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Posted by3 years ago
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I want a LMG in Fallout 4 because the only weapon that can use .50 ammo is the a modified sniper rifles (pipe pistols aswell)so I have around 6000 rounds of it, adding a LMG would quickly change that. I absolutely loved the LMG in Fallout:NV. Imagine how good you could mod it! I wouldn't mind if they added it in one of the upcoming DLC's. What do you think?
Edit: So alot of people have pointed out that a LMG mostly uses 5.56 or 7.62, my bad. But I still like the idea of a LMG. Maybe have the 5.56* as the standard ammo or 7.62 if they added that and be able to mod it with a 50 cal reciever. *This is basically the assault rifle we already have in the game, but being able to change the reciever to 7.62 or 50 cal would be a nice addon!
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Fallout 4 can be pretty tough – unless you’re a god-tier Infiltrator like me.
Fallout 4 has been reissued in Game of the Year format, and that means it’s time to revisit Bethesda’s incredible RPG.
The most popular page of our huge Fallout 4 guide has always been this cheesy near-broken build. Whether you’re a Fallout 4 beginner looking for a build guide or a veteran wanting to try a new approach, have I got an idea for you. Gather round, my darlings: I’m going to tell you how to break the game.
There are many ways to break Fallout 4, but this is my favourite: the classic glass rogue. We’re going to be sneaking, using VATS and never, ever, ever getting shot. You don’t even need to be able to shoot straight, which is handy for strict RPG fans. Heck, with a few tens of levels under your belt, you’ll be turning the difficulty all the way up.
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I call this build … the Infiltrator. After spending about 100 hours with it, I’ve refined and tweaked it to make it even more deadly.
Getting started: SPECIAL stats
Let’s start with the basics: selecting your SPECIAL stats and planning for perks. This provides the skeleton on which you’ll construct your mighty vault dweller.
Note that as soon as you leave Vault 111 you can obtain an extra attribute point just by picking up the You’re S.P.E.C.I.A.L. book in Shaun’s room in your old house in Sanctuary Hills, so we’re working with the assumption that you have 29 points to distribute (21 in the character set up screen, seven minimum starting stats and one from the book).
For this particular build, there’s only one stat I insist upon as an absolute minimum:
- Agility: 7
However, I also strongly recommend picking up Perception 4, to enable the Locksmith perk. You can do without it, but it’s a pain – and this is such a flexible, low investment build that you can easily spare the points.
Although you can do whatever you like with the rest of the points, I suggest two different S.P.E.C.I.A.L. set ups for you below.
- Expert tip:never set any of your SPECIAL stats to ten right off the bat; there’s a Bobblehead out there with a bonus point for each SPECIAL stat. You’ll also be able to increase your SPECIAL points whenever you have a spare perk point, and there’s no level cap, so there’s plenty of time to get those level ten perks.
This first approach is suitable for a full playthrough where you set up settlement chains and romance NPCs. It has low carrying capacity and health, but is otherwise pretty balanced. It actually includes one extra point of Agility which is unnecessary for the core perks you’ll be using, but my preference is for higher Agility, to increase AP and improve stealth.
- Strength: 1
- Perception: 4
- Endurance: 1
- Charisma: 6
- Intelligence: 6
- Agility: 8
- Luck: 3
The alternate build below is for more action-oriented types who just want to get out there and murder baddies without all the faffing around with crafting, settlements and NPC romance, while retaining the core approach of a deadly rogue. The high Luck stat allows you to spam critical hits and utilise Grim Reaper’s Sprint as a core skill early on, rather than saving it as an optional endgame add-on. It’s slightly less squishy, too.
- Strength: 2
- Perception: 4
- Endurance: 2
- Charisma: 1
- Intelligence: 3
- Agility: 9
- Luck: 8
Essential Perks
Hit up our list of Fallout 4 perks for more information here. For the sake of convenience, the very first perk I always pick up in any build is Locksmith. If you’re happy to forgo extra loot and sneaky back doors, you can skip it.
