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Fallout 76
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Fallout 76 for current discussions. Content is subject to change. |
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Fallout 76 is a 2018 role playing game and the 9th overall title in the Fallout game series, developed by Bethesda Game Studios and published by Bethesda Softworks. Fallout 76 is the first online Fallout title along with serving as Bethesda's first developed multiplayer game since 1997's An Elder Scrolls Legend: Battlespire. It is a prequel to all previous games in the series and can be played in a first or third person perspective.
Just like in previous titles, the plot centers on the player controller character leaving one of many fallout shelters built by Vault-Tec (this time, in Appalachia 25 years later) after a nuclear apocalypse from a result of conflicts between the United States and China.
Overview
A majority of Fallout 4's weapons and mechanics were reused for Fallout 76, such as the ability to build weapons and add various modifications to firearms such as receivers, barrels, grips/stocks, sights and magazines by using various junk in the wasteland containing materials to craft the modifications. Aside from requiring perks to craft modifications as was the case in Fallout 4, they can only be unlocked by the player after breaking down a copy of a firearm, learning their schematics or by redeeming a standalone modification. Certain unique variants of weapons may be found in the game that possess a "Legendary" effect which is a special modifier that changes the statistics of the weapon and have three tiers, graded from 1 to 3 stars, with 3 star effects containing a more and better legendary stat but being less common to find. Like in previous games (excluding Fallout 4), the item condition system was brought back in which players have to regularly maintain their weapons and armor so that they doesn't break. However, a weapon's performance remains the same regardless of its condition. When firing weapons in first person view, no casings will eject from them (with the exception of some shotguns and rifles) but in third person, this is the opposite.
Handguns
"10mm Pistol"
The "10mm Pistol" from Fallout 4 returns and as its name suggests, chambers 10mm Auto ammunition and starts out as a semi automatic, handgun. The pistol somewhat resembles part of a German Volkspistole with some differences such as an angled grip and sloping forend. The 10mm can be modified with extended magazines (that increase its capacity from 12 rounds onwards), certain receivers that can increase damage or add a full auto conversion (essentially assigning the weapon a PDW style role). It becomes abundant at lower levels with random modifications applied and deals decent damage per shot, adding to its viability for starting players.
Colt Single Action Army
The Colt Single Action Army, more specifically a Cimarron model with a 7.5 inch barrel makes an appearance as the "Single Action Revolver" (probably because "Western" was already in use for the game's variant of a S&W M29) and is chambered for .44 Magnum. It can be obtained at early levels but is inferior to the .44 pistol due to the former having very little modifications (which only include an improved receiver, long barrel and ivory grips) and a long reload animation in which each round is replaced one at a time (compared to the Model 29 loading all 6 rounds at the same time) but deals slightly more damage than the already mentioned M29. The revolver appears to be missing a firing pin on its hammer. While reloading in third person view, the player character neglects the use of the revolver's ejector rod, instead inserting ammo directly into the chamber without removing spent casings. Oddly, the model for the revolver only has a single round of ammunition in its cylinder.
"Crusader Pistol"
The "Crusader Pistol" is obtained after learning its plan and constructing it, with the plan being awarded for completing a daily objective. In appearance, it is based on the "12.7mm Pistol" from Fallout: New Vegas, (which in turn is modeled after a large and chunky Hammerli 280 pistol) and is by default chambered for 10mm, with the 5.56mm and fictitious fusion cell rechamber mods relocating the magazine feed system ahead of the trigger rather appropriately.
M1842 Cavalry Percussion Pistol
The M1842 Aston percussion pistol appears as the "Black Powder Pistol". Per its name, the pistol feeds and fires the powerful .50 caliber ball, though firing or loading it will not deplete gunpowder from the player's inventory nor do they replace the percussion cap in the reload animation. While it deals only slightly less damage than the "Black Powder Rifle", the M1842 may be a more preferable choice due to it reloading faster than the rifle.
A more uncommon variant of this weapon called the "Black Powder Blunderbuss" can be obtained but does not act as a blunderbuss, as it fires only one projectile while utilizing the same .50 caliber balls. The percussion cap appears to be missing on the "Blunderbuss'" model and its main visual difference is its lighter colored wood and a Blunderbuss-style barrel.
