Laser pistol (Fallout 76)

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For an overview of laser pistol models throughout the Fallout series, see Laser pistol.
Laser Pistol
Fo4 Laser Pistol.png
FO4LaserPistol.png
Damage
Damage24
Damage TypeEnergy
Attacks
Ammo TypeFusion cell
Attack Rate5 rps
Range
Short: 32.9 m (107.94 ft)
Long: 58.49 m (191.9 ft)
Sniper: 65.8 m (215.89 ft)
Accuracy71
Weapon Modification
SlotsCapacitor, Barrel, Grip, Sights, Muzzle
Other
Weight3.9
Value66
Technical
Editor IDLaserGun
 
Gametitle-F76.png
Gametitle-F76.png

The laser pistol is a weapon in Fallout 76.

Background[edit | edit source]

The primary energy service weapon of the United States military, the AER9 is a sturdy, reliable weapon focusing on ruggedness and usability over performance. The titanium cage housing the laser rifle mechanism is durable and retains focus of the internal arrays over extended periods of time, although the emphasis on reliability reduces firepower compared to state-of-the-art models like the AER12, with its gold alloy housing.[1] The principle of operation is simple, shared across all weapons of the AE platform: Power is drawn from microfusion cells and sent through a General Atomics International wave/particle diverter and on through precision-cut lenses of the crystal array to generate a focused laser beam. While the components are well protected (the diverter is shielded by a carbon fiber housing), they can be damaged. The aforementioned diverter is extremely difficult to repair and renders the weapon unusable if damaged. The lenses are also delicate when exposed, but can be replaced with cut clear glass, although a skillful hand is needed to duplicate the original cutting. However, beyond these components, the AER9 is a very forgiving weapon. The chassis can be opened in the field for servicing, while a damp cloth is enough to wash mirrored and glass components. Overheating is an issue, but simply submerging the weapon's barrel will help cool heat sinks down and prevent permanent damage. Most importantly, the absence of recoil allows even sub-par marksmen to use it effectively in the field.[2]

Despite its advantages, the AER9 did not manage to fully supersede conventional firearms in service. Limited production runs were manufactured and issued to select military units on all fronts of the Resource Wars (foreign or domestic), with many more undergoing further testing and development in facilities operated by the American military.[2] While full-scale adoption has not taken place, the military was already preparing for the full-scale deployment of the AER9 as standard weapon platform for the entire military. An extremely broad range of weapon modifications was developed for the rifle, allowing for the AER9 to be converted into almost any desired weapon type, depending on the situation. With the right barrel and muzzle, it could be an automatic assault weapon, a sniper rifle, or a close-quarters energy shotgun. Different options for optics and grips further refined the amount of options at the soldier's disposal. Combined with the commonality of ammunition type, the AER9 was set to revolutionize frontline combat.[3]

The AEP-9 is essentially a standard AER9 modified with a pistol grip. It can readily accept all the basic mods that can be applied to the AER-9, allowing for creating weapons as diverse as a regular sidearm, a carbine, close quarters combat shotgun, and more. The commonality of fusion cells between the rifle and the pistol greatly simplifies logistics as well.[4]

Characteristics[edit | edit source]

The most common energy weapon in the wastes. Lasers were produced in pistol and rifle form before the Great War, but knowledgeable users can adapt them for long range sniping, fully automatic fire, or even igniting targets. Such weapons can be particularly useful against enemies who focused entirely on physical protection, leaving them vulnerable to energy damage.

Laser pistols use grips, which have innate bonuses to AP costs and aiming speed, making them perfect for VATS-centric and close-combat builds. Most importantly, however, laser pistols are extremely versatile. While they may lack the sheer power output of a plasma gun, they have plentiful ammunition and can be easily customized for anything from a precision rifle to a close-combat SMG.

Crafting

ComponentsRequirementsProducts
1 Laser


The above template is generated from Template:F76 co Weapon Ranged LaserGun. For corrections, edit the target template.

