brown factory grips)
The PPK as seen in on a loading screen.
The suppressor can be removed from the weapon via the Weapons Workbench.
The player character pulls out his PPK in Goodneighbor, chambering a new round.
Later he is doing his best James Bond impression, PPK in hand. Note the complete disregard of any trigger discipline.
The Acid Soaker. Like a Super Soaker, but with acid.

Smith & Wesson Model 29

The ".44 Pistol" is a Smith & Wesson Model 29. It is a powerful revolver that can be customised 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.

Smith & Wesson Model 29 - .44 Magnum. This is the Screen used Model 29, carried and fired by Clint Eastwood in the movie The Enforcer.
Snub-barrel Model 29 on the weapon customization menu.
The revolver fitted with the "Bull" barrel and black comfort grips, giving it an appearance similar to the Smith & Wesson Model 629 Stealth Hunter.
The Sole Survivor holds his Revolver, wondering if the strange woman is using some kind of hovering tech or has an invisible chair and table.

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 Hi-power MK III - 9x19mm.
F4 1911 poster.jpg

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 low-profile safety and fire selector like an M1 Thompson; by default, it also has an M1 barrel. Some modifications can give it an original Cutts compensator and a classic finned barrel (oddly described as the "lightweight" version), and 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 aluminium and springs.

M1928A1 Thompson with 50-round drum magazine - .45 ACP
M1 Thompson with 20-round magazine - .45 ACP
The Thompson. Note the tiny drum and left-handed ejection port. The two odd bumps on the side of the receiver are presumably supposed to be an M1-style fire selector and safety, though they are missing their circular pivot points; the selector is set to auto, while the safety is somewhat predictably set to safe.
A unique version of the SMG with a silver finish.
The player character, dressed as the Silver Shroud, strikes a pose with his special silver SMG after having iced a thug.

Shotguns

12 Gauge Double Barreled Shotgun

With a high enough level in the "Gun Nut" skill 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.

Savage/Stevens 311A Shotgun - 12 gauge
The player character prepares to put down a ghoul with his Double-barrel.
The player character reloads his shotgun after some Feral Ghoul slaying.

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.

Stevens 311R (sawed-off) - 12 gauge
"Shotgun" on the customise menu.

"Combat Shotgun"

The "Combat Shotgun" like previous games is also heavily based on the PPSh-41 but now has a magazine from a Browning Automatic Rifle in the proper place, instead of having a drum magazine ahead of the actual action of the weapon. In addition it has a wooden foregrip resembling the forend of a pump-action shotgun, complete with a "magazine tube" which is presumably supposed to be the gas tube.

Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev
The Combat Shotgun
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.

Rifles

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 Freedom Museum.

Original "Short Land Pattern" Brown Bess musket made 1768-1805 - .75 caliber
A revolutionary war-era soldier can be seen brandishing a Brown Bess to the left of the mural. Note the incorrect inclusion of a 1980s Iowa refit in the centre of the mural (presumably supposed to be a WW2 ship given her location), distinguished by the design of the radar and the communications antenna on the bow. The upper section of her bridge tower is not right for an Iowa and is closer in design to the spotting top of the USS Arizona: she may also have been incorrectly drawn with two rear turrets like the never-built Montana-Class, though this could be a trick of perspective and they are supposed to be her 5-inch dual-purpose guns.

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 Freedom Museum.

World War II Era M1 Carbine - .30 Carbine
US Marine running with his M1 Carbine.
The Marine to the right aims his M1 Carbine.

M1 Garand

A US Marine with a bayonet-equipped M1 Garand rifle can be seen on a mural and banner in the Freedom Museum.

M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06
The central Marine brandishes his M1 Garand.

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.

IMI Galil ARM - 5.56x45mm NATO
A Chinese soldier holds a Galil ARM in the live-action intro.

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 videogame understanding which part of a bolt-action rifle constitutes the stock, the handguard length depends on which stock is fitted rather than which barrel.

Remington Model 700 CDL - .300 Win Mag
The player's first encounter with the rifle is often this extremely compact version.
A rifle with a full stock, long barrel, and a scope.

Remington Model 700 VTR

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.

Remington 700 VTR - .308 Winchester
A version of the rifle with a synthetic body, muzzle brake, VTR-style triangular barrel, 7-round extended magazine, and an unusable bipod.
The player character holds his suppressed VTR with a night-vision scope, ready to snipe some good-for-nothing Raiders.

"Combat Rifle"

The Combat Rifle appears very similar to 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. Overall, with the lengthened barrel and .308 receiver, the Combat Rifle bears a slight, superficial resemblance to the Browning Automatic Rifle, sans bipod.

Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev


The combat rifle with full length barrel and stock.
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 the player chambers the weapon for .308, it will eject a .308 casing.
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 Combat Rifle's magazine is very thin for its magazine well.

H&K 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.

Early Heckler & Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO
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.

Volkssturmgewehr 1-5

The "Far Harbor" DLC add-on features the Volkssturmgewehr 1-5, appearing as the "Radium Rifle". The rifle has various sci-fi components added to its body, including an optional wire and tin-foil dish that can be added to the barrel. These allow the rifle to cause "radiation damage" to targets. With the full stock, short barrel, and extended magazine modifications, it is roughly identical to the Volkssturmgewehr.

Volkssturmgewehr 1-5 - 7.92x33mm Kurz
The Volkssturmgewehr as seen in the crafting menu. Note the various electronic components, such as the fictional "Gamma Rounds" welded onto the rifle, which do not exist on its real life counterpart.
The player character cosplaying as a World War II German officer while aiming the Volkssturmgewehr 1-5.

