Prima Games eGuides Fallout 4 eGuide

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Fallout 4 eGuide INV Guns

Heavy Guns

It takes a strong back to carry more than one or two of these weapons, but any weapon that benefits from the Heavy Gunner perk qualifies as a heavy gun.

Broadsider

Standard Model: Broadsider

Damage: 108 (ballistic)

Ammo: Cannonball

Fire Rate: 2

Range: 203

Accuracy: 63

Weight: 38.1

Value: 245

As a handheld cannon, the Broadsider is about as simple as heavy guns get. Each shot launches a cannonball toward your target, causing impressive ballistic damage on impact. It takes quite a while to reload between shots, but the weapon can be modified to improve its rate of fire.

The Broadsider is received as part of Side Quest: Last Voyage of the U.S.S. Constitution.

Attached Mods

Standard barrel

Standard grip

Standard shot canister

Cryolator

Standard Model: Cryolator

Damage: 20 (energy)

Ammo: Cryo Cell

Fire Rate: 90

Range: 71

Accuracy: 66

Weight: 13.2

Value: 302

The Cryolator sprays a freezing mist that slows targets while dealing energy damage, and sustained blasts can temporarily freeze enemies, causing them to take additional damage from incoming attacks. Due to its limited ammo capacity, however, the Cryolator requires frequent reloads. This unique weapon does accommodate a Crystallizing Barrel mod, which allows it to fire cryogenic capsules for increased range and bonus ballistic damage.

The Cryolator is located in Vault 111.

Attached Mods

Standard barrel

Standard stock

Standard sights

Fat Man

Standard Model: Fat Man

Damage: 468 (ballistic)

Ammo: Mini Nuke

Fire Rate: 1

Range: 117

Accuracy: 63

Weight: 30.77

Value: 512

Used to launch devastating Mini Nukes, the Fat Man boasts unrivaled per-shot damage. Once launched, a Mini Nuke quickly loses altitude. Aim slightly above your target or use V.A.T.S. to help ensure an accurate shot. Either way, make sure you’re a safe distance away from your target—a Mini Nuke has a sizable blast radius.

Attached Mods

Standard Launcher

Experimental MIRV

Damage:18 (ballistic)

Ammo:Mini Nuke

Fire Rate: 1

Range: 117

Accuracy: 63

Weight: 36

Value: 650

What do you do when a single Mini Nuke isn’t enough to get the job done? You convert your Fat Man into an experimental MIRV! Each shot launches a cluster of Mini Nukes. Launch into the air to send Mini Nukes showering on your enemies, or aim for your target for a more contained explosion. This heavy gun packs more than enough power to make short work of the most formidable foes.

Attached Mods

MIRV Launcher

Flamer

Standard Model: Flamer

Damage: 12 (energy damage)

Ammo: Flamer Fuel

Fire Rate: 90

Range: 47

Accuracy: 53

Weight: 16.1

Value: 137

This classic heavy gun spews a stream of fire, dealing energy damage to any targets caught in the flame. It has a fairly short range, however, so it’s best used against melee attackers and unarmed enemies.

Attached Mods

Standard tank

Standard barrel

Standard propellant tank

Standard nozzle

Gatling Laser

Standard Model: Gatling Laser

Damage: 14 (energy)

Ammo: Fusion Core

Fire Rate: 272

Range: 203

Accuracy: 48

Weight: 19.3

Value: 804

Gatling lasers are powerful, rapid-fire energy weapons, capable of dealing serious damage in a short amount of time. A standard Gatling laser fires comparatively weak beams at a very high rate, but these heavy guns can be modified for increased per-shot power at a slower rate of fire.

Gatling lasers are often carried by particularly powerful Brotherhood of Steel soldiers. Like Power Armor, these weapons are powered by Fusion Cores, so it can be difficult to maintain a good supply of ammunition.

Attached Mods

Gatling laser receiver

Standard barrel

Standard sights

No muzzle

Junk Jet

Standard Model: Junk Jet

Damage: 40 (ballistic)

Ammo: Junk

Fire Rate: 20

Range: 119

Accuracy: 75

Weight: 29.9

Value: 285

The Junk Jet turns your unwanted items into powerful projectiles. Just fill this weapon with superfluous junk items and fire away. The standard Junk Jet deals ballistic damage, but it can be modified to add bonus energy damage to each shot.

The Junk Jet is located in ArcJet Systems, and it can be collected during or after Brotherhood of Steel Quest: Call to Arms.

Attached Mods

Short barrel

Standard stock

Standard sights

No muzzle

Minigun

Standard Model: Minigun

Damage: 8 (ballistic)

Ammo: 5 mm

Fire Rate: 272

Range: 131

Accuracy: 35

Weight: 27.4

Value: 382

The Minigun combines low per-shot damage with an impressive rate of fire, resulting in a very effective ballistic weapon. Its high ammo capacity allows for sustained fire, and with the available barrel modifications you can improve its fire rate, accuracy, and overall damage.

Attached Mods

Standard barrel

Standard sights

No muzzle

Missile Launcher

Standard Model: Missile Launcher

Damage: 150 (ballistic)

Ammo: Missile

Fire Rate: 2

Range: 203

Accuracy: 65

Weight: 21

Value: 314

The missile launcher is less powerful than the Fat Man but has a better range and its ammunition is easier to come by. It can be customized to lock on to targets, improve damage, minimize reloads, and more. An appropriately modified missile launcher is generally your best defense against hostile Vertibirds.

Attached Mods

Standard barrel

Standard sights

No muzzle

Plasma Gun (Thrower)

Standard Model: Plasma Thrower

Damage: 12 (ballistic), 12 (energy)

Ammo: Plasma cartridge

Fire Rate: 90

Range: 35

Accuracy: 68

Weight: 4.2

Value: 146

The plasma gun can be used to make powerful pistols and rifles, but it also serves as a solid heavy gun. With an attached Flame Barrel mod, this weapon fires a stream of searing plasma. The combination of ballistic damage and energy damage ensures that it’s effective against most enemies, and its comparatively low weight makes it an excellent choice as a secondary heavy gun.

Attached Mods

Standard capacitor

Flamer barrel

Standard grip

Standard sights