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Fallout 4
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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. Canonically, the male and female character options are named Nate and Nora respectively, of course subject to change. Thus, it is not uncommon to see those names attached to the characters by the community. 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:
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, 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 Gen 4 in 10mm), 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", The player can acquire it in the "Tradecraft" quest. Its 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 caliber. However, a cut ".32" caliber can be found in the games 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 rubber grips that have a floral pattern to them. 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 Magnum, 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 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 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 "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 handguard resembling the forend of a pump-action shotgun, complete with a "magazine tube" which is presumably supposed to be the gas tube. The drum magazine for the Combat Shotgun holds an impossible 32 shells instead of holding something more appropriate, such as 12 rounds like it did in Fallout 3. 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. 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.
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 stock slightly resembles that of the fictional "DKS-501" sniper rifle from Fallout 3 and Fallout: New Vegas.
"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 resemblance to what would happen if someone with a box of PPSH-41 parts tried to create a Browning Automatic Rifle from memory.
While options for alternate chamberings do exist, by default, this weapon takes ".45" ammunition. Since this .45 ammo is distinct from the game's already existing .45-70 ammo, and the .45 round is also used in the "Submachine Gun", this means that the Combat Rifle is likely chambered in .45 ACP by default.
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. When reloading, magazines are "rocked" into the magwell, like on an AK rifle.
"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.
AK-47
The "Nuka World" DLC features a Type 1 AK-47, with a left handed receiver. It chambers a round added by the DLC and used only by this rifle - "7.62".
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. 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, 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.
Ignoring the size of this weapon, the whole design of the Fallout 4 Minigun is very close to an M61 Vulcan (especially the drum and the ammunition belt).
The weapon can be customized 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.
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.
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.
"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. 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.
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 generic rifle in the AK family with the stock of an AS Val, the barrel/gas piston assembly of an RPD (which is flipped upside down) and the front sight also from an RPD above its gas tube. 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 appears in the hands of the Vault Boy for 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. Its appearance originally referenced the revolver on a cover for the comic book Hard Boiled although, in all three games this 10mm handgun 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 of the player's action points to use in the game's assisted targeting mechanic, 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 as its design is completely fictional. 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 (by default it is chambered for .45 ACP). 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 Mary Jane, the rifle is apparently cycled by redirecting gas from the cartridge to the bolt carrier, similarly to an AR-15. A fluted barrel can be fitted to the 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 carbines and a bolt similar to that from an M1891 Mosin Nagant. In-game, it is an autoloading rifle with a left-handed bolt and chambers .308 Winchester, which is fed by detachable box magazines. Default magazines hold 16 rounds, 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 furniture, 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 more closely resembles that from a later production M1891 Mosin Nagant as indicated by the sling slot in it. 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 barrel of a De Lisle carbine.
"Prototype Gauss Rifle"
Included in the add-on of the same name is a recreation of the "Gauss Rifle" from Fallout 3 and Fallout: New Vegas. It is a coilgun that uses electromagnetism to propel ferromagnetic projectiles. The Gauss Rifle from Fallout 3 and New Vegas 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" category weapons throughout the Fallout games) 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 repeaterA Lahti-style butt plate as seen on the Gauss Rifle in New Vegas can also be fixed to the prototype's stock, although it is very small.