The first core Infiltrator perk is Sneak. Any time you can level up Sneak, do it.
The next most important perks to pick up are Ninja and Action Boy/Girl. The first will increase your sneak attack damage, while the second will restore your VATS points faster.
We’re going to be focused on a non-automatic handgun, so grab Gunslinger to boost your damage output (use any appropriate weapon until we get the one we’re after – with a suppressor, if available). Take a couple of ranks of Gun Nut so you can craft mods for your gun, and as soon as you have a silenced weapon, take Mister Sandman for another bonus to damage.
It’s a little bit whimsical, but I also take Bloody Mess when I’ve hit the cap on the other perks and want to hit a bit harder than I already am. The damage bonus is small at first, but really adds up. Battlefront 2 pc controller support. And everything explodes! It’s great.
- Expert Tip: need more survivability? Customise this build by leaving out Bloody Mess and making Luck a dump stat. The extra points can be added to Endurance. Note that a lower Luck stat makes everything else in the game just a teensy bit harder.
Max out these essential perks as soon as you can, in order of priority presented above. If you’re not high enough level to purchase any more ranks in the essential perks, turn your eyes to the next section.
Growing and changing
As you’re levelling up, you may reach situations where you’ve maxed out all the above perks. When that happens I recommend the following secondary perks:
- For additional damage, Better Criticals, Gun-Fu and Grim Reaper’s Sprint make excellent endgame additions to your repertoire, upgrading you from terrifying deadly to apocalyptic. If you don’t care about settlements and crafting, grab these as soon as you can.
- Local Leader, Caps Collector and one rank of Medic are required for building and expand awesome settlements.
- Scrapper and more importantly Science will help you build lots of great stuff for settlements as well as better mods – if you’re willing to collect loot and drag it back to a Workshop.
- If you have points to spare, Gun Nut is great for upgrading your weapons. You might also consider Armorer if you want to mod your armour for better stealth with effects like Muffled, but I tend not to bother as native Stealth is strong enough and armour is unnecessary if the enemy never sees you.
Whenever you can’t obtain any of the perks mentioned above (or don’t want them, in the case of the crafting and settlement stuff), chuck some extra points on your S.P.E.C.I.A.L. stats. This is what you’d need in order to get everything I’ve mentioned above. You won’t be able to do all of this stuff till you’re around level 50, so pick and choose at your discretion:
- Strength: 1
- Perception: 4
- Endurance: 1
- Charisma: 6
- Intelligence: 6
- Agility: 10
- Luck: 8
Expert tip: It’s pure frosting, but after you complete everything above, you’ll want to max out your Perception to continue increasing your potential for mass VATS murder. You may also want to push Strength up to six and grab Strong Back for the masses of treasure you’ll find on your murder sprees. Everything else is completely unnecessary if you play this build as intended.
How to play an Infiltrator
Now that you know what you’re aiming for, how do you put this baby to use?
We play slow and careful. Whenever you approach the entrance to a structure, sneak. Make sure your AP is full, then hammer VATS. As soon as you see an enemy in VATS with a hit chance of 65% or more, smack it; with any luck you’ll get a sneak attack bonus.
- If there are multiple enemies, you may opt for one sneak attack on each of them to start with.
- Take out nearby and melee enemies first as they’re harder to evade.
- If you have a choice of limbs with a good hit chance:
- Go for the legs of melee attackers.
- Hit the arms or heads of enemies using firearms.
- As soon as you destroy a limb, cancel your VATS attack and immediately re-initiate it to hit a different target.
- If you have destroyed the leg of a melee attacker, ignore it and move to another enemy.
At low levels, you may complete your VATS attack to find half a dozen angry baddies heading for you. Run away. Break line of sight and go into Sneak mode. Wait until they get over it.
Now just rinse and repeat.