"Lever Action Rifle"

The "Far Harbor" DLC add-on also features what appears to be a mixture of a Marlin 1895G "Guide Gun" and a Marlin Model 336 appearing as the "Lever Action Rifle". It is fitted with a straight stock and chambered for .45-70 like the "Guide Gun" but has a barrel similar to the Model 336. It has a five round magazine, fitted with a rear aperture sight, and the loading and ejection port located on the left. The base rifle comes in a "Mare's Leg" style configuration with a short stock, short barrel, and an enlarged lever loop. One interesting thing to note is that the rifle is always reloaded with 5 rounds regardless of how many are still remaining in the magazine.

Marlin 1895G "Guide Gun" - .45-70
Marlin 336A Carbine - .30-30 Carbine
The base rifle. Note the disproportionately large lever/trigger guard.
With stock and scope.
The Lone Survivor prepares to save Open Mic Night from McCready's awful jokes.
I miss New Vegas.
Much to the Brotherhood of Steel's chagrin, the player character re-enacts a scene from Cowboys vs Aliens.

AKM

The "Nuka World" DLC features the AKM.

AKM - 7.62x39mm
The "Handmade Rifle," as it's called in game, fitted with a Galil-esque stock, an odd upper handguard, an early-pattern slab-side magazine, and no slant compensator. The ventilated handguard is reminiscent of a similar design featured on the "Kalash" from Metro: Last Light.

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, the swinging charging handle of a Vickers Machine Gun, a receiver and grip resembling that of the MAS AA-52, the foregrip of the FN M249 SAW series, a small antiaircraft-style front sight, and a side loading box magazine like an FG42.

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 armour suit, and to test the modular weapon customisation.

Lewis Gun - .303 British
MAS AA-52 GPMG - 7.5x54mm French
M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200 round ammo drum - 5.56x45mm
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.
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.

Handheld M134 Minigun

A handheld rotary gun similar to a GE M134 Minigun can be found in the game, useable by the player character and found in the hands of elite enemies. It has a massive 500-round under-barrel drum similar to the "Sasha" configuration from Team Fortress 2, though the drum is shorter and deeper. In-game it is said to be chambered for 5mm rounds, even smaller than the XM214 Microgun, which is odd considering it is the size of a regular 7.62mm minigun, and most likely just an attempt to provide a story explanation for the weapon's relatively puny per-shot damage. 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 customised in several ways, the most substantial of which gives it three barrels, improving accuracy and turning it into a weapon very similar to the General Dynamics GAU-19/A.

Airsoft handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgment Day. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from Predator; the real T2 minigun did not have this - (fake) 7.62x51mm NATO
Handheld minigun in the weapon customisation menu.
As the player character and their family make their way to Vault 111 during the game's introductory sequence, a power armour soldier with a minigun is seen providing rather excessive security at the gate.
After successfully acquiring her own suit of power armour, the player character eyes up the minigun mounted on a crashed "Vertibird" transport, oddly in the exact same configuration used by infantry.
Being a generous sort, she is soon sharing her discovery with a group of raiders.
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.
There is also a unique version of the M134 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.

M1918A2 Browning Automatic Rifle

The mural and banners in the Freedom Museum depict another of the WW2 troops with an M1918A2 Browning Automatic Rifle, specifically a late-war version with a carry handle.

M1918A2 Browning Automatic Rifle - .30-06
The Marine to the left aims his BAR: note the carry handle, showing this is a late-war M1918A2.

PKM

The redesigned "Gauss Rifle" sports what looks to be the stock of a PKM due to the raised cheek rest, albeit made entirely out of wood and lacking the M model's hinged butt plate.

PKM - 7.62x54mm R
The PKM stock is pretty much the only recognizable part in this bundle of wires, rebar and magnetic coils.

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.

Swivel gun
The "Broadsider." The hydraulic recoil-dampening assembly is at least a start, but this still would not even approach being practical as a handheld weapon. Also note the taped-on button, which connects to wires that lead to the cannon's touch hole, which explains how the powder is lit, but not where it comes from.

"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.

RPG-7 - 40mm
Projector, Infantry, Anti Tank (PIAT) - 3.25 in
Heckler & Koch MP7A1 with factory magazine and iron sights - 4.6x30mm
The most feared of all mutants.
The Sole Survivor introduces an unsuspecting Feral Ghoul to the Missile Launcher.

Leuchtpistole

The Leuchtpistole appears as the "Flare Gun", and is used only for summoning nearby Commonwealth Minutemen for assistance. It is almost useless as a combat weapon, due to its very low damage.

Leuchtpistole - 26.65mm

Mounted weapons

Browning M2

In the Freedom Museum mural, what appears to be an M26 Pershing tank is visible firing its cannon to the right of the group of WW2 Marines, the mounted Browning M2 on the commander's hatch just about visible through the muzzle flash.

Browning M2HB on vehicle mount - .50 BMG
The Browning M2 can be seen above and to the left of the Pershing's main gun.

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.

Browning M2 Aircraft, Fixed - .50 BMG
The Liberator's ball turret is seen rotating in the introduction as it retracts its landing gear, having apparently forgotten to do so.

See Also

Fallout Series
Main series Fallout  •  Fallout 2  •  Fallout 3  •  Fallout 4
Spin-offs Fallout Tactics  •  Fallout: Brotherhood of Steel  •  Fallout: New Vegas  •  Fallout 76



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