Nice, but where's the trigger?
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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:
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.
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.
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.
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.
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.
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.
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.
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 "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.
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.
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.
A US Marine with a bayonet-equipped M1 Garand rifle can be seen on a mural and banner in the Freedom Museum.
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.
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 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.
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.
The R91 Assault Rifle from Fallout 3 (which is based on the H&K G3) appears on the Commonwealth Weaponry sign in Diamond City.
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.
"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.
The "Nuka World" DLC features the AKM.
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.
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.
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.
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.
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.
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.
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.
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 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.