Modifications[edit | edit source]

All numbers are relative to the base stats.

Capacitor[edit | edit source]

Modifications list ?
Mod Effects Crafting
Prime Capacitor
(E)

Superior Damage. Bonus Damage to Scorchbeasts and Scorched.


  • ench_mod_weapon_antiscorchbeast

Components
Requirements
Standard Capacitor
(E)

Standard.


Components
Gamma Wave Emitter
(E)

Adds burning damage.


  • Fire damage: (enchMod_LaserReceiver_Fire1 )
  • Range multiplier: +0.2
  • Capacity: +20%
  • Value: +10%
  • Weight: +05%

Components
Severe Beta Wave Tuner
(E)

Adds burning damage. Improved critical shot damage.


  • Fire damage: (enchMod_LaserReceiver_Fire1 )
  • Range multiplier: +0.2
  • Capacity: +20%
  • Value: +10%
  • Weight: +05%

Components
Requirements
Tuned Beta Wave Tuner
(E)

Adds burning damage. Improved rate of fire.


  • AP cost: -10%
  • Value: +40%
  • Weight: +30%
  • Fire damage: (enchMod_LaserReceiver_Fire1 )
  • Range multiplier: +0.2
  • Capacity: +20%
  • Value: +10%
  • Weight: +05%

Components
4 Oil
Requirements
Refined Beta Wave Tuner
(E)

Adds burning damage. Improved hip-fire accuracy.


  • Accuracy: +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
  • Fire damage: (enchMod_LaserReceiver_Fire1 )
  • Range multiplier: +0.2
  • Capacity: +20%
  • Value: +10%
  • Weight: +05%

Components
Requirements
Calibrated Capacitor
(E)

Superior critical shot damage.


  • Accuracy: +10%
  • Critical damage multiplier: +1
  • Value: +40%
  • Weight: +30%

Components
Vicious Capacitor
(E)

Improved hip-fire accuracy, critical shot damage.


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

Components
Requirements
Hair Trigger Capacitor
(E)

Superior rate of fire.


  • AP cost: -10%
  • Value: +40%
  • Weight: +30%

Components
4 Oil
Snappy Capacitor
(E)

Improved rate of fire, critical shot damage.


  • AP cost: -5%
  • Value: +30%
  • Weight: +15%

Components
4 Oil
Requirements
Speedy Capacitor
(E)

Improved rate of fire, hip-fire accuracy.


  • AP cost: -5%
  • Value: +30%
  • Weight: +15%
  • Accuracy: +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%

Components
4 Oil
Requirements
True Capacitor
(E)

Superior hip-fire accuracy.


  • Recoil: -25%
  • Accuracy (sighted): +10%
  • Sight transition: -3%
  • Value: +40%
  • Weight: +30%

Components

Barrel[edit | edit source]

Modifications list ?
Mod Effects Crafting
Standard Long Barrel
(E)

Superior Range.


  • Range multiplier: +1
  • Accuracy (sighted): +25%
  • Value: +20%
  • Recoil: +50% per shot

Components
True Long Barrel
(E)

Superior range, hip-fire accuracy.


  • Range multiplier: +1
  • Accuracy (sighted): +25%
  • Value: +20%
  • Recoil: +50% per shot
  • Recoil: -25%
  • Accuracy (sighted): +10%
  • Sight transition: -3%
  • Value: +40%
  • Weight: +30%

Components
Stabilized Long Barrel
(E)

Superior Range and Recoil.


  • Range multiplier: +1
  • Accuracy (sighted): +25%
  • Value: +20%
  • Recoil: +50% per shot
  • Recoil: -25%
  • Value: +40%
  • Weight: +30%

Components
Aligned Long Barrel
(E)

Superior Range. Improved recoil and hip-fire accuracy.


  • Range multiplier: +1
  • Accuracy (sighted): +25%
  • Value: +20%
  • Recoil: +50% per shot


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

Components
Requirements
Standard Short Barrel
(E)

Standard.