Smith & Wesson Model 29
The ".44 Pistol" (which should more correctly be referred to as a revolver) also makes a comeback and is quite a powerful weapon to come across for low level players; it is based on the Smith & Wesson Model 29. Ammunition for it is quickly loaded using full moon clips. Despite being a double action revolver, the player character will always cock the hammer after each shot (which lacks a firing pin), a trait carried over from Fallout 4. Modifications for the revolver include longer barrels, scopes and grips.
The "Western Revolver" starts appearing after the player reaches Level 20, though in rare amounts. It is visually identical to the "pistol" variant but with a cleaner appearance and its default wooden grips look different. It is considered the best out of the .44 Magnum revolver category due to its better damage overall and high modding capabilities (although it is slightly less flexible than the common .44). The model originally appeared in Fallout 4's Nuka World downloadable content.
Submachine Guns
"10mm Submachine Gun"
The 10mm SMG from Fallout 3 and Fallout: New Vegas appears again in a higher quality appearance. Like its previous incarnations, the 10mm Submachine Gun resembles the Heckler & Koch SMG II prototype and its front end appears to be based on the M2 Browning's receiver area (though its charging handle no longer resembles that of the M2). The 10mm submachine gun has a left handed bolt, and users hold it with two hands (as characters in 3 and New Vegas impractically held it only with one hand) and finally has a usable stock which are added via modifications despite there being an unused folding stock present. It deals a higher damage per shot than a standard 10mm Pistol and has a fair damage-per-second output, but produces a lot of recoil when continuously firing. It also lacks a front site even though they are present in the game's files.
Thompson Submachine Gun
The "Submachine Gun" (originally appearing in Fallout 4) resembles an M1928A1 Thompson but with a side mounted charging handle on the left side along with an ejection port, safety, and fire selectors from the M1 Thompson. The Submachine Gun is chambered for .45 rounds and deals low damage per shot, but the high rate of fire and large magazine capacity makes up for this. It is depicted as firing from a closed bolt. Oddly enough, the undersized drum magazine equipped on the gun by default holds 50 rounds, whilst the model for a larger drum magazine which holds 62 rounds is visually identical to a real life 50 round drum.
Shotguns
12 Gauge Double Barrel Shotgun
A double barreled 12 gauge shotgun appears in the game. It can be modified with different barrels and stocks. Unlike in Fallout 4, the shotgun's buttstock cannot be sawed off. Performance wise, it deals the most damage out of the game's other shotguns, but is set back by the constant need to reload as well as its theoretical damage potentially being partly negated by armored targets.
Blunderbuss
A cut weapon skin for the in game "Atom Shop" would have changed the appearance of the Black Powder Rifle into a Blunderbuss - though this would be cosmetic and the weapon would still function as a rifle. The Blunderbuss would have likely required a separate animation, which could have been a reason as to why Bethesda cut the item from the game.
"Combat Shotgun"
Since Fallout 3, the "Combat Shotgun's" appearance in the franchise is based on the Soviet PPSh-41. By default, the Combat Shotgun has a sawed off stock and a very short box magazine that somehow holds eight shells. By performance, it is an excellent weapon to utilize shotgun shells for due to its faster fire rate, higher capacity and modding flexibility. One of the magazine modifications for the shotgun resembles a Browning Automatic Rifle's magazine. Adding modifications such as the drum magazine, front sight ring and a long barrel makes the shotgun closely resemble its variant in Fallout 3. This weapon is also the only shotgun in the game that can be modified to negate enemy armor to some extent.
Remington 870
The Remington Model 870 shotgun appears with a left handed ejector port as the "pump action shotgun". It is a quite common weapon, can obtained at very low levels and is superior to the Double-Barrel due to the former's capacity and spread. By default, the shotgun is modelled with a sawed-off stock, a short barrel and a four round magazine tube (which incorrectly holds eight shells) and an aperture sight by default. Bizarrely, applying longer barrel modifications (which also changes the length of the magazine tube but the capacity doesn't increase) decreases the accuracy of the shotgun despite in game notes of the modifications stating that they improve range. If one flips the text on the right side of shotgun's receiver, it reads "Romington 76 MAGNUM" which implies that the shotgun was originally going to be right handed. Some modifications add a heatshield to the barrel of the shotgun. When reloading, the player character will always pump the shotgun's forend backwards before inserting shells. Likely due to a bug, spent shells are ejected from the loading gate but while aiming down the sights, shell hulls correctly eject from the ejection port.