This is very slow and annoying in the beginning, but by the time you have levelled up a bit you can walk into a room and kill everything in a single VATS session before they even know you’re there. The whole “run away and hide” part never needs to happen again.
Of course, it helps to have the right gear.
Essential equipment
The key weapon of the Infiltrator build is the Deliverer. This gun is awarded to you when you join the Railroad faction. Its amazing special power is that it uses less Action Points in VATS, and has an increased chance to hit.
So what? So everything. At higher levels of the Infiltrator build, I’m talking so many shots queued up in VATS that the vanilla user interface literally could account for them; until Bethesda patched the display, the game had no way to display how many shots you’d deal out in a single turn.
Get this gun and mod the shit out of it; if you haven’t got the perks to craft mods, try checking in with Tinker Tom at Railroad HQ, as he sometimes sells Deliverer mods. A suppressor comes standard and shall never be removed. Do what you like with sights, although note that you’ll be using VATS mostly. Get the most powerful receiver you can to increase the damage, but don’t go automatic – you’ll lose the benefits of the Gunslinger perk. (I don’t recommend going automatic in general as it means using more ammo to get the same job done. If you really must, be sure to sub out Gunslinger for Commando when choosing perks.)
DELIVER US pic.twitter.com/EFwyPIBp7c
— Borderline Helpful (@draqul) November 12, 2015
You can sometimes find 10mm legendaries with the same perk as the Deliverer; they’re not as powerful as a similarly-modded Deliverer, but make a good stopgap while you’re waiting for the real thing. Just don’t use up all your ammo at low levels!
For your back-up guns, look for anything with VATS, accuracy or AP-related bonuses (the Tinker Tom Special, purchasable in Railroad HQ, is a pretty good example), or just good old fashioned extra damage. Whatever you pick, try to put a suppressor on it.
Sneaking not your bag? Try the bombastic One-Punch Man.
Armour-wise, the lighter the better while your Sneak perk is low, but you can afford to go a bit heavier as you get harder to detect. To be honest, you won’t need to; you will almost never be hit, so who cares? I tend to stick to leather, sometimes modded up with pockets, muffling and shadowing, and worn over clothing with native or modded-in damage reduction (the Railroad can help you with that). Fuck Power Armor right off immediately; it’s not any use at all to this build.
There are a couple of Legendary armour bonuses that are worth grabbing if you find them. Chameleon makes Sneak unbelievably easy, although the visual effect is really annoying. VATS-enhanced armour pieces are pretty common once you’re about 20 levels in, and are a big help.
Finally, you definitely want to snaffle any U.S. Covert Operations Manual books you find, as they’ll permanently boost your Sneak ability.
Conquer the Wasteland
That’s it. Congratulations! You’re ready to absolutely smash Fallout 4.
Like I said, this is just one way to play; there are plenty of other terrific, über-powerful approaches for those who like frontal assaults, or can’t be bothered faffing about with VATS. We’d love to hear about your builds.
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Looking for some of the rarest Fallout 76 weapons around? Fallout 76 follows the same rule as Fallout 4 when it comes to acquiring legendary weapons and gear: you’re guaranteed one whenever you kill a legendary enemy, indicated by the star next to their name. The problem is that legendary equipment is often worse than what you’re already using unless you get very lucky with the mod it comes with. Plus, legendary weapons aren’t much more exciting than their standard variants with little more than a neat stat and a star next to the weapon’s name to signal its rarity.
That’s why rare Fallout 76 weapons are so alluring: they’re powerful, can be outfitted with plenty of new and interesting mods, and are great to show off to your friends. You can find these rare weapons in seemingly innocuous spots around the Appalachian wasteland, but they won’t always spawn there.
We’ve scoured the map and found a number of static spawn points for rare weapons in the game, most of which are must-have guns when you find enough ammo for them. Since they appear in the same place with a degree of consistency, you’re able to farm them by returning to the same location every thirty minutes, give or take, when the loot respawns. For some weapons this will be necessary to get enough ammo, so bear that in mind when you’re searching for these four rare Fallout 76 weapons.
