Fallout 4

Fallout 4 is the fourth numbered game and the fifth main installment in the popular Fallout series, developed by Bethesda Game Studios and published by Bethesda Softworks for Windows PC, PS4 and Xbox One in November 2015. Like the previous games Fallout 3 and Fallout: New Vegas, it is an open world RPG playable from first or third-person perspective.
As is normal for the series, the plot centres on a single wandering protagonist who leaves one of Vault-Tec's "Vault" fallout shelters following a nuclear war between a retro-futuristic United States and China, to find themselves in a wasteland full of mutants and rogues. In this case, the player character (whose name and gender are determined by the player, although officially the male and female characters are known as Nate and Nora respectively; collectively, they are known as the Sole Survivor) is a former resident of Vault 111 in Boston, a facility carrying out secret cryogenic experiments on its residents. Briefly waking up to helplessly watch their infant son Shaun being abducted and their spouse killed, they are later re-woken by the failure of the cryogenic equipment to find 210 years have passed and they are the only survivor in the facility, and set out to recover their child.
As with the previous games, a number of DLC were released for Fallout 4. Of these, two were simply additions to the game's settlement system (Wasteland Workshop and Contraptions Workshop) while the other four added more substatial content such as new quests, weapons or whole locations to explore. These four were Automatron, which adds a new questline to the game dealing with robots; Far Harbor, which takes the Sole Survivor to Mount Desert Island, Maine; Vault-Tec Workshop, which introduces a new Vault and settlement to the game, Vault 88; and Nuka-World, which takes place in the eponymous Nuka-Cola-themed amusement park.
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=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.
Fallout 4 also introduces "legendary" weapons to the series, which are otherwise standard weapons that have specific modifiers such as firing two bullets at once or applying a poison damage effect to the target. These are dropped by legendary enemies, more powerful versions of their standard counterparts; most enemies can spawn as legendary variants, occasionally resulting in odd sights like looting a rifle off a radroach. Like previous games, unique weapons also appear in Fallout 4, although these are usually just regular weapons with special names and pre-set legendary effects and attachments.
The item condition system from the previous two games has been excised, so weapons will no longer jam or perform poorly after prolonged use, nor will they require maintainence.
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 that are not direct variants of guns already in the base game 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, predictably enough chambered for 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. Some elements of the new design, mostly the slanted dustcover and thin bent triggerguard, bear a resemblance to the German prototype Volkspistole produced by Walther late in the Second World War, although this is most likely just a coincidence. Modifications allow it to be converted to full-auto, effectively replacing the "10mm SMG" from previous installments, while the "Long Barrel" mod restores the enormous chunky front end of the Fallout 3 incarnation. Unlike previous games, the 10mm Pistol is single-action only, and thus always has its hammer cocked. The 10mm is the first firearm acquired in the game, found on the Overseer's desk in Vault 111.
The Creation Club mod "Neon Flats" adds the "Gen-4 10mm Pistol" (no, not a 4th Generation Glock 20), a variant of the 10mm Pistol that deals additional damage against robot enemies. It has a unique dark blue and pink tone. 
==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. A planned "automatic" mod would've allowed the player to rapidly fan the S&W, but this went unused, with first-person fanning animations being left in the game's files.
The Nuka World DLC adds a variant of the .44 Pistol, called the "Western Revolver". As a cleaner version of the ".44 Pistol", the Western Revolver sports visually different grips and deals more damage at the cost of having a very limited number of modifications. It was likely named the "Western" revolver due to it being given to the player by a robot in an attraction in Nuka World themed after the American Wild West, though a S&W Model 29 is rather inappropriate for this time period.
Added in the Creation Club "Noir Penthouse", the "Early Retirement" is a unique variant of the normal Model 29. This revolver is a large reference to the handgun carried by Harrison Ford in the film Blade Runner, with its name referring to "retirement" being the euphemistic term in the movie for the eliminating of Replicant bio-engineered humans. This variant of the .44 Magnum is a black M29 fitted with dark brown grips, a reflex sight and two red studs located underneath the release latch, replicating the two red LED lights on the handgun from Blade Runner. Additionally, Early Retirement deals extra damage against Fallout 4's "synths", bio-engineered humans often encountered in Boston. 