Rifles
AKM
Reused from Fallout 4's Nuka World DLC, the left handed AKM reappears as the "Handmade rifle". Unlike in said game, this rifle no longer chambers 7.62x39mm ammunition due to it not existing in this game (likely as an effort to minimize lesser used ammunition from the previous game) and is instead chambered in 5.56mm rounds despite using curved magazines for the aforementioned 7.62mm cartridge. The handmade rifle can be modified with different stocks, barrels, magazines and scopes. Due to a naming bug, all Handmade Rifles are instead called "Handmade" or "Automatic Handmade" (if using a full-auto receiver on the gun).
American Percussion Combination Gun
"The Dragon" is a mid-19th century American-style quad barreled percussion combination rifle/shotgun. It is chambered in .50 caliber balls and firing will discharge all four barrels despite the fact that in reality the top two barrels are rifle barrels typically around .38-40 caliber and the bottom two barrels are shotgun barrels typically around .69-72 caliber. Strangely, the rifle only expends a single ball of ammunition despite releasing four projectiles and like every other muzzle loaded firearm in the game, the player character makes no effort to replace the rifle's missing percussion caps while reloading. Since the rifle which "The Dragon" is modelled after is a combination gun, it has four percussion nipples, one for each barrel. The game version depicts the bottom two percussion nipples rigged to a wire coming from an unknown power source, which could possibly explain how the rifle fires all four barrels at the same time. Performance wise, The Dragon deals an extremely high amount of damage but takes around ten seconds to reload as well as being very hard to find.
ArmaLite AR-10
The player character can obtain a microtransaction from the in game "Atom Shop" called the "Screaming Eagle skin" which cosmetically changes the handmade rifle's animations and appearance from an AKM to an ArmaLite AR-10 "Transitional Model" rifle (this does not alter the weapon's performance nor statistics). Visually, the AR-10 style rifle lacks a carrying handle and instead utilizes a rail (similarly to the A4 models), has no charging handle but rather a bolt placed on the left side of the receiver (with a right handed ejection port). There are three finishes that can be applied to the rifle which include a standard wood furniture appearance, woodland camouflage, and a custom "flyboy" skin that adds a decal of a bald eagle to the magazine well along with a dark crimson tinted grip and stock. Modifications for the handmade rifle can still be applied and attachments such as suppressors and optics will appear on the rifle. When equipped with a drum magazine, the rifle oddly uses the Handmade Rifle's curved drums instead of a more appropriate one for a straighter cartridge. Regardless of whether a player's Handmade Rifle is semi or fully automatic, the AR-10's selector switch appears to be set to semi automatic.
"Chinese Assault Rifle"
A recreation of the "Chinese Assault Rifle" from Fallout 3 was to appear in 76. However, it was cut from the game at the last moment. The unused model consists of a reused AKM as the "Handmade Rifle" listed above, but with a proper AK-style grip (unlike said Handmade Rifle), the barrel/gas piston assembly of an RPD (flipped upside down with the front sight now attached on top of the gas tube), the stock of an AS Val and the handguard appears to be a cross between that of an AK-style and an RPD again. While the Fallout 76 rendition of the Chinese Assault Rifle is unusable as a standalone weapon, its model is available as a cosmetic skin for the Handmade Rifle when using certain weapon mods with it. This version is painted an olive color with a Chinese Communist style finish.
"Combat Rifle"
The Combat Rifle, yet another weapon recycled from Fallout 4, is heavily based on the PPSh-41 submachine gun. It looks exactly like the "Combat Shotgun", though the barrel, magazine, charging handle and sights are different. The Combat Rifle is chambered in .45 caliber (most likely .45 ACP because the Submachine Gun is chambered in this ammunition as well) and can alternatively be rechambered for the weaker ".38" (which is either equivalent to 9x19mm, .38 Super or .380 ACP because every in game weapon chambered in .38 caliber feeds from straight magazines and the cartridge model is rimless which disproves it as being .38 Special, a rimmed revolver cartridge) even though the gun's magazine model is rifle sized with .308 cartridges being present in it. This was because a .308 receiver for the rifle existed in Fallout 4 but was not carried into Fallout 76.
Kentucky Flintlock Rifle
A skin released for the in game "Atom Shop" changes the Black Powder Rifle's appearance to that of a maple and ornate Kentucky Flintlock Rifle. This is cosmetic and will not change the performance of the rifle. Applying the skin will not change the weapon's reload animation and as such, the player character will not reload the rifle's action mechanism (in this case, adding powder to the flintlock's pan).