Here’s where to find some of the rarest weapons in Fallout 76:
50. Cal Machine Gun
The 50. Cal Machine Gun is your bog-standard LMG that you’d expect find in other first-person shooters. It’s not great at killing enemies from far away, but once you get up close and you have enough ammo to spare, it’s a monstrous member of the big guns weapons category. It deals 20 damage per shot but with a fire rate of 91, that equates to over 180 damage per second.
There’s one location where the 50.Cal Machine Gun will spawn almost every time. Simply, head up toward Grafton, then go north-east to the Clarksburg Shooting Club. Follow the main road south-east and you’ll come across a parked truck with some sandbags on the back and the 50. Cal Machine Gun sat there, waiting for you to take it.
Black Powder Pistol, Rifle, and Blunderbuss
If you haven’t had the privilege of using any Black Powder weapons yet, then prepare to smile with glee at the amount of damage these antiques put out. They’re some of the most powerful weapons in the game, each dealing between 100 and 150 damage per shot – only The Dragon, the unique Black Powder rifle with four barrels, does more. Stack it with a stealth modifier and the right perk cards and you can drop most enemies with a single shot.
The caveat? Each gun takes a long time to reload and ammo is scarce. They use .50 Balls as ammunition, which you will rarely find in the world. You’ll need to invest resources into crafting ammo for each of them, but with the damage each weapon does, it’s more than worth it.
There are two separate locations we’ve found which spawn all three types of Black Powder weapon. The first is just west of where the 50. Cal Machine Gun is located, at the Philippi Battlefield Cemetery. Head inside the only building and you’ll find numerous display cases with Civil War-era clothes and uniforms, along with a number of different Black Powder weapons. The Blunderbuss is the rarest of the three, so if you don’t find all three types here, check this next location or return to the same spot after an hour or so and check again.
For the second possible spawn, you can head down into the Forest area towards Helvetia. If you haven’t found Helvetia yet, it’s slightly east of Sutton or down Route 89 from Morgantown. When you get there, clear out the horde of low-level Scorched then look for a fairly unremarkable brown house. Inside, you’ll find more display cases, just like at the Philippi Battlefield Cemetery.
Guitar Sword
If you’re keen to find a very unique and powerful melee weapon, the Guitar Sword is an excellent weapon to track down. It’s the sixth most powerful melee weapon in the game and you can go and grab it the second you leave Vault 76 since it’s static spawn location is nearby. It deals 45 damage per hit, which is more than most axes and blades, though unfortunately, you can’t use it to play a sweet tune.
To find the Guitar Sword, leave Vault 76 then walk directly east until you find the North Kanawha Lookout. Clear the low level Super Mutants then look just to the south for a cabin. Leant against a blue door is the Guitar Sword. It’s worth exploring this area further, as on the other side of the cabin is a small hideout with some horrifying graffiti that makes for an… interesting read.
Alien Blaster
The final rare weapon we’ve found is the Alien Blaster, which has featured in all of the modern Fallout games. This gun isn’t particularly powerful, but it is extremely rare, which makes it the perfect weapon to show off to your friends (and enemies). It deals 15 damage per shot but it uses Alien Blaster Rounds, which as you’d expect, are almost impossible to come by when scavenging for supplies in West Virginia. The Alien Blaster is more of a trophy weapon than one you’d use to slay foes, but it’s great to have all the same.
To get the Alien Blaster, you’ll want to go north, back up to the Toxic Valley. Between the 50. Cal Machine Gun location and the Philippi Battlefield Cemetery is a house that has been completely obliterated, with a lake of toxic water in the middle. If you can’t find it, look south-west of Graninger Farm and directly west of the butterfly icon on the map.
Make sure you equip a Hazmat Suit or pop some Rad-X as you’ll need to dive into the toxic water and search for a broken safe. Look inside and you’ll find the Alien Blaster, along with a Rusted Key which isn’t important for the weapon, but unlocks a door at Freddy Fear’s House of Scares in the Mire.
