BenRG's Fantasy Weapons Wish-List
1. Sniper Laser
Designed by: Player character
Obtained by: Crafting an Enclave/Brotherhood laser rifle
The SL uses a series of lenses as beam focusing/guides, trebling the laser's effective range. Combined with a decent ergonomic grip and a telescopic sight, it extends the laser rifle's range almost to that of a conventional sniper rifle but with much better armour penetration.
2. Concussion Carbine
Designed by: Brotherhood of Steel
Obtained by: Scavenging or joining the Brotherhood
The CC is a shotgun replacement. It uses a sophisticated series of compressors to create hyper-compressed gas charges that can be fired in a number of ways. The force of the packet can be adjusted from a beanbag round-like stun attack to a concentrated force blast that can punch through light armours at close range. The CC also lets you vary the spread of the force wave from a broad cone to a narrow spear of force. Six full-power shots (or 36 minimum-power shots) are stored in the magazine. It takes about 5 seconds for the weapon's mechanism to charge up another full-power shot, so it's a good idea to leave the weapon equipped and powered up in between engagements to let it recharge.
3. Heavy Laser
Designed by: Player character
Obtained by: Crafting
The HL is basically a makeshift minigun-like weapon that has three or four laser rifle lasing chambers on a rotating mount. As each one goes through the power and firing apertures, it fires and then rotates away to cool. This enables the power levels to be cycled up to what would otherwise be an overload level for a laser rifle. In essence, it is 12% more powerful than a laser rifle and fires a laser discharge once every quarter of a second. The disadvantage is that it is cumbersome and inaccurate at greater than 50m.
4. Multi Launcher
Designed by: Player Character
Obtained by: Crafting
Prerequisite: Craft reloading bench
The ML is a twin-barrel rocket launcher from which you can fire any of a bewildering array of lethal and non-lethal ordinance that you can throw together. This could be anything from electrostatic pulse grenades, homemade explosives and incendiaries. If you manage to salvage the fission core from a dead Mr Handy, you might even be able to build a battlefield nuclear warhead! Basically, the rockets are home-made grenades welded on top of home-made bottle-rockets. The straight-line range isn't spectacular but you can use your Pipboy to help aim indirect long-range ballistic shots.
5. Railgun
Designed by: Vault-Tec
Obtained by: Side-quest or for a very, very large heap of bottlecaps from a specialised weapons store
The Railgun is what it sounds like - an electromagnetic accelerator rifle and probably the deadliest sniper weapon in the Wastelands. It is even loads itself; its projetiles are small lumps of sand or dust particles accelerated to about Mach 5. It only needs energy weapon-standard power cells.
6. Gauss Gun
Designed by: Player Character
Obtained by: Crafting
The GG fires a cone-shaped energy field ahead of it that burns out any sophisticated electronics within the firing arc. It's good for taking out cyborgs, androids or disabling robotic defences around targets. The GG tends to burn out its power cell on its first shot and takes up to 10 seconds to complete the firing sequence. It is hardly a weapon for pitched battles.
7. Weapon hotshoes
Designed by: US Army pre-war but never implemented
Obtained by: Crafting
Prerequisites: Completed suit of Power Armour
When you're using power armour, you still have to hold weapons like someone in their skin suit would have to. The T45c project involved installing weapons onto mounts on the armour that left the trooper's hands free without having to de-equip their weapon to pick something up or use other equipment. You can fit your armour with up to four hotshoes - two on the lower arm guards and two on the shoulders, basically turning the armour into a walking tank.
8. Haze Shield
Designed by: The Institute
Obtained by: Completing a side-quest
Prerequisite: Completed suit of Power Armour
The shield is a Power Armour augmentation. When activated, it creates an electromagnetic field around the suit that disrupts and partially disperses energy packets and reduces the energy of projectiles. It essentially reduces attack damage from between 50% to 67%. The disadvantage is that it disrupts sensors, reducing VATS accuracy by 12% and disables long-range radio communications.