"Lever Action Rifle"
The "Lever Action Rifle" which originally appeared in the Fallout 4 Far Harbor DLC now returns in 76. Visually, the rifle is a cross between a Marlin Model 336 and a Marlin 1895G Guide Gun, with a barrel similar to the former and features a straight stock, aperture sights, a thicker trigger guard, and a left handed receiver. In the case of Fallout 4, the Lever Action Rifle was chambered for .45-70 which no longer exists in Fallout 76 and instead loads .45 caliber pistol cartridges (despite animations still using .45-70 casing and round models) with the same 5 round capacity. This rifle begins appearing roughly after Level 35 and deals reasonably high damage, outclassing a .308 caliber hunting rifle but possesses a slower fire rate than other rifles. Like almost every other shotgun and rifle in the game, the Lever Action by default has a sawed-off barrel and stock, both of which can be restored by modifying. In third person view, the rifle's hammer does not lock back. Unlike in Fallout 4, the player properly reloads the necessary amount of cartridges into the Lever Action Rifle because in the former game, the player character would always insert 5 rounds regardless of how many were left in the tube.
M1841 Mississippi Percussion Rifle
The 1853 version of the M1841 Mississippi Percussion Rifle is featured as the "Black Powder Rifle". Like the muzzle loading pistols, it is chambered in .50 caliber balls, deals devastating damage and does not deduct gunpowder from the players inventory upon firing. In its reload animation, the player character completes the proper steps for reloading but does not replace the percussion cap which is already missing nor is any wadding used.
Remington 700
The "Hunting Rifle" is based on the Remington Model 700 with a left handed bolt. The Hunting Rifle is common very early in game and at first is only found with a short barrel/handguard and sawed off stock, but modifications can extend the overall length of the rifle. It is chambered for .308 caliber but an optional modification can convert the Hunting Rifle to load .38 and .50 caliber rounds (rather bizarrely). Oddly, despite the sounds of ammo cases hitting the ground being heard after firing, the rifle does not eject any. Equipping a scope changes the rifle's name from "Hunting Rifle" to "Sniper Rifle".
Remington 700 VTR
One of the Hunting Rifle's modifications visually changes its body and stock, at which this point it begins to resemble a Remington Model 700 VTR. However, the rifle's grip and stock appear to be custom. The stock is loosely shaped like that of the "Sniper Rifle's" from Fallout 3/New Vegas.
Volksstrumgewehr 1-5
Another rifle recycled from the Far Harbor DLC in Fallout 4, the Volkssturmgewehr 1-5 makes a comeback as the "Radium Rifle". It is a Volkssturmgewehr rifle with random sci-fi parts installed on it which include gamma cartridges and wires. Like in its previous appearance, the Radium Rifle is chambered in .45 pistol cartridges and can deal some sort of radiation damage to its victims, with humans being the most effective targets.
Machine Guns
"Assault Rifle"
The evil creation from Fallout 4 known as the "Assault Rifle" returns. It includes parts from real life machine guns such as: the grip and receiver resembling that of the French MAS AA-52, a barrel jacket from the Lewis Gun, the handguard of an M249 SAW, a side loading box magazine similar to one from an FG42 (but chambered in 5.56mm rounds) and an anti-aircraft type front sight. Despite being named an assault rifle, the weapon starts off as firing in semi-automatic (and assault rifles require a selector switch in order to be truly classed as one) until the player character decides to modify the receiver which gives the gun full-auto capabilities. Other modifications include longer barrels and extended magazines. During the development of Fallout 4, the "Assault Rifle" was originally named the "Machine Gun". It was apparently given a bulky appearance in order to fit the look of its wielders wearing power armor.
Browning M2HB
The "50 Cal Machine Gun" is based on the Browning M2HB and is chambered in .50 caliber cartridges which are fed by belt in an ammo box, with an incorrect capacity of 250 rounds. The M2 appears to be in a handheld configuration, carried by the player character using with two handles; one mounted onto the gun's top cover and the other behind the trigger mechanism which raises a question as to how exactly the player presses the trigger while holding the MG by its grips at the same time. It also lacks iron sights and weighs significantly lighter in game than in real life (18 lbs compared to 84 lbs) The machine gun deals reasonable damage, has a decently high rate of fire, becomes accessible to the player when they reach Level 25 but has only two modifications: a heavy barrel, which increases damage and a "prime" receiver that deals more damage to "Scorched" diseased enemies which roam the Wasteland around Appalachia.