The problem with the Alien Blaster is that it doesn’t come with any ammo whatsoever, so you’re stuck with a cool looking gun, but no ammo to fire. To get ammo for it, you’re going to need to head to Mount Blair Train Yard, way down in the southern portion of the map in Ash Heap. It’s north-west of Welch, indicated by a small factory with two train tracks going inside on the map. Search the entire area and you’ll find TNT Dome Key 2 inside a locker.
TNT Dome 2 is located just west of Vault 76, by a place called Black Mountain Ordnance Works. Search for Dome 02. When you find it, head inside and you’ll find Alien Blaster ammo on the table, along with a plan to modify the Alien Blaster nearby. This changes the type of ammo it needs, from Alien Blaster Rounds to Fusion Cells. The caveat with doing this is that using Fusion Cells takes down its damage stat from 15 to 4. It’s a serious nerf so while it would mean you find ammo much easier, it also makes the gun quite awful. Nifty to have, but unless you get your hands on two Alien Blasters, changing the ammo type for your only one isn’t recommended.
For some general help tackling the wastes, seek out our Fallout 76 tips, or to get more specific we have a Fallout 76 leveling guide, advice on Fallout 76 builds, a list of all Fallout 76 mutations, and a walkthrough for joining some of the weird and wonderful Fallout 76 factions. With all of our help, you should have no problem surviving the mutated horrors of post-apocalyptic Appalachia.
- Read More
- Fallout 76 Mutations
- Fallout 76 Perk Cards
- Fallout 76 leveling guide
We’ve already shown you where to get the Fat Man mini-nuke launcher in Fallout 4, but the game is full of interesting and powerful weapons to find. However, that last bit can be pretty tough, as the world is gigantic and full of items to sift through. If you want to get the best weapons in the Fallout 4 wasteland then you’ll have to know where to look, so here’s a quick guide. This Fallout 4 Weapons Guide will show you how to get the best melee weapons, missile launchers, automatic rifles, assault rifles, energy guns and other legendary weapons that you’ll encounter in the world of Fallout 4 giving you your best odds for survival.
The Best Weapons in Fallout 4
- Cryolator – High Damage with the ability to freeze enemies
- Righteous Authority – Energy Weapon that makes critical shots do more damage
- Junk Jet – Can be loaded with junk inventory for ammunition
- Furious Power Fist – High Damage Melee Weapon
- Big Boy – Most powerful weapon in the game fires two mini-nukes
- Deliverer – Silenced gun that uses 10mm ammunition
- Alien Blaster – Energy weapon that does high damage
- Spray N’ Pray – Fires explosive rounds that do high damage
- Harpoon Gun – Fires deadly harpoon rounds
- Fat Man – Fires a single Mini-Nuke
The Best Fallout 4 Weapons and How to Find Them
Cryolator
Where to find The Cryolator
This weapon is great for a couple of reasons. First off, it’s right there in Vault 111 from the beginning of the game. Second, it does decent damage and can become pretty formidable when modded properly. Finally, it usually freezes its target, sometimes causing a one-shot kill. It’s downside is that it has very little ammo available, but you can check out our other guide to find more.
To find the weapon itself you just need to head to Vault 111. In the Overseer’s room you probably saw the Cryolator locked behind a Master lock. If you have leveled up enough you can just pick this lock and get to it. If not you should grab Dogmeat and bring him hear. Telling him to find an item will usually get you the Cryolator, but be sure to get the ammo off Dogmeat as well.
Righteous Authority
Fallout 4 Legendary Weapons
Where to find Righteous Authority
Probably one of the best early energy weapons in Fallout 4, Righteous Authority is easy to get and should cover your needs well into the main story. To get this gun just complete the Call to Arms quest given to you by Paladin Danse at Cambridge Police Station. The gun has some nice modifiers on it, making your critical shots do more damage, and allowing the meter to fill faster.