==Walther PPK==
The Walther PPK appears as a unique 10mm Pistol under the name "Deliverer", and is acquired as a reward for the Railroad quest "Tradecraft". The pistol by default comes with the "VATS Enhanced" legendary effect. Its chambering in 10mm is rather strange; a PPK is too small to feed or contain the pressures of such a cartridge, and it is depicted holding 12 rounds in its standard magazine, a feat not possible without making the weapon significantly bulkier and extending the magazine past the grip. A slightly more realistic caliber in game would be the ".38 round" featured in the game, although that round is implied to be .38 Special rather than .380 ACP; however, the Deliverer was likely originally going to chamber a cut ".32" round, as the ammunition present in the magazine are referred to as such in the game files. When firing the Deliverer, its hammer does not move. 
The Nuka-World add-on adds the Acid Soaker, which is an improvised gun that as its name suggests, squirts streams of weaponized acid. Its model is of the Deliverer PPK as a base with part of the barrel section and gas block assembly from the in-game "Combat Rifle" fitted, plus the "soaker" components attached. Statistically, targets hit by this acid are harmed through "poison" damage as well as a debuff that reduces their "Damage Resistance" stat. The use of firearm parts for an acid-spraying weapon is questionable, considering the corrosive damage it deals towards armored targets plus its ammunition in-game being named "Acid Concentrate". Although the Acid Soaker's model recycles part of the PPK, its slide completely lacks an ejection port and extractor, not that it needs them. The Acid Soaker only fires in semi-auto, and workbench modifications are not available for it. The only place to get an Acid Soaker is from a prize terminal within the Nuka-World DLC map for 6,250 ticket points.
The Creation Club add-on "Shroud Manor" features the "Silver Sidearm", a reskinned Deliverer. Visually, it is equipped with a "Sharpshooter's Grip" that has a floral pattern on it. The Silver Sidearm does not possess any legendary effects and as such is essentially an inferior version of the Deliverer, though they share their modification pool with each other.
=Submachine Guns=
==Thompson Submachine Gun==
The "Submachine Gun" is a bizarre hybrid between the M1928 Thompson and M1A1 Thompson. It is largely based on the M1, but has M1928 features such as the stock (missing its quick-detach button), rear sight protector (and only the protectors; the rear sight itself is based on the M1's), trigger group, and compatibility with drums. It also has an oddly wide receiver and short bolt handle slot, and is depicted as closed-bolt. The Thompson can be fitted with a Cutts compensator and have its smooth barrel replaced with the original finned barrel (oddly described as the "light barrel"). 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. The default magazine is a drum which, 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.
The "Silver Submachine Gun" is a unique version of the Submachine Gun that is a replica of the weapon used by the in-universe fictional character known as the Silver Shroud. It is given by Kent Connolly if the player presents the original prop gun to him during the quest "The Silver Shroud". It differs from the standard variant in having a shinier finish and darker furniture, but is statistically identical.
thumb|none|400px|M1928A1 Thompson - .45 ACP
=Shotguns=
==12 Gauge Double Barreled Shotgun==
A 12 Gauge Double Barreled Shotgun appears in the game, predictably named the "Double-Barrel Shotgun". Like many long guns in the game, it initially starts off in a sawn-off configuration, but with a high enough level in the "Gun Nut" perk it is possible to unsaw the shotgun, giving it long barrels and a full stock. Unlike the version from Point Lookout, 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.
