WARS - The Weapons

WARS adds a range of new weapons to FO4. Some replace existing weapons, and some are purely new additions. The mod also alters all remaining vanilla weapons - rebalancing them and changing how they behave - for consistency across the mod/game. More detail on those general changes can be found in the Mod Features section.

This section focuses on the weapons; describing the new ones (including their weapon mods) and covering any significant changes to existing ones.

Also listed here are the ammo types available to each weapon; multiple types per weapon typically indicating that that weapon can be converted/rechambered to use different ammo types.

Some weapon mods can only be attached to weapon parts that support them - for example, under-barrel weapon attachments can typically only be attached to barrels that are physically long enough to support them. These barrels are said to have Under-Barrel "attach points" - in the same way that most barrels have Muzzle "attach points". Each relevant weapon entry below lists any attach points particular to certain weapon parts in brackets after their name. The common ones are listed as acronyms:

BAY - Bayonet
FG - Fore-Grip
LAM - Laser Aiming Module (Laser Sight)
TL - Tactical Light
UB - Under-Barrel

(Note that muzzle attachments are not covered here, as for any weapon that has muzzle devices, *all* its barrel options have muzzle attach points.)


***Replacer Weapons***
(New weapons that outright replace vanilla weapons.)


AR-15
(Replaces the Assault Rifle)

It was somewhat infamously revealed in the Fallout 4 Art Book that the vanilla "Assault Rifle" was originally intended to be the "Machine Gun" - and more than anything it does resemble huge, water-cooled World-War-1-era machine guns. (Weapons that were notably designed to be mounted on vehicles/tripods.) The Fallout 4 Art Book mentioned that they "mainly wanted something beefy that would look right in the power armor's oversized hands". Unfortunately this obviously means that it doesn't look right - or at all practical - when used by anyone not in power armour. Its visual design is inappropriate to its gameplay role (in my opinion), so a replacement was needed.

There was really no contest; an American assault rifle? It had to be the iconic and ubiquitous AR-15 platform. (Which incorporates the well-known M16 and M4 variants.) This change to an AR-15 also allowed for a very modular setup when it comes to weapon mods - including entirely new features like the M203 under-barrel grenade launcher, which can be switched to via a hotkey.

- Ammo Types
--- 5.56x45mm
--- 40x46mm Grenades (via under-barrel grenade launcher)
- Receivers
--- Awful, Poor, Average, Good, Perfect
- Barrels
--- CQB Barrel
--- CQB RIS Barrel (FG, LAM, TL)
--- Carbine Barrel (BAY)
--- Carbine RIS Barrel (BAY, FG, LAM, TL)
--- Carbine Barrel + M203
--- Carbine RIS Barrel + M203 (LAM, TL)
--- A1 Barrel (BAY)
--- A2 Barrel (BAY)
--- A4 Barrel (BAY, FG, LAM, TL)
--- A2 Barrel + M203
--- A4 Barrel + M203 (LAM, TL)
- Stocks
--- Buffer Tube (No Stock)
--- M4 Stock, Collapsed
--- M4 Stock, Extended
--- A2 Stock
- Magazines
--- 20 Rd USGI Magazine
--- 20 Rd USGI Mag + Mag Pull Sleeve
--- 20 Rd USGI Mag + Mag Pull Floor Plate
--- 30 Rd USGI Magazine
--- 30 Rd USGI Mag + Mag Pull Sleeve
--- 30 Rd USGI Mag + Mag Pull Floor Plate
--- 30 Rd EMAG Magazine
--- 30 Rd EMAG + Mag Pull Sleeve
--- 30 Rd EMAG + Mag Pull Floor Plate
--- 60 Rd MAG5-60 Magazine
--- 100 Rd C-MAG Magazine
- Sights/Scopes
--- Carry Handle Sights
--- Flip-up Sights
--- Heads Up Reflex Sight
--- Railway Reflex Sight
--- M552 Holographic Sight
--- C79 Scope (3.4x)
--- AccuPoint Scope (9x)
--- PVS-4 Starlight Scope (3.6x)
--- PVS-4 Recon Scope (3.6x)
- Muzzles
--- Bare Muzzle
--- Flash Hider
--- Micro Compensator
--- Three Port Muzzle Brake
--- NT4 Suppressor
- Trigger Groups (Fire-mode availability)
--- Semi-Auto Trigger Group
--- Select Fire (Semi, Auto) Trigger Group
- Bayonets
--- M2 Bayonet
--- M7 Bayonet
- Fore-grips (Reduce recoil, increase aim speed)
--- Vertical Foregrip
--- Grip Pod
- Laser Sights (Visible laser dot, increase hip-fire accuracy.)
--- DBAL-A2 Laser Sight
- Tactical Lights
--- G2 Tactical Light



Glock
(Replaces the 10mm Pistol)

The 10mm Pistol is possibly the epitome of comically over-sized weapons in vanilla FO4. (I expect this was a factor in BGS' weapon designs due to the giant robot-hands given to power armour, as mentioned above.) The weapon is also covered in apparently purely decorative greebles, perhaps in an attempt to mask its over-sized nature.

I chose the Glock to replace the 10mm Pistol as the Glock 20 is a real-world 10mm pistol. Plus, the 10mm Pistol is treated as kind of the "default handgun" in the game, and Glocks are extremely common in (real-world) America, nicely fitting into that role. In addition, Glocks are (rarely) available as machine pistols in the form of the Glock 18 (plus less official modifications to other models), as a nice equivalent to the 10mm Pistol's automatic variants.