Junk Jet
Where to find The Junk Jet
The Junk Jet is a pretty unique weapon in Fallout 4, as it doesn’t require any real ammo. Instead, as the name implies, the gun uses junk. Any item that goes into the junk category of your inventory can be loaded and fired from this thing, causing some serious damage. Whether it’s a teddy bear, desk fan, or a bowling ball, the Junk Jet will fire it and can easily take down a few feral ghouls. You’ll just have to be careful if you’re doing a lot of workshop building, as there’s actually a lot of stuff to do with all of that junk in Fallout 4.
Furious Power Fist
Where to find Furious Power Fist
This epic melee contraption will be pretty tough to get ahold of. It is found in Swan Pond inside of the Boston Common. Unfortunately it’s being guarded by a gigantic monster. Taking him out will be very difficult, so bring explosives and whatever else might be helpful. I’d suggest waiting until you have some spare mini-nukes and are a pretty high level character before even attempting this though. Once he’s down just loot the body to find the Furious Power Fist.
Big Boy
Where to find Big Boy in Fallout 4
The slightly more insane alternative to the Fat Man. The Big Boy is probably the most powerful weapon in all of Fallout 4. It can be found only at a merchant, the Commonwealth Weaponry shop in Diamond City to be specific. This modified Fat Man will actually fire off two mini-nukes at once and will give radiation damage. Of course, this thing doesn’t come cheap, costing over 13,000 caps. Get your Charisma and Barter up high enough and you can drop this a bit, but never to a reasonable point.
Deliverer
Where to find the Deliverer
This gun has quickly become my day-to-day weapon in Fallout 4. The main advantage the Deliverer has over others is that it uses simple 10mm ammo, which can be found in nearly every ammo crate, chest, or box in the wasteland. The gun comes standard with VATS and action point boosters, and the already modded silencer makes it great for those sneak attacks. To get it you need to follow the Freedom Trail and join the Railroad. Keep doing the quests here until you complete Tradecraft and you’ll be handed the Deliverer.
Alien Blaster
Where to find Alien Blaster
Easily one of the best guns in the game, as long as you have a high enough Science perk to modify it to use Fusion Cells. The Alien Blaster is pretty unique in how you find it. We put together a full guide on triggering the event and finding the weapon once it happens, so check it out here for all the details.
Spary N’ Pray
Where to find Spray N’ Pray
This is the machine gun you’ll want to carry in Fallout 4. Spray N’ Pray can be found only from a traveling merchant named Cricket, so if you see her be sure to check out her stock. The gun does a decent amount of damage on its own, but the big bonus is that the bullets explode on impact, dealing extra damage, along with an area-of-effect boost.
Harpoon Gun
Where to find the Harpoon Gun
As the name says this gun fires harpoons at your enemies. The Harpoon Gun is found in The Oceanarium and will likely have ammunition there as well. The only downside to this powerful weapon is that the harpoons that you use for ammunition are hard to come by. You can stumble across this ammunition in the Far Harbor DLC, but if you want to stock up you can head to the shops in Far Harbor to purchase harpoons directly. If you’re having trouble finding the Harpoon Gun, check out this guide to Far Harbor.
Fat Man
Where to Find the Fat Man
The Fat Man is the Big Boy’s little brother when it comes to weapons in Fallout 4. This powerful launcher weapon can be loaded with mini-nukes, one of the most powerful explosives in the game. The Fat Man can be found in numerous locations in Fallout 4, but you’ll definitely find one in Outpost Zimonja. This is smack dab in the middle of The Wasteland. You’ll need to beat a tough foe to get it so prepare before heading out to find this powerful weapon. You can find the Fat Man right here.
Looking for Power Armor to go along with your weapons? Find the most powerful armor in Fallout 4 here.
Fallout 4 Wiki Guides & Walkthroughs
Navigate the wastelands with these guides to help you along the way.