=="Combat Shotgun"==
The PPSh-41-based "Combat Shotgun" returns from Fallout 3, but has been redesigned to be mechanically plausible. Its default magazine is now a shortened BAR magazine (that somehow holds 8 shells despite being far too short) placed where it can actually feed into the gun, and can be equipped with a full-length BAR mag (holding 12 shells) or a drum magazine (holding a ludicrous 32 rounds) similar in design to a scaled-down version of the Fallout 3 Combat Shotgun's. In addition it has a wooden handguard resembling the forend of a pump-action shotgun, complete with what is presumably supposed to be the gas tube. Like with other firearms in the game, the Combat Shotgun's buttstock is sawed off and it starts off with a short barrel.
thumb|none|450px|PPSh-41 - 7.62x25mm Tokarev
thumb|none|450px|The "Combat Shotgun" from Fallout 3 for comparison. Note the PPSH-41 fire selector switch, which is missing in 4's shotgun.
=Rifles=
=="Laser Musket"==
A homemade laser weapon consisting of standard military components and scrap-made components, the "Laser Musket"'s stock and trigger guard are very close in design to the Kentucky Flintlock Rifle, which was a typical weapon for the Minutemen during the American Revolutionary War, while the main firing portion of the weapon comes from the game's "Laser Pistol" or "Laser Rifle" depending on barrel length. 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==
The "Hunting Rifle" unlike in previous installments, takes the form of a left-handed Remington Model 700 chambered for .308 Winchester. It is the first rifle-type firearm the player will come across, often in a sawed-off configuration. The Model 700 in-game is renamed to "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. Upgrades for the Remington include muzzle attachments and extended magazines (which are visually larger than in-game stats suggest). For a .308, the Hunting Rifle is barely a powerful rifle while the player levels through the early parts of the game.
In a rather ridiculous feat however, swapping the Model 700's receiver for a particular one can rechamber it for ".50 caliber" rounds; likely .50 BMG (judging by its packaging box-art) which in-game is not used by any other firearm except for the bolt-action pipe gun in a similarly ludicrous rechambering modification. The only changes this conversion to .50 cal. does to the Model 700 is replace its firing sound and pathetically raises its damage stat by a small amount; it deals only 9 points more than the highest-damaging .308 "receiver". Alternatively, the Remington' may also be implausibly rechambered for .38 pistol-caliber rounds, which only gives it a puny damage output and the second-heaviest weight penalty in the "receiver" mod category (only tied with the aforementioned .50 conversion). Neither of these caliber-swapping changes alter the Hunting Rifle's visuals nor current magazine size.
=="Combat Rifle"==
The "Combat Rifle" is essentially a rifle version of the Combat Shotgun, and as such is based on the PPSh-41. The only parts that are different from the shotgun are the bolt, magazines, (reused from the Remington above), and the barrel, which now lacks the heat shield. As it is largely the same weapon, the Combat Rifle has many of the same modifications as the Combat Shotgun. The Combat Rifle's default magazine holds 20 rounds (and is also the 7-round "Medium Magazine" from the Hunting Rifle), while the extended magazine (the Hunting Rifle's 10-round "Large Magazine") holds 40. Bizarrely, the rifle's default chambering is ".45" ammunition; since this .45 ammo is also used in the "Submachine Gun", this means that the Combat Rifle is chambered in .45 ACP by default. Despite this, the magazine always shows full-length rifle cartridges inside it. Alternative chamberings include ".38" (yet another pistol-caliber round) and .308. In Far Harbor, a unique version chambered in 5.56mm named "December's Child" can be found; this rechambering is by way of a unique legendary effect that is named "M4 Carbine" internally.
thumb|none|400px|PPSh-41 - 7.62x25mm Tokarev
=="Gauss Rifle"==
The redesigned "Gauss Rifle" no longer has any design cues from the Lahti L-39; the only real part of the weapon is the stock from a PK. It uses "2mm EC "rounds like the Fallout 2 version instead of microfusion cells, and also operates differently from the Lahti-based Gauss Rifles from the previous games. It can now be charged for additional damage, the percentage of which is shown via a Nixie tube display. The weapon is loaded through a disc-shaped "magazine" located on the top of the gun, which is held in place by a hinged top cover. For some reason, the capacitor modifications for the Gauss Rifle dictate how many rounds its drum magazine holds, which remains visually the same (and also represents pickups for 2mm EC ammo).