- Ammo Types
--- 9x19mm
--- .45 ACP
--- 10mm Auto
- Receivers
--- Awful, Poor, Average, Good, Perfect
- Barrels
--- Standard Barrel
--- Long Barrel
--- Standard Ported Barrel
--- Long Ported Barrel
- Grips
--- Standard Grip
--- Flared Magwell (Faster reload speed)
--- GLR-440 Tactical Stock
- Magazines
--- 17 Rd Magazine
--- 33 Rd Magazine
- Sights
--- Iron Sights
--- Glow Sights
--- Reflex Sight (Dot)
--- Reflex Sight (Circle)
- Muzzles
--- Bare Muzzle
--- Three Port Compensator
--- Osprey Suppressor
- Trigger Groups (Fire-mode availability)
--- Semi-Auto Trigger Group
--- Select Fire (Semi, Auto) Trigger Group
- Under-Barrel (Always available)
--- X2 Tactical Light
--- UB Laser Sight
--- X2 Tactical Light + Laser Sight



Mini-14
(Replaces the Combat Rifle)

The Combat Rifle is an indistinct mash-up, looking sort of - but not really - like parts of several different real-world guns. And despite being called a rifle, by default it uses .45 ACP - a pistol cartridge - though you can somehow transform it to use .308; a (much larger) rifle cartridge, without changing its appearance in the process. Overall it's akin to - when making a racing game - adding a generic, nondescript motorbike, naming it "motor car", and letting you swap out its motorbike tyres for truck tyres if you like.

When faced with such a weird chimera of a gun, it was hard to know exactly what to replace it with. I went with the Mini-14 because it has a similar wood-and-steel aesthetic to the vanilla Combat Rifle, it fits the American setting quite well, it's actually a rifle - perhaps even a "combat rifle" - and it would be another weapon using the 5.56x45mm cartridge; surprisingly under-utilised in FO4. (Note that it can also be chambered in 7.62x39mm, as the Mini-30.)

It was also pointed out to me (after I decided to go with the Mini-14) that a Mini-14 was used in the Fallout 4 live-action trailer, so that works out well.

- Ammo Types
--- 5.56x45mm
--- 7.62x39mm
- Receivers
--- Awful, Poor, Average, Good, Perfect
- Barrels
--- Short Barrel
--- Standard Barrel (UB)
- Stocks
--- Wood Stock (Sawn-off)
--- Wood Stock
--- Factory Folding Stock (Detached)
--- Factory Folding Stock
--- Polymer Folding Stock (Detached)
--- Polymer Folding Stock
- Magazines
--- 20 Rd Magazine
--- 20 Rd Mag + Mag Pull Sleeve
--- 20 Rd Mag + Mag Pull Floor Plate
--- 30 Rd Magazine
--- 30 Rd Mag + Mag Pull Sleeve
--- 30 Rd Mag + Mag Pull Floor Plate
--- 30 Rd EMAG Magazine
--- 30 Rd EMAG + Mag Pull Sleeve
--- 30 Rd EMAG + Mag Pull Floor Plate
--- 60 Rd MAG5-60 Magazine
--- 100 Rd C-MAG Magazine
- Sights/Scopes
--- Iron Sights
--- Glow Sights
--- Heads Up Reflex Sight
--- Railway Reflex Sight
--- M552 Holographic Sight
--- C79 Scope (3.4x)
--- 223 Scope (9x)
--- PVS-4 Starlight Scope (3.6x)
--- PVS-4 Recon Scope (3.6x)
- Muzzles
--- Bare Muzzle
--- Flash Hider
--- Micro Compensator
--- Three Port Muzzle Brake
--- NT4 Suppressor
- Trigger Groups (Fire-mode availability)
--- Semi-Auto Trigger Group
--- Select Fire (Semi, Burst, Auto) Trigger Group
- Under-Barrel
--- M2 Bayonet
--- M7 Bayonet
--- G2 Tactical Light
--- LPC Laser Sight



USAS-12
(Replaces the Combat Shotgun)

The Combat Shotgun's model is almost identical to the Combat Rifle, which is pretty damning all on its own. So now it's like a generic, nondescript motorbike named "motor car" that uses drag-racing tyres or something, I don't know.

Magazine-fed, semi/auto combat shotguns aren't particularly common, so as with the Combat Rifle, what to replace the Combat Shotgun with wasn't immediately obvious. The USAS-12 is a magazine-fed, semi/auto combat shotgun, and beat out the Saiga-12 for inclusion in WARS as the Saiga-12 closely resembles the (Russian) AK platform, while the USAS-12 somewhat resembles the (American) AR-15 platform. That made it a better fit for Fallout's very American setting, I thought.

The AA-12 was another consideration, but I included an AA-12 in optional add-ons for both Weapon Mod Kits (WMK, for FO3) and Weapon Mods Expanded (WMX, for FNV), so I felt like a change this time. Plus, the USAS-12 was easier to create multiple weapon mods for.

