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Gatling gun

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Gatling gun
F76 Gatling Gun.png
TypeAutomatic heavy gun
Damage
DamageLevel 20: 36
30: 48
40: 60
50: 72
Damage TypeBallistic
Attacks
Ammo Type5mm round
Ammo Cap.250
Weapon Modification
Slots
Receiver
Barrel
Grip
Magazine
Sights
Muzzle
Other
NoiseVery loud
Weight18
Value175
Technical
Editor IDGatlingGun
 
Gametitle-F76.png
Gametitle-F76.png

The Gatling gun is a weapon in Fallout 76.

Background[edit | edit source]

Designed by Dr Richard J. Gatling in 1861, the Gatling gun was one of the first rapid-fire weapons in history. Although originally designed to demonstrate the futility of war, it became the forerunner of modern machine guns and set the stage for transforming modern warfare. Used from the American Civil War onwards in multiple conflicts, such as the Anglo-Zulu War, the Spanish-American War, and many others, the Gatling gun employed a cyclic multi-barrel design, with the operator cranking it in order to fire the loaded rounds. Although this made it technically a semi-automatic weapon, the rate of fire made it, functionally, an automatic one. Declared obsolete by the U.S. military in 1911, after the introduction of fully automatic weapons to the battlefield, such as the Maxim or Browning designs, surviving units were donated to museums or scrapped.[1]

This did not stop enterprising wastelanders from salvaging the weapon and using its simple, reliable design to create modern versions of the ancient gun, chambered for the high-speed 5mm round; essentially creating a poor man's minigun.

Characteristics[edit | edit source]

The Gatling represents an interesting entry-level heavy weapon. Although it does not have the fire rate of a minigun or damage of a 50 cal, it is fairly readily available, fires an inexpensive round, and its rate of fire is such that it's possible to stun-lock individual humanoid attackers - their animation is roughly as long as it takes for the Gatling to cycle a new round.

Crafting[edit | edit source]

ComponentsRequirementsProducts

Modifications[edit | edit source]

Barrel[edit | edit source]

Modifications list ?
Mod Effects Crafting
Long Barrel
(E)

Standard.


  • AimModelMinConeDegrees: +10%
  • AimModelMaxConeDegrees: +50%
  • AttackActionPointCost: +40%
  • SightedTransitionSeconds: +15%
  • Range multiplier: +1
  • Accuracy (sighted): +25%
  • Value: +20%

Components
4 Oil
Short Barrel
(E)

Standard.


  • AttackActionPointCost: +25%
  • Range multiplier: +1
  • Accuracy (sighted): +20%
  • Value: +10%
  • Weight: +10%

Components
4 Oil

Grip[edit | edit source]

Modifications list ?
Mod Effects Crafting
Comfort Grip
(E)

Improved recoil and hip-fire accuracy.


  • Value: +10%
  • Weight: +5%
  • Accuracy (hipfire): +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%

Components
Standard Grip
(E)

Standard.


Components

Magazine[edit | edit source]

Modifications list ?
Mod Effects Crafting
Extra Large Magazine
(E)

Exceptional ammo capacity. Inferior reload speed.


  • AttackActionPointCost: +10%
  • SightedTransitionSeconds: +3%
  • Capacity: No mod
  • Value: +20%
  • Weight: +10%

Components
Standard Magazine
(E)

Standard


  • SightedTransitionSeconds: +1%

Components

Muzzle[edit | edit source]

Modifications list ?
Mod Effects Crafting
Large Bayonet
(E)

Superior bash. Inferior range.


  • Bashing damage: +10%
  • Range multiplier: -1.5
  • Value: +20%
  • Weight: +25%

Components

Receiver[edit | edit source]

Modifications list ?
Mod Effects Crafting
Prime Receiver
(E)

Superior Damage. Bonus Damage to Scorchbeasts and Scorched.


  • +25% damage to scorched, scorchbeasts, and the scorchqueen

Components
11 Gear
Speedy Receiver
(E)

Increased rate of fire.


  • Set attack speed to 1.25
  • Value: +25%
  • Weight: +25%
  • Durability: Medium

Components
Standard Receiver
(E)

Standard.


Components

Sights[edit | edit source]

Modifications list ?
Mod Effects Crafting
Front Sight Ring
(E)

Improved focus and sighted accuracy.


  • Value: +5%
  • Weight: +25%
  • AimModelConeIronSightsMultiplier: -05%
  • AttackActionPointCost: -05%
  • SightedTransitionSeconds: -05%

Components
Requirements
Standard Sights
(E)

Standard.


Components

Locations[edit | edit source]

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  1. Real-life history.