==Gustloff Volkssturmgewehr MP 507==
The Far Harbor DLC add-on features the Gustloff Volkssturmgewehr MP 507, appearing as the "Radium Rifle". The rifle is chambered in .45 and has various sci-fi components added to its body, including an optional wire and tin-foil dish that can be added to the barrel, which allow the rifle to cause "radiation damage" to targets. When reloading, magazines are "rocked" into the magwell, like on an AK rifle. The alternative barrel mods for the Volkssturmgewehr do not actually raise the length of the barrel as their names suggest, but instead add a flimsy foil dish around it, presumably to have some effect on the radiation contained within fired bullets. By default it is loaded with 20-round magazines, and the extended magazine (which is visually a 30-round Sturmgewehr 44 magazine) raises its capacity to an incorrect 40 rounds.
==Marlin Model 1895==
The Far Harbor DLC add-on also features the Marlin Model 1895, appearing as the "Lever Action Rifle". It has a 5-round capacity despite being fitted by default with a short tube that should realistically hold 4 rounds at a time. It is chambered in .45-70, a round used only by the Marlin and its unique variants. The rifle is also fitted with a rear aperture sight that appears to be based on those used on the Benelli M Series Super 90 Shotguns, and a left-handed receiver. The base rifle comes in a "Mare's Leg" style configuration with a short stock, short barrel, and an enlarged lever loop. The longer barrel modifications also increase the length of the magazine tube but oddly this does not up the ammo capacity. Due to the lack of a round-by-round reloading system in the game, the rifle is always reloaded with 5 rounds regardless of how many are still remaining in the magazine.
==AK-47==
The Nuka World DLC features a Type 1 AK-47, named the "Handmade Rifle". It chambers the "7.62 round" added by the DLC and cannot be rechambered for anything else. Its default configuration has no stock, a short barrel, and a short magazine that holds 10 rounds. Some of the AK's modifications include the SVD-style "Marksman's Stock", PSL-style "Sniper Barrel", PBS-1 suppressor, and a 75-round drum magazine. While the AK-47 is a select-fire rifle, its in-game fire mode can only be changed by switching between or building a new receiver that permits either semi or full auto fire but not both.
=Machine Guns=
=="Assault Rifle"==
Though called an "Assault Rifle", this evil mutation actually has more in common with a medium machine gun. It has a large barrel jacket based on that of the World War I Lewis Gun with the narrower part at the front flattened down to almost nothing on the default barrel (it is restored if the barrel is lengthened), a coolant line and two ports near the muzzle like the water jacket of a Maxim or Browning M1917 (even though the Lewis is air-cooled), a receiver and grip resembling that of the MAS AA-52, the handguard of the M249 SAW, a small antiaircraft-style front sight, and a side loading box magazine. 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.
thumb|none|400px|Lewis Gun - .303 British
=="Minigun"==
A handheld rotary gun similar to a GE M134 Minigun can be found in the game, usable by the player character and found in the hands of elite enemies. It has a massive 500-round drum resembling the one used on the M61 Vulcan. As is tradition for miniguns in the series, it is chambered for the fictional "5mm round". The rate of fire is very slow for a minigun, more akin to a movie minigun than a real one. Bizarrely, when using power armor, the barrels spin clockwise in first person, but counter-clockwise in third person.