- Ammo Types
--- 12 Gauge
- Receivers
--- Awful, Poor, Average, Good, Perfect
- Barrels
--- Short Barrel
--- Standard Barrel (UB)
- Stocks
--- Buffer Tube (No Stock)
--- M4 Stock, Collapsed
--- M4 Stock, Extended
--- Full Stock
- Magazines
--- 6 Rd Box Magazine
--- 10 Rd Box Magazine
--- 20 Rd Drum Magazine
- Sights/Scopes
--- Iron Sights
--- Glow Sights
--- Heads Up Reflex Sight
--- Railway Reflex Sight
--- M552 Holographic Sight
--- C79 Scope (3.4x)
--- AccuPoint Scope (9x)
--- PVS-4 Starlight Scope (3.6x)
--- PVS-4 Recon Scope (3.6x)
- Muzzles
--- Bare Muzzle
--- Micro Compensator
--- Three Port Muzzle Brake
--- Salvo 12 Suppressor
- Trigger Groups (Fire-mode availability)
--- Semi-Auto Trigger Group
--- Select Fire (Semi, Auto) Trigger Group
- Under-Barrel
--- M2 Bayonet
--- M7 Bayonet
--- G2 Tactical Light
--- LPC Laser Sight



***New Additions***

Bayonets

L3A1, M2 and M7 bayonets can be found as individual melee weapons. They can be attached to various firearms as bayonet weapon attachments, acting as the components to "craft" those attachments.

They have similar stats to the M2 Combat Knife, but cannot be modified, since those modifications would be lost if they were attached to a firearm. (Technical limitations.) Unfortunately this also means that the current condition (i.e. "COND" or Wear) of a bayonet won't be preserved when it's attached to a firearm. It will have a random condition once detached.



China Lake Grenade Launcher

Missile Launchers (and their ammo) are big and heavy, so 40mm grenade launchers offer a lighter - albeit less powerful - alternative.

The China Lake is a pump-action 40mm grenade launcher, able to hold up to four rounds at a time. Only a very small number were ever made (in the real world), but it appears in Fallout New Vegas. Here - as in FNV - it acts as a natural progression from the M79 Grenade Launcher.

Thanks to the Bullet Counted Reload System (see the Requirements section, above), WARS features correct "round by round" reloads for the China Lake.

- Ammo Types
--- 40x46mm Grenades
- Receivers
--- Awful, Poor, Average, Good, Perfect
- Stocks
--- Sawn-off Stock
--- Full Stock
- Sights/Scopes
--- Iron Sights
--- Reflex Sight



Junk Blade

Junk Blades are painstakingly forged in post-war workshops from whatever scrap-steel of reasonable quality can be found, to somewhat resemble the single-edged swords of the far East. ("Junk" referring more to what they're made from, rather than how they look.)

With no guard and plain wood grips, these are simple, Wasteland approximations of Tantos, Katanas and Nodachis, depending on the blade length. The grips come in one or two-handed lengths, determining the Attack Modes available to the user. (See the Melee Changes section for more info on Attack Modes.)

Once I noticed that Fallout 4 had both one- and two-handed blunt and axe weapons - but only one-handed blade weapons - I added the Junk Blade to fill the gap where a two-handed blade weapon should be.

- Grips
--- One-Handed
--- Two-Handed
- Melee Mods
--- Short Blade
--- Medium Blade
--- Long Blade



M107 Anti-Materiel Rifle

In the base game you can re-chamber the Hunting Rifle and Bolt-Action Pipe Gun from .308 to .50 BMG without changing their appearance, which is pretty ridiculous. To continue the tyre analogy used above, that's like trying to swap your average hatchback's tyres for monster-truck tyres. WARS removes those re-chamber options for those weapons, so dedicated anti-materiel rifles were needed in their place; something to use the .50 BMG ammo type.

The Barrett M82 (or M107 to use its US Military designation) is a semi-automatic .50 BMG anti-materiel rifle. Despite its "Light Fifty" nickname, it is very heavy; really you're not intended to be running around with one and shooting it while standing. You're unlikely to find a more powerful conventional firearm in the Commonwealth Wasteland, however.

Don't get hit. If you're in power armour, don't get hit again.

- Ammo Types
--- .50 BMG
- Receivers
--- Awful, Poor, Average, Good, Perfect
- Barrels
--- Short Barrel
--- Standard Barrel
- Sights/Scopes
--- Iron Sights
--- Heads Up Reflex Sight
--- Railway Reflex Sight
--- M552 Holographic Sight
--- C79 Scope (3.4x)
--- Mk 4 Scope (14x)
--- PVS-4 Starlight Scope (3.6x)
--- PVS-4 Recon Scope (3.6x)
- Magazines
--- 10 Rd Magazine
- Muzzles
--- Bare Muzzle
--- M82 Muzzle Brake
--- M107A1 Muzzle Brake
--- QDL Suppressor
- Under-Barrel (Always available)
--- G2 Tactical Light
--- DBAL-A2 Laser Sight


M1911 Pistol

Possibly the most recognisable pistol in the world, the venerable M1911 was the United States Armed Forces' service pistol from 1911 to 1986, and appeared in both Fallout New Vegas: Honest Hearts and Fallout Tactics.

In WARS, the weapon is based on the M1911 rather than the M1911A1, and in its basic configuration acts as a slightly less accurate but more powerful alternative to the Glock 17.

Modification options allow for some distinctive configurations, including for example a stainless steel longslide with gigantic 1980s laser sight, as in The Terminator - or a full-auto machine pistol with Tommy Gun vertical foregrip and Cutts compensator, like the custom M1911s used by gangsters such as Baby Face Nelson and John Dillinger. Add a suppressor to a stainless variant and you have something akin to Agent 47's signature Hardballers/Silverballers from the Hitman games.

