I found it strange that the base-game Gauss Rifle is considered an energy weapon, consuming Micro Fusion Cells and no physical ammunition even though it clearly fires a solid projectile. This weapon is my answer - a Guns-skill electromagnetic coilgun that consumes physical bolts, and it's assumed that there is a battery in the stock to power it.
I started with the Bozar mesh from the Gun Runners' Arsenal DLC and removed the barrel. I then added the scope and barrel from the YCS/186 unique Gauss Rifle.
Lore-wise, I imagine this gun was a rejected entry in a U.S. Army procurement trial looking to replace the M72 Gauss rifle that we see in Fallout 2. In my head-canon, the German-made M72 was excellent but expensive, and the Army was looking to replace it with something cheaper and domestically-produced to outfit its troops during the build-up to the liberation of Anchorage. Ultimately, they ended up adopting the Gauss Rifle that we see in the Operation: Anchorage DLC and Fallout: New Vegas, whereas this rejected bid sample never entered mass-production.
Requirements | |||
---|---|---|---|
Strength | 5 | Skill | Guns 75 |
Ammunition | |||
Ammo Type | Coilgun Bolt | ||
Capacity | 5 | ||
Ammo Use Per Shot | 1 | Regen Rate | N/A |
Attack Stats | |||
Base Damage | 120 | DPS | 142 |
Damage Per Projectile | 120 | # of Projectiles | 1 |
Crit Damage | 60 | Crit % Multiplier | x2 |
AP | 40 | Min. Spread | 0.0275 |
Limb Damage Multiplier | 1 | Rate of Fire | 1 |
Other Stats | |||
Weight | 12 | Value | 3000 |
Item HP | 200 | Sight FOV | 25 |
Repair | Gauss Rifles | ||
FormID | ##F00020 | ||
Weapon Mods | |||
Laser Rifle Scope | Increase Zoom | 19 | |
Laser RCW Recycler | Increase Rate of Fire | 0.5 | |
Plasma Rifle Magnetic Accelerator | Increase Damage | 10 | |
GECK Data | |||
Animation Type | TwoHandAutomatic | ||
Hand Grip | DEFAULT | ||
Attack Animation | Attack4 | ||
Reload Animation | ReloadI | ||
Noise Level | Loud |