The weapon can be customized in several ways, the most substantial of which gives it the three-barrel assembly from the General Dynamics GAU-19/A, which improves accuracy.
thumb|none|400px|Airsoft handheld M134 Minigun - (fake) 7.62x51mm NATO
=Launchers=
=="Broadsider"==
A hand-held cannon made from what appears to be an 18th century muzzle-loading swivel gun is one of the unique weapons in the game; it can only be acquired through a remarkably silly mission involving helping a group of robots to launch the museum frigate USS Constitution from her berth in Boston Naval Dockyard. Oddly, the weapon is only ever loaded with cannonballs, and not any powder, which would lead to some rather obvious problems. Bizarrely, one of the modifications for the "Broadsider" is a "Multi Shot Canister" which attaches a tube to the underside of the cannon and somehow gives it a capacity of 3 balls. Though, when this mod is built, the player will only insert a single cannonball into the weapon while reloading. The top of the cannon contains an engraving of King George II's royal cypher and the year "1820"; these markings are partially based on those on replica guns onboard Constitution.
=="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.
thumb|none|400px|RPG-7 - 40mm
thumb|none|400px|Heckler & Koch MP7A1 with factory magazine and iron sights - 4.6x30mm
==Leuchtpistole==
The Leuchtpistole appears as the "Flare Gun", and is awarded for completing the quest "The First Step". In a rare case of a flare gun in a video game actually being used for its intended purpose, it is used only for summoning nearby Commonwealth Minutemen for assistance, being 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 a breech assessed from 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=
==Beretta 3032 Tomcat==
In the cover for one of the "Live & Love" in-game magazines, a woman is depicted holding what appears to be a Beretta Tomcat-style pistol, fitted with a suppressor.
==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" (an in-game parody of the real life Guns & Ammo firearms publication) 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. USS Constitution contains the most cannons, with 40 (4 less than she was designed to carry, and 10 fewer than her current configuration) being positioned both in its interior and exterior.
=="Chinese Assault Rifle"==
An advertisement for Freddy Fear's House of Scares reused from Fallout 3 features a child holding a toy version of the game's "Chinese Assault Rifle", which is a fictional AK-esque weapon with elements from the RPD and AS Val.
At some point during development, the rifle itself was meant to appear as a usable weapon in the game. However, for unknown reasons, it was scrapped and only an untextured mesh remains in the game's files.
==Colt Single Action Army==
In the Far Harbor DLC, a preview for a pre-War western film is shown in the ruins of a cinema. Various characters are depicted with Colt Single Action Army revolvers.
==Daisy Red Ryder==
The Daisy Red Ryder is featured in the icon for the "Gun Nut" perk, but is not present as a usable weapon.
==Derringer==
A Derringer pistol appears on the "Little Guns for Little Ladies" issue of the Guns & Bullets magazine.
==Double Barrel Over Under Shotgun==
A different "Guns & Bullets" magazine cover includes a Mr. Handy robot holding some type of over/under double barreled shotgun.
==Galil ARM==
During the live-action, opening cinematic, a Chinese soldier can be seen holding a Galil ARM during the invasion of Alaska. The gun was probably meant to represent the "Chinese Assault Rifle" from Fallout 3. 
==Heckler & Koch G3==
The R91 Assault Rifle from Fallout 3 (which is based on the H&K G3) appears on the Commonwealth Weaponry sign in Diamond City. It also appears in the hands of Vault Boy in the "Commando" perk icon.
thumb|none|400px|Early Heckler & Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO
==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. 
==M1928 Thompson==
As opposed to the strange hybrid model usable in-game, proper M1928 Thompsons appear in a number of places, such as the icon for the quests "Unlikely Valentine" and "The Silver Shroud", the cover of the "Trapped in the Dimension of the Pterror-dactyls!" issue of the "Unstoppables" magazine, and on some wooden standees.
==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".
==Winchester Rifle==
On the cover for the "Starlet Sniper" magazine of the in-game "Astoundingly Awesome Tales" series, there appears to be an illustrated Winchester-style repeater, likely a Winchester Model 1892.