Also available are "bayonet" options - in other words off-hand combat knives with appropriate animations - referencing Naked Snake's preferred "pistol plus knife" setup in Metal Gear Solid 3.

Note that the "glow sights" are bundled into barrel options (as opposed to being on the Sights/Scopes slot as you might expect) due to some technical limitations associated with how the barrels had to be set up to allow for slides of different lengths. On the plus side this does allow for some more flexibility via mixing and matching iron-sights/glow-sights with the various options on the Sights/Scopes slot. This may be more useful than it sounds since the flashlight and laser sight options that lack backup iron-sights will use whichever sights are on the slide.

- Ammo Types
--- 9x19mm
--- .45 ACP
--- 10mm Auto
- Receivers
--- Awful, Poor, Average, Good, Perfect
- Barrels
--- Short Barrel
--- Short Barrel + Glow Sights
--- Standard Barrel
--- Standard Barrel + Glow Sights
--- Long Barrel
--- Long Barrel + Glow Sights
- Stocks
--- No Stock
--- Skeleton Stock
- Magazines
--- 7 Rd Magazine
--- 10 Rd Magazine
--- 25 Rd Magazine
- Sights/Scopes
--- Iron Sights
--- Vintage Flashlight
--- Vintage Flashlight + BUI
--- LPC Laser Sight
--- LPC Laser Sight + BUI
--- Reflex Sight (Dot)
--- Reflex Sight (Circle)
- Muzzles
--- Bare Muzzle
--- Cutts Compensator
--- Muzzle Brake
--- Can Suppressor
--- Osprey Suppressor
- Trigger Groups (Fire-mode availability)
--- Semi-Auto Trigger Group
--- Select Fire (Semi, Auto) Trigger Group
- Under-Barrel (Always available)
--- None
--- Off-Hand M2 Combat Knife
--- Off-Hand M7 Bayonet
--- Off-Hand L3A1 Bayonet
--- Vertical Foregrip
- Materials
--- Blued
--- Stainless
--- Stainless + Wood
--- Two-tone
--- Two-tone + Wood



M79 Grenade Launcher

Again, Missile Launchers (and their ammo) are big and heavy, so 40mm grenade launchers offer a lighter - albeit less powerful - alternative.

The M79 is a single-shot, break-action 40mm grenade launcher, first seeing use in the Vietnam War. Like the China Lake, it also appears in Fallout New Vegas. Here - as in FNV - it acts as an entry-level grenade launcher.

It can be fitted with a cut-down stock and/or cut-down barrel, enhancing its portability. With the addition of a reflex sight, this also makes possible the "Pirate Gun" configuration apparently used by SEAL Team 6.

- Ammo Types
--- 40x46mm Grenades
- Receivers
--- Awful, Poor, Average, Good, Perfect
- Barrels
--- Sawn-off Barrel
--- Standard Barrel
- Stocks
--- Sawn-off Stock
--- Full Stock
- Sights/Scopes
--- Iron Sights
--- Reflex Sight



Makeshift Anti-Materiel Rifle

This is a makeshift "pipe gun" .50 BMG anti-materiel rifle. It is fictional, though based on the Soviet PTRD-41 anti-tank rifle. Like that weapon, it only holds one round at a time. In the Commonwealth Wasteland it acts as the Raiders' answer to the M107 Anti-Materiel Rifle, and is similarly heavy and unwieldy.

- Ammo Types
--- .50 BMG
- Receivers
--- Awful, Poor, Average, Good, Perfect
- Barrels
--- Stub Barrel
--- Short Barrel (BAY)
--- Long Barrel (BAY)
- Stocks
--- No Stock
--- Full Stock
--- Padded Stock
- Sights/Scopes
--- Iron Sights
--- Glow Sights
--- Pipe Sight
--- Pipe Glow Sight
--- Scope (9x)
--- Night Vision Scope (4x)
--- Recon Scope (4x)
- Muzzles
--- Bare Muzzle
--- Flash Hider
--- Muzzle Brake
--- Suppressor
- Bayonets
--- Large Bayonet



Mossberg 590 Shotgun

In vanilla FO4, shotgun progression jumps from a crusty old double-barrel shotgun directly to a magazine-fed, semi- or full-auto combat shotgun. ...Where's the pump-action shotgun? Pump-action shotguns are incredibly common, and magazine-fed combat shotguns are not. This was a glaring omission back in FO3, and the same is still true in FO4.

It was a toss-up between the Remington M870 and the Mossberg 590 - both extremely common pump-action shotguns in the USA. I went with the Mossberg in the end largely due to the resources I had to work with during WARS' development.

Thanks to the Bullet Counted Reload System (see the Requirements section, above), WARS features correct "round by round" reloads for the Mossberg 590.

- Ammo Types
--- 12 Gauge
- Receivers
--- Awful, Poor, Average, Good, Perfect
- Barrels
--- Short Barrel
--- Standard Barrel
--- Standard Barrel + Ext. Tube (UB)
- Stocks
--- Sawn-off Stock, Wood
--- Full Stock, Wood
--- Pistol Grip, Polymer
--- Full Stock, Polymer
- Sights/Scopes
--- Bead Sight
--- Ghost Ring Sights
--- Heads Up Reflex Sight
--- Railway Reflex Sight
--- M552 Holographic Sight
--- C79 Scope (3.4x)
--- AccuPoint Scope (9x)
--- PVS-4 Starlight Scope (3.6x)
--- PVS-4 Recon Scope (3.6x)
- Muzzles
--- Bare Muzzle
--- Micro Compensator
--- Three Port Muzzle Brake
--- Salvo 12 Suppressor
- Heat Shield (Increased durability)
--- Heat Shield
- Under-Barrel
--- M2 Bayonet
--- M7 Bayonet
--- G2 Tactical Light
--- LPC Laser Sight
- Shell Holder (Faster reload speed)
--- Shell Holder



S&W M1905 Revolver

This is based on the real-world Smith & Wesson Military & Police Model of 1905 - a classic .38 Special revolver, similar to the "Police Pistol" that appeared in the Dead Money DLC for Fallout New Vegas.

