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weapons:rifle:coilgun

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Coilgun

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.

Parts Used

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.

Apocrypha

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.

Coilgun
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
weapons/rifle/coilgun.txt · Last modified: 2021/03/02 20:56 by mc_tammer

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