=Fallout 4 Creation Club=
==Handguns==
==="Classic 10mm Pistol"===
The "Tunnel Snakes Rule!" add-on reintroduces the fictional "Colt 6520" 10mm pistol from Fallout and Fallout 2, named the "Classic 10mm Pistol". Its appearance originally referenced the revolver on a cover for the comic book Hard Boiled, although in all three games it functions as an autoloading pistol. The Classic 10mm Pistol is a more powerful alternative to the 10mm from Fallout 4's base game; however, the former has several potential downsides such as costing slightly more Action Points to use in VATS, is slightly less accurate, and weighs more.
"Ultimatum" is a unique variant of the Colt 6520, sporting a black finish and engravings of various objects such as trees, bottlecaps, flames and crows. Bullets fired from Ultimatum deal 50 radiation damage against targets and can be obtained during the questline from the mod that adds the Model 6520.
==="Nail Gun"===
Introduced by the 2024 next-gen update for Fallout 4, the "Nail Gun" is among one of the new "guns" of the "Makeshift Weapons" pack released with the update. Visually, it is a partial recreation of the "H&H Tools Nail Gun" from Fallout: New Vegas' Lonesome Road add-on. As the base New Vegas game featured an M3 "Grease Gun", the DLC nail launcher was designed to bear the rough shape and exterior functionality of of the M3 to reuse its pre-existing animations. The Creation Club Nail Gun however, has been entirely mocked up to reuse animations from the Fallout 4 "10mm Pistol", and bears some additional visual similarities to the Walther MPL, particularly in the trigger group. As a result, the yellow cover for the gun's cylindrical upper is now a seperate piece that reciprocates like a pistol slide when the Nail Gun is fired and locks back when reloading, where it is then released through some magical "slide" release that hasn't been modelled. Nail ammunition is now fed in magazines through the grip, rather illogically considering the design of the trigger group and MPL's selector switch are located at the grip. The M3-style charging handle is retained in some way on the receiver, but it appears on both sides and lacks the pin knob which has been replaced by a screw that has fixed it to the gun. As is typical for a gun in Fallout 4; improvised or not, this Nail Gun can be fitted with attachments and alternative parts such as MPL-style iron sights and fictional elements such as Gauss gun technology that further accelerates the nail projectiles; this translates in-game to more damage and faster travel of fired nails.
==Rifles==
==="CR-74L"===
The "CR-74L Combat Rifle" is a new rifle added by the mod of the same name; it is not based on anything particular and its design is wholly fictitious. This weapon is essentially an alternative to the base game's Combat Rifle, but only fires in full-auto and can be rechambered for 5.56mm (it shares its default .45 chambering with the standard Combat Rifle). According to the add-on's lore, the CR-74L was designed by a wasteland survivalist named "Mary Jane" as an easy-to-use weapon for settlers. In notes recorded by its creator, the rifle is specified as gas-operated. A fluted barrel can be fitted to the CR-74L, although Mary Jane incorrectly describes this in her notes as what actually fits the description of a ported barrel.
==="Manwell Carbine"===
Added in the "Manwell Rifle Set" mod, it adds two weapons: the "Manwell Carbine" and "Manwell Rifle". The Manwell Carbine is supposedly a vintage rifle with multiple combined elements of real firearms such as the receiver, stock and furniture of a Lebel 1886 rifle, the trigger guard and rear receiver area from various Sharps rifles, and a left-handed bolt similar to a Mosin Nagant. Despite the Mosin-like bolt, it is an autoloading rifle, and chambers .308 Winchester fed by detachable box magazines. Default magazines hold 16 rounds, and it has options for a slightly longer magazine holds an impossible 32 rounds, and a drum magazine exists that holds an even more implausible 64 cartridges. Although the game calls it as a carbine, it can be modified with medium and long-sized barrels. The Manwell Carbine can also be equipped with scopes and a "compensator" that resembles the McLean muzzle brake, an attachment that was experimented with the M1903 Springfield rifle in 1904. 