In WARS this acts as a proper, factory-made counterpart to the Pipe Revolver; currently the only other weapon using .38 Special. The M1905 is still fairly low-tier in this context, but certainly more accurate and reliable than the Pipe Revolver.

The M1905 doesn't have much scope for modification, but does come in three barrel lengths; the classic "Detective Special" style two-inch snub-nose barrel, a regular four-inch barrel, and a six-and-a-half-inch "target" barrel.

- Ammo Types
--- .38 Special
- Receivers
--- Awful, Poor, Average, Good, Perfect
- Barrels
--- Snubnose Barrel
--- Standard Barrel
--- Long Barrel
- Grips
--- Wood Grip
- Sights/Scopes
--- Iron Sights
- Muzzles
--- Bare Muzzle



SA80

The SA80 ("Small Arms for the 1980s") platform incorporates the L85A1 (and later the L85A2), the service rifle of the British Armed Forces from the late 1980s onwards. It also includes the L22 carbine variant and the L86 Light Support Weapon - the latter notably appearing in Fallout 2. WARS additionally includes a couple of experimental versions of the L22 carbine; the 1989 and 1994 prototype variants - just to provide for more variety in barrel options. These are referred to in WARS as the XL22E1 and XL22E2 - terms that I made up, but based on names used for other SA80 prototypes.

Being a bullpup weapon that fires the same 5.56x45mm round as the AR-15, in WARS the SA80 performs similarly, but with faster aim speed and heavier recoil.

The L85A1 was notoriously unreliable, and later replaced by the much improved L85A2. To account for this - and in contrast to most other weapons in WARS - the SA80 has two tiers of receivers; five A1 receivers and five A2 receivers. The A1 receivers are easier to craft than the A2 receivers, but less durable and typically slower to reload.

In WARS the SA80 is also similar to the AR-15 in that it too has an option for an under-barrel grenade launcher which can be switched to via a hotkey; the L123A2 UGL.

- Ammo Types
--- 5.56x45mm
--- 40x46mm Grenades (via under-barrel grenade launcher)
- Receivers
--- A1 - Awful, Poor, Average, Good, Perfect
--- A2 - Awful, Poor, Average, Good, Perfect
- Barrels
--- XL22E1 Barrel (Integral vertical foregrip)
--- XL22E2 Barrel
--- L22A2 Barrel (Integral vertical foregrip) (LAM, TL)
--- A1 Barrel
--- A2 Barrel (FG, LAM, TL)
--- L123A2 UGL Barrel (LAM, TL)
--- L86 Barrel (LAM, TL)
- Stocks
--- Integral Stock
--- LSW Stock
- Magazines
--- 20 Rd USGI Magazine
--- 20 Rd USGI Mag + Mag Pull Sleeve
--- 20 Rd USGI Mag + Mag Pull Floor Plate
--- 30 Rd USGI Magazine
--- 30 Rd USGI Mag + Mag Pull Sleeve
--- 30 Rd USGI Mag + Mag Pull Floor Plate
--- 30 Rd EMAG Magazine
--- 30 Rd EMAG + Mag Pull Sleeve
--- 30 Rd EMAG + Mag Pull Floor Plate
--- 60 Rd MAG5-60 Magazine
--- 100 Rd C-MAG Magazine
- Sights/Scopes
--- Carry Handle Sights
--- Heads Up Reflex Sight
--- Railway Reflex Sight
--- M552 Holographic Sight
--- SUSAT Scope (4x)
--- AccuPoint Scope (9x)
--- PVS-4 Starlight Scope (3.6x)
--- PVS-4 Recon Scope (3.6x)
- Muzzles
--- Bare Muzzle
--- A1 Flash Hider
--- A2 Flash Hider
--- L3A1 Bayonet
--- Micro Compensator
--- Three Port Muzzle Brake
--- NT4 Suppressor
- Trigger Groups (Fire-mode availability)
--- Semi-Auto Trigger Group
--- Select Fire (Semi, Auto) Trigger Group
- Fore-grips (Reduce recoil, increase aim speed)
--- Vertical Foregrip
--- Grip Pod
- Laser Sights (Visible laser dot, increase hip-fire accuracy.)
--- DBAL-A2 Laser Sight
- Tactical Lights
--- G2 Tactical Light



Skorpion vz. 64/68

This is a large-ish machine pistol (or smallish submachine gun, perhaps), with the vz. 64 using the same .380 ACP ammo as the Walther PPK. (The standard version of the unique "Deliverer" - see below.) The vz. 68 uses 9x19mm. The vz. 61 is probably more well-known - and is what this weapon's art assets are based on - but is technically not represented here since it uses .32 ACP, which is currently not included in WARS. (Ultimately I decided that having both .32 ACP and .380 ACP was a little redundant.)

The Skorpion acts as an early-game SMG; more accurate and reliable than a Pipe Gun.