MG42
The German MG42 appears as the "Light Machine Gun"; this is somewhat incorrect, as the MG42 is a general-purpose machine gun, though the in-game version lives up to its name by weighing a mere 8 pounds (over 17 pounds less than the real steel). The Light Machine Gun is chambered in .308 caliber, similar to the MG42's modern counterpart, the MG3, which is chambered for 7.62x51mm NATO. It deals a decent amount of damage per shot and can deal even more per second thanks to its fire rate (lower than a real MG42's, but still rather high), however one needs to monitor how much they fire as the gun can eat through a large amount of .308 cartridges. The machine gun is modelled with a 50 round belt drum, but has an incorrect capacity of 75 rounds. The schematic plan to build the weapon refers to it by its real life name as "MG42 light machine gun".
"Minigun"
The Minigun from Fallout 4 returns. It similar to the GE M134 Minigun with its design based on the M61 Vulcan, has a capacity of 500 "5mm" rounds which are stored in a large drum mounted underneath the barrels and has a very low damage per shot stat, with its fast fire rate (still slower than a real life minigun) making up for this. Strangely, the ammo box model used for the fictitious "5mm" cartridge contains inscribed text that reads "7.62x51mm NATO" and "USE IN M.G.GAU-2B/A OR M134".
Model 1874 Gatling Gun
The "Gatling Gun" is based on the camel Model 1874 Gatling Gun which in game is available in a makeshift handheld configuration (despite a real life Gatling Gun being substantially heavier for a single person to be able to carry, run with, and reload without issue). The Gatling Gun is chambered in the fictional "5mm" cartridge and uses the standard vertical magazines by default but a modification may equip it with a short .45-70 Broadwell drum which increases capacity. It uses a left handed crank that appears to be located further ahead of the gun's action (which would not succeed in rotating the barrels in reality) and is also incorrectly depicted as firing one round per full crank rather than consecutively discharging rounds the more the crank is turned. The Gatling Gun is a better alternative to the Minigun due to the former's higher accuracy, damage output, and more manageable ammunition preservation (due to the gun's slower fire rate). Optionally, the player can add a large drillbit shaped bayonet which attaches to the front of the gun's frame center.
PKM
While the in game "Gauss Rifle" is largely fictional, its stock resembles that of a PKM, but is missing the butt plate.
Launchers
"Broadsider"
The "Broadsider" is what appears to be an 18th century swivel gun attached to a metallic frame with an assembly of recoil dampeners and two handles that the user holds the weapon with. The back handle has a button connected to wiring which leads to the touch hole of the cannon. In reality, the cannon would be extremely heavy for a single person to carry, fire, and reload with their two hands. Strangely, during the Broadsider's reload animation, no powder is loaded into its muzzle and the player character directly inserts the cannonball. There is a modification for the Broadsider, the "multi shot cannister" which adds a tube to the underside of the cannon. This mod somehow increases the capacity of the weapon to 3 cannonballs, although reload animations still show one cannonball being dropped into the muzzle.
Greener Percussion Harpoon Gun
The "Harpoon Gun" (originally appearing in the Fallout 4 Add-on Far Harbor) appears to take inspiration from the Greener Percussion Harpoon Gun, though some differences include the player holding it with two hands (as is the case with every heavy weapon in the game) and each harpoon instead being loaded into the receiver from its left side rather than from the muzzle. The model has a button connected to wiring which leads into the percussion mechanism, although reloading it is dismissed by the player character, leaving how exactly the gun launches its projectiles a mystery. Modifications for the "Harpoon Gun" include a barbed modification to the harpoons which adds a "health drain per second" effect to targets or alternatively, a "flechette" mod may be applied which transforms the single loaded harpoon into a cluster of several projectiles, making the weapon function like a heavy shotgun.
"Hellstorm Missile Launcher"
The "Hellstorm Missile Launcher" appears to take inspiration from the M202 FLASH incendiary launcher. The body of the launcher resembles the M202 but lacks flap lids and a scope (by default, the launcher has iron sights but a modification adds a scope, replicating that of an M202's); its foregrip and grip/trigger assembly are identical to that of the default "Missile Launcher", being based on the Heckler & Koch MP7 and PIAT respectively. Instead of loading rockets through the rear like the real M202, the Hellstorm's chambered "missiles" are inserted towards the muzzle in a clip. One of the weapon modifications can convert the standard four barrel assembly into a single barrel, revolving chamber 6-shot launcher. The left side of the "Hellstorm Missile Launcher" contains an inscription that reads "LAUNCHER ROCKET 4 BARREL 66MM" and the six shot mod changes it to "LAUNCHER MISSILE 6 BARREL 58MM", this does not affect the in game missile ammunition that both launcher weapons use. The "Hellstorm" launcher was added in the game's Steel Dawn update and plays a part in its questline.