==="Manwell Rifle"===
Also included in the same weapon set as the previous entry is the "Manwell Rifle". It mostly retains the appearence of its "Carbine" counterpart but with a few visual differences: the magazine shielding of the Manwell Rifle is partly covered by its new stock, the rifle's handguard length does not extend with longer barrel modifications (which is odd considering that this weapon would have been a better choice to name as the "Manwell Carbine") and its stock is now based on a later production Mosin Nagant M1891 as indicated by its sling slot. Despite the Manwell Rifle also chambering .308 and feeding from the same magazines as the Carbine version, it holds less rounds; 6 in the default magazine, 12 in the extended mag, and a low 24 in its drum. Customization-wise, the Manwell Rifle is much less flexible than the Carbine as less modifications are available, including the absence of a "Muzzle" slot for the gun. However, the Manwell Rifle can still be suppressed with the "Suppressed Barrel" modification which gives it an integrally suppressed barrel that strongly resembles the De Lisle Carbine's.
===PGM Hecate II===
The add-on content "Anti-Materiel Rifle" adds in a reincarnation of the PGM Hecate II rifle that previously appeared in Fallout: New Vegas. Unfortunately however, the PGM Hecate II included in this add-on is not as accurate of a reproduction as New Vegas' Hecate II with the former has had several tweaks such as a left-handed bolt (to fit the pre-existing animations for the base game Remington 700) and an overall disproportionate size of the rifle including a thinner body, reshaped pistol grip (again to fit the handling animations of the already mentioned Remington), a smaller bolt and ejection port and a shorter and thinner magazine. As with the flexible weapon modding system in Fallout 4, the Hecate II can be modified with different barrel lengths, stocks, muzzle attachments, magazines and aiming devices. Also, it can bizarrely be rechambered for the low-tier ".38" cartridge, which rather expectedly decreases the rifle's damage significantly due to the use of a smaller and weaker round that essentially defeats the rifle's "anti-materiel" purpose.
==="Prototype Gauss Rifle"===
Included in the add-on of the same name is a recreation of the "Gauss Rifle" from Operation: Anchorage and Fallout: New Vegas. It is a coilgun that uses electromagnetism to propel ferromagnetic projectiles. The Gauss Rifle from the aforementioned games is powered by a miniature fusion reactor while feeding from a seemingly infinite magazine of ferromagnetic slugs. The Creation Club Gauss Rifle's receiver and rear area still resembles that from a Lahti L-39 anti-tank rifle with a coiled barrel, futuristic scope and a crank (similar to the Lahti's charging handle). However, this rendition has slight differences from its previous version such as a slightly thicker handguard, different trigger shape, smaller magazine, shorter crank and an inverted model with the crank and magazine being on the left side, while the microfusion port is located on the right of the Gauss Rifle's receiver. The rifle now also posesses characteristics in contrast to its Mojave and Capital Wasteland counterparts, with it functioning more akin to the Laser Musket in the base game - rotating the crank on the gun's left side once "loads" a unit of ammo ready to fire, up to a maximum of three shots that deal more damage the higher the number of crank cycles. The Gauss Rifle also depletes ammunition from the player's supply of "2mm Electromagnetic Cartridges" (the ammunition used by Gauss Rifle in both this game and Fallout 2) rather than the microfusion cells which provide the rifle with energy to magnetise its projectiles, albeit this still makes it seem as if it is fed by a never-ending magazine. The Prototype Gauss Rifle can be acquired by the Sole Survivor after wiping a building filled with "Gunners", hostile mercenaries that are a common sight in post-apocalyptic Boston. Vendors may also sell the rifle. At a weapons workbench, the supposedly prototype weapon can have a scope, reflex sight, barrel upgrade or suppressor (despite coilguns not producing noise due to their lack of propellant use) attached. Strangely, one of the models for the Gauss Rifle's suppressors is the exact same as the one from the game's Marlin repeater. A Lahti-style butt plate as seen on the Gauss Rifle in New Vegas can also be fixed to the weapon, although it is smaller than the one in that game.
Category:Video Game
Category:First-Person Shooter
Category:Third-Person Shooter
Category:War
Category:Post Apocalyptic