- Ammo Types
--- .380 ACP
--- 9x19mm
- Receivers
--- Awful, Poor, Average, Good, Perfect
- Barrels
--- Standard Barrel
--- Long Barrel
- Stocks
--- No Stock
--- Wire Stock
--- Wood Stock
- Magazines
--- 10 Rd Magazine
--- 20 Rd Magazine
--- 40 Rd Drum Magazine
- Sights/Scopes
--- Iron Sights
--- Reflex Sight (Dot)
--- Reflex Sight (Circle)
- Muzzles
--- Bare Muzzle
--- Suppressor
- Trigger Groups (Fire-mode availability)
--- Semi-Auto Trigger Group
--- Select Fire (Semi, Auto) Trigger Group
- Under-Barrel (Always available)
--- X2 Tactical Light
--- UB Laser Sight
--- X2 Tactical Light + Laser Sight



***Altered Vanilla Weapons***

AEG10 Gatling Laser

Here I derived the model name from the AEP/AER naming convention in Fallout lore, as the Gatling Laser's design incorporates parts that are very similar to AER9 Laser Rifle parts.



AER9 Laser Gun

AER is a lore-based name for Laser Rifles in Fallout - previously used for rifles only. (AEP being used for pistols.) Here all "Laser Gun" weapons are considered AER9 variants as that's what they look like. AEP7 Laser Pistols (from FO3/FNV) actually look relatively different and used Small Energy Cells rather than Microfusion Cells, while all "Laser Guns" in FO4 use the latter.



Alien Blaster

Several vanilla weapons had no receiver options at the weapon modification workbench, but WARS gives them some, for the sake of consistency. This is not the case with the Alien Blaster, as it's an alien weapon; you have no idea how it really works! It's a powerful weapon, but you get what you get; it can't be modified as heavily as most other weapons.

Having said that, the ability to "rechamber" the Alien Blaster to take Microfusion Cells remains, and in WARS, this now results in it visibly being loaded with (kind of mini) MFCs.



Cryolator

Though the weapon ostensibly uses "Cryo Cells" as ammo, in the base game the weapon model visibly has a Microfusion Cell... which is plugged in backwards. I don't think it will Just Work like that... so these things are fixed in WARS. The Cryolator now visibly uses Cryo Cells, and they're even plugged in the right way around.



CZ53 Minigun

The CZ53 model name comes from Fallout lore.

The vanilla Minigun is a huge, intimidating-looking, multi-barrel... pea-shooter. It has a high rate of fire, but unfortunately BGS chose the simplest/laziest method of balancing against that; giving the weapon very low per-shot damage. It's a well known tactic at this point and not well liked. I've never seen anyone argue that the vanilla Minigun's stats were well chosen - quite the opposite; I've seen many mods that change those stats. WARS does this too, of course. WARS drastically increases the Minigun's damage, but also does the same with its weight and recoil.

Its fictional 5mm ammo has been changed into a relatively low-power 7.62x51mm Surplus cartridge (7.62x51mm is .308, basically), as the vanilla Minigun is simply far too large to be using such a small cartridge, and 7.62x51mm is what real-world miniguns of this size generally use. The vanilla "5mm" ammo pickup even has "7.62x51mm" written on the side of it, tellingly.

I specified that it now uses a "low-power" 7.62x51mm Surplus cartridge mainly so that while the Minigun is doing far more damage than before, it's still less damage per-shot than (say) the R700 Rifle. However, if you really want to, you can swap the more powerful .308/7.62x51mm ammo sub-types usually found/used with the R700 into the Minigun to really super-charge it... at the cost of burning through more valuable ammo at an incredible rate. Likewise you can use that weaker, more plentiful Surplus ammo in the R700 if you want.

Overall, the CZ53 Minigun is now absolutely devastating (watch the Fudge out for NPCs wielding it), but extremely heavy and unwieldy, with a STR REQ of 10 and massive, chaotic recoil. Finding enough ammo to feed it may be a challenge, too.



Fishing Gaff
(Pole Hook)

"Fishing Gaff" is a more specific and descriptive term than the vague "Pole Hook", so I changed its name.



FT13 Flamethrower
(Flamer)

"FT13" is stamped on the side of the Flamer, so I'm considering that its model name.

The vanilla Flamer is very short range. In WARS its projectiles have been altered to have greater range and act as more of a stream of flames, affected by gravity. Surfaces hit by the flames are now also set on fire for a short while.

Note that the Flamethrower's flame effects may not look very good unless you go to your \Documents\My Games\Fallout4\ directory, open Fallout4Prefs.ini and, under [Particles], increase iMaxDesired to at least 5000. (This shouldn't have much - if any - of an impact on performance.)



Gamma Gun

Using the Gamma Gun now also irradiates the user by a small amount with each shot. The worse condition it's in (specifically its receiver quality level), the more RAD damage it does to the user.



Greener Harpoon Gun
(Harpoon Gun)

The Harpoon Gun added by Far Harbor is based on the Greener Whaling Harpoon Gun, which dates back to 1837 and is considered the first successful harpoon gun.



Handmade AKM
(Handmade Rifle)

The Handmade Rifle added by Nuka-World is obviously based on the iconic, real-world AKM/AK-47. A cobbled-together and largely handmade variant of it, though; hence "Handmade AKM".