Leuchtpistole
The German Leuchtpistole reappears as the "Flare Gun" and is the only weapon in the game chambered for flare ammunition. In Fallout 4, the main purpose of the Leuchtpistole was to signal the "Minutemen" faction for help, which leaves owning one in 76 pointless. However, one potential use for this "weapon" in game is to attract the attention of other real players in the event of an emergency, though whether they respond or not is up to them.
M79 Grenade Launcher
The M79 grenade launcher is referred to by its real-life name (which newer Fallout games never do so with their firearms). It correctly chambers 40mm and by default has a sawed off barrel and stock, both of which can be brought back by modifying means. Aside from this, no other mods exist for the launcher and it can easily be replaced in favor of the "Auto Grenade Launcher" that happens to deal the exact same explosion damage per shot.
"Missile Launcher"
The "Missile Launcher" from Fallout 4 is loosely based on the RPG-7 and has the rear sight and trigger group of the PIAT. Part of the diagonal area near the muzzle and the foregrip resembles sections from a Heckler & Koch MP7. Modifications range from a targeting system which enables the user to lock onto targets, a "triple barrel" attachment which despite its name actually adds a detachable magazine which increases the launcher's capacity from one to three "missiles" and alternatively a "quad barrel" that replaces the weapon's muzzle with four barrels (though the rear is still a single tube), giving the launcher an appearance similar to the M202 FLASH. The Missile Launcher deals decent explosive damage, however, its default single shot capacity proves weak against higher level enemies. Fired projectiles will travel in a straight line until detonating upon a target.
Mk 19 Grenade Launcher
The Mk 19 grenade launcher makes an appearance as the "Auto Grenade Launcher" and is chambered for 40mm grenades with a small capacity of 12 rounds. As with all heavy weapons in game, the launcher is in a handheld configuration with similar carry handles as the game's Browning M2, which still doesn't explain how the player character pulls the trigger simultaneously while carrying the weapon using both hands. In reality, the Mk 19 grenade launcher weighs almost 80 lbs, while the game version weighs only 18 lbs. The launcher's model has folded rear sights which are unfortunately folded and unusable. The only modifications for the Mk 19 are two other barrels which increase the weapon's range stat. The default barrel contains the Mk 19's older flash hider while one of the barrel upgrades contains the current production flash hider.
Explosives
"Fragmentation Grenade"
The design of the "Fragmentation Grenade" is largely fictitious but appears to partly resemble a Mk 2 hand grenade.
Unusable Weapons
Browning Hi-Power
One of the in game "Guns & Bullets" magazines features a Browning Hi-Power in the hands of a US soldier.
Double Barrel Over Under Shotgun
Another "Guns & Bullets" magazine cover includes a Mr. Handy robot holding some sort of over/under double barreled shotgun.
Heckler & Koch G3
In an attempt to bring back the "R91" rifle from Fallout 3, the "R91 skin" was due to be released as a cosmetic reskin for the "Handmade Rifle", but was cut from the game for unknown reasons. The rifle is modelled after the earlier model of the Heckler & Koch G3 but with an erroneous charging handle located on the left side of the receiver (most likely to fit with pre existing rifle animations). This version of the G3 appears to be a recreation of the "R91 assault rifle" from Fallout 3, whose name references the HK91.
Some of the "Commando" perk cards depict the Vault Boy mascot brandishing an R91 style G3 rifle.
Ingram MAC-11
The "Guerrilla" list of perk cards feature a picture of the Vault Boy mascot firing an Ingram MAC-11 without a folding stock.
Sten Mk II
The Sten Mk II is a cut weapon, appearing as the "Black Knight". Strangely, it is exactly identical to a hunting rifle (obviously excluding its appearance) as the game's files list the former as using .308 ammunition, bearing a capacity of 5 rounds along with dealing the same amount of damage as the rifle. The "Black Knight" would have been a variant of the hunting rifle that would allow players to add on a cosmetic skin, but Bethesda had scrapped it in favor of adding appearance altering skins to existing weapons.