In vanilla FO4, this is one of several improbably left-handed weapons that all characters used right-handed anyway. When you see game developers do this, it's because they believe it will show more detail on a weapon without requiring as much work on animations. (Since the convention is for weapons to be on the right side of the screen, left-handed weapons will then typically have their action visible on the left side of the weapon.) In WARS it has been flipped horizontally into a right-handed weapon and given new animations to match.



IEW Laser Gun
(Institute Laser Gun)

"IEW" is an acronym for "Institute Energy Weapon" and was made up for WARS. The IEW model name also features dynamic suffixes based on how the weapon is configured, ending up with names like "IEW-APS7 Auto-Laser Pistol Scattergun" and "IEW-SR9 Laser Sniper Rifle".



Jian Sword
(Chinese officer sword)

"Jian" is the real-world name for this type of double-edged Chinese straight-sword.



Laser Musket

In WARS the Laser Musket requires no ammo (reminiscent of the Recharger weapons in Fallout: New Vegas), and is instead charged by cranking its handle. Cranking the handle multiple times still charges the weapon further, providing for a more powerful single shot. The trade-off for the incredible no-ammo-required benefit is that the Laser Musket does much less damage than (say) an AER Laser weapon - at least with a single crank.

The automatic variant of the Laser Musket works the same, requiring no ammo; only several cranks after every 20 shots or so (i.e. a reload). Additionally, the automatic capability was moved to the Trigger Group mod slot, making it a select-fire weapon. (You can toggle between manual and automatic with the Fire Mode hotkey.)



M42 Fat Man

The M42 model name comes from Fallout lore, the weapon's full official name being the "M42 Tactical Nuclear Catapult".



Makeshift Knife/Machete/Cutlass
(Disciples Blade)

WARS adds this weapon to the greater Commonwealth Wasteland, so its name was changed to reflect that it is no longer associated solely with the Disciples.



Marlin 1895G
(Lever Action Rifle)

This weapon is based (mostly) on the real-world Marlin 1895G lever rifle. It will be named a "Mare's Leg" or "Guide Gun" depending on its configuration.

Like the Handmade AKM, this was another improbably left-handed weapon that all characters used right-handed anyway. It has also been flipped horizontally and given new animations in WARS. Beyond that, it now has a Shell Holder weapon mod that increases reload speed, and can only be attached to the full buttstock.

Thanks to the Bullet Counted Reload System (BCR - see the Requirements section, above), WARS features correct "round by round" reloads for the Marlin 1895G. For this weapon though this does come at the cost of a minor animation blending glitch when the reload animation is interrupted. This can't really be helped without making an entirely new - and probably much less interesting - reload animation for it. (Note that this apparently *can* be fixed via a special "return to idle" animation, but at the time of writing, this requires both BCR and a version of Tactical Reload that was withdrawn due to bugs/conflicts - so it's not something I've added support for at this stage.)



MPL Plasma Gun

"MPL" stands for "Military Plasma [weapon]", and is derived from the MPLX Novasurge from FO3 - Mothership Zeta. The MPL model name also features dynamic suffixes based on how the weapon is configured, for example "MPL-PS3 Plasma Pistol Scattergun".



Pipe Bolt-Action

This weapon now comes in both .308/7.62x51mm and .45-70 Govt.



Pipe Rifle

The (semi/auto) Pipe Gun was split into two weapons; the "Pipe Pistol" that uses pistol calibres (.380 ACP and 9x19mm), and the "Pipe Rifle" that uses rifle calibres (5.56x45mm, 7.92x33mmK and 7.62x39mm). They share the same weapon mods, however.

The Pipe Rifle was added largely for the benefit of super mutants, to replace "Assault Rifles" in their arsenal, since those were replaced with the AR-15, which lacks super mutant animations.



R700 Rifle
(Hunting Rifle)

This is based on the real-world Remington Model 700 bolt-action rifle.

Another improbably left-handed weapon that all characters used right-handed anyway. It has also been flipped horizontally and given new animations in WARS. On a more minor note, the bayonet's missing handle in first-person has been restored, too.



S&W M29 Revolver
(.44 Pistol)

This is based on the real-world Smith & Wesson Model 29 .44 Magnum revolver.

In the base game there are actually three separate variants of this weapon: the standard .44 Pistol, a basically identical clone found in certain areas added by Nuka-World, and the "Western Revolver" also added by Nuka-World. WARS condenses these into one weapon (built on the standard .44 Pistol) and makes all weapon mods that were previously restricted to one variant or another all available on this one weapon.

WARS also gives the M29 a new weapon mod on the sights/scopes slot: an LPC Laser Sight with incorporated iron-sights. (This is a reference to certain 1980s action movies, yes.)



Salvaged Assaultron Head

Like the Laser Musket, this is now a "recharger" weapon, requiring no ammo. Similarly though, it also does relatively low damage. (Unless fully charged, perhaps.)



Spadroon Sword
(Revolutionary sword)

"Spadroon" is the real-world name for this kind of light, single-edged sword.



Swivel Gun
(Broadsider)

"Broadsider" still exists as a unique weapon - and now has a Legendary effect - but non-unique Swivel Guns can now be (rarely) found in the Wasteland too. Most likely wherever you might find Harpoon Guns.



Thompson Submachine Gun
(Submachine Gun)

This weapon is based on the iconic real-world Tommy Gun. WARS gives this weapon all-new models, textures and animations, as the vanilla Submachine Gun is somewhat misshapen and inaccurate to the real-world Thompson. The weapon was given several new weapon mods as well; notably the choice between a standard horizontal fore-grip and the iconic Thompson vertical fore-grip, plus four magazine options; 20 and 30 round stick magazines along with 50 and 100 round drum magazines.

The Thompson now also has semi-auto and select-fire trigger group options, and the very odd "Short Stock" was changed to simply "No Stock" - far more likely than someone sawing a full buttstock in half and then going to the trouble of fashioning an all-new buttplate to fit the now smaller butt end of the stock. Additionally, a recoil pad can be attached to the full stock. Finally, the vanilla reflex sight was replaced with a new addition; the Nydar Gun Sight - a commercial reflex sight dating back to the 1940s; marketed for use on hunting shotguns.

The unique "Silver Shroud Gun" also benefits from new models and textures, was given a Legendary effect, and is now called the "Silver Submachine Gun".

Note that this weapon is based mostly on the Thompson M1A1, but unlike the real-world M1A1, it has the horizontal grooves in the receiver that allow it to accept drum magazines - like the earlier Thompson models. Consider it a Wasteland modification or just a difference in the Fallout timeline, I guess.



Volkssturmgewehr
(Radium Rifle)

This weapon is based on the real-world Volkssturmgewehr ("People's Assault Rifle"... or "Folk's Storm Gun" as a better/worse translation), a Nazi last-ditch weapon from near the end of World War II. The real Volkssturmgewehr is not encrusted with sci-fi junk and does not use .45 ACP - and WARS makes this true in FO4 also. In WARS the sci-fi junk has been split off into several "Gamma Infuser" weapon mods, and the weapon has been given its true-to-life 7.92x33mm Kurz ammo.

The standard Volkssturmgewehr may be found in the Commonwealth Wasteland - usually in the hands of raiders as it's not a very high-quality weapon - while Children of Atom may carry variants modified with "Gamma Infusers" - restoring them to something more like the vanilla "Radium Rifle". Note that while these Gamma Infuser modifications add Radiation Damage to each shot, each shot also irradiates the user by a small amount.

Also, for clarity: the Volkssturmgewehr uses StG-44 magazines. (The StG-44 itself doesn't appear in WARS, but that is the name WARS uses for the magazines.)



VMLS Missile Launcher
(Missile Launcher)

The "VMLS" model name stands for "Variable Missile Launch System" and was made up for WARS. "Variable" is in reference to the different capacity options available for the weapon, and the VMLS designation will dynamically update in reference to this too. E.g. VMLS-4M for the "Quad barrel" variant.

The Targeting Computer is now on its own slot - rather than being considered a "scope" - so it can be used at the same time as a scope. Also, with the Targeting Computer attached, seeking mode can now be toggled on and off using the Fire Mode hotkey.



Walther PPK
(Deliverer)

"Deliverer" still exists as a unique weapon, but regular Walther PPKs (as that is the real-world weapon Deliverer is based on) can now be found in the Wasteland too. They now use .380 ACP ammo rather than 10mm Auto. (The latter is far too big for such a small handgun, and the former is used by the real thing.) This means that both the standard and unique variants of the weapon are much less powerful than the Glock (10mm Pistol) - the Walther PPK is a small pistol using a small cartridge, after all.



XM76 Gauss Rifle

The XM76 model name was made up for WARS, though it was based on the M72 Gauss Rifle from FO2 and Fallout Tactics, since both weapons use the same 2mm EC ammo. "XM" for "experimental model" since that better suits the somewhat jury-rigged appearance it has.

Note that the suppressor option has been removed as gauss weapons use electromagnets to propel their projectiles (rather than a contained explosion), so they can't be suppressed the same way that conventional firearms can. Instead, to approximate its unique function, the Gauss Rifle is now quite loud when in bad condition and becomes quieter the better condition it's in. Its projectile however is supersonic (hypersonic, even) and therefore Very Loud regardless.

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antistar

7 comments

  1. MattalienG
    MattalienG
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    .fixed
  2. DragonCount
    DragonCount
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    Why's there a rifle used almost exclusively by the British in America?
    1. Beandobbin
      Beandobbin
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      Bullpup go BRRRRRRRRRRRRr
    2. demonicmyst
      demonicmyst
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      sa80 is in earlweir fallout games  so was the aug so america in fallout seemed to lost their anti gun import laws  and the fully automatic gun ban also seemed either never existed or was revoked at one point 
    3. antistar
      antistar
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      It's as demonicmyst said there; the L86 LSW appeared in Fallout 2. (As mentioned in the article.)

      Including it was also kind of a thank-you to Hitman47101 for doing so many animations for WARS, since he was fond of the weapon.
  3. kubek0012
    kubek0012
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    Volkssturmgewehr ("People's Assault Rifle"... or "Folk's Storm Gun" as a better/worse translation)

    I'm calling worse, actually; its not People's Assault Rifle, its literally Volkssturm Rifle: Volkssturm as a "branch" of military it was supposed to be issued to. Since it was a bad joke of a militia (as anyone who could fight well was already conscripted by that point) it was historically devoid of full auto; they didnt want untrained combatants wasting ammo... but I can take that option in game, just not that misconception above, pls fix
    1. antistar
      antistar
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      I didn't get notifications for any of the posts here, so I only came across this just now.

      In my research I saw the translation referred to as both "People's Assault Rifle" and "Volkssturm Rifle", but really me saying "People's Assault Rifle" there was purely in service of the "Folk's Storm Gun" joke.

      So, false alarm; just a joke. Nothing to worry about.
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