  • Range multiplier: +1
  • Accuracy (sighted): +20%
  • Value: +10%
  • Weight: +10%
  • Recoil: -10%

Components
True Short Barrel
(E)

Superior hip-fire accuracy.


  • Range multiplier: +1
  • Accuracy (sighted): +20%
  • Value: +10%
  • Weight: +10%
  • Recoil: -25%
  • Accuracy (sighted): +10%
  • Sight transition: -3%
  • Value: +40%
  • Weight: +30%
  • Recoil: -10%

Components
Stabilized Short Barrel
(E)

Superior Recoil.


  • Range multiplier: +1
  • Accuracy (sighted): +20%
  • Value: +10%
  • Weight: +10%
  • Recoil: -10%
  • Recoil: -25%
  • Value: +40%
  • Weight: +30%

Components
Aligned Short Barrel
(E)

Improved recoil and hip-fire accuracy.


  • Range multiplier: +1
  • Accuracy (sighted): +20%
  • Value: +10%
  • Weight: +10%
  • Recoil: -10%


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

Components
Requirements
Standard Automatic Barrel
(E)

Improved rate of fire, range and sighted accuracy. Worse recoil. Reduced ammo capacity. Poor hip-fire accuracy.


  • Fully automatic fire


  • Recoil: -10%
  • Accuracy: -25% (-10% sighteD)
  • Capacity: No penalty

Components
1 Oil
True Automatic Barrel
(E)

Superior hip-fire accuracy.


  • Fully automatic fire


  • Recoil: -10%
  • Accuracy: -25% (-10% sighteD)

Components
1 Oil
Stabilized Automatic Barrel
(E)

Superior Recoil.


  • Fully automatic fire
  • Value: +15%


  • Recoil: -10%
  • Accuracy: -25% (-10% sighteD)

Components
1 Oil
Aligned Automatic Barrel
(E)

Improved recoil and hip-fire accuracy.


  • Fully automatic fire


  • Recoil: -10%
  • Accuracy: -25% (-10% sighteD)


  • Value: +40%
  • Weight: +15%

Components
1 Oil
Requirements
Sniper Barrel
(E)

Superior damage and range. Worse recoil. Poor ammo capacity and hip-fire accuracy.


  • Range: +100%
  • Value: +40%
  • Weight: +30%
  • Recoil: -10%
  • Damage: +25%
  • Capacity: -70%
  • Accuracy (sighted): +20%
  • AP cost: +35%
  • Value: +20%
  • Weight: +60%

Components
True Sniper Barrel
(E)

Superior hip-fire accuracy.


  • Range: +100%
  • Value: +40%
  • Weight: +30%
  • Recoil: -10%
  • Recoil: -25%
  • Accuracy (sighted): +10%
  • Sight transition: -3%
  • Value: +40%
  • Weight: +30%
  • Damage: +25%
  • Capacity: -70%
  • Accuracy (sighted): +20%
  • AP cost: +35%
  • Value: +20%
  • Weight: +60%

Components
Stabilized Sniper Barrel
(E)

Superior Recoil.


  • Range: +100%
  • Value: +40%
  • Weight: +30%
  • Recoil: -10%
  • Recoil: -25%
  • Value: +40%
  • Weight: +30%
  • Damage: +25%
  • Capacity: -70%
  • Accuracy (sighted): +20%
  • AP cost: +35%
  • Value: +20%
  • Weight: +60%

Components
Aligned Sniper Barrel
(E)

Improved recoil and hip-fire accuracy.


  • Range: +100%
  • Value: +40%
  • Weight: +30%
  • Recoil: -10%


  • Accuracy: +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
  • Damage: +25%
  • Capacity: -70%
  • Accuracy (sighted): +20%
  • AP cost: +35%
  • Value: +20%
  • Weight: +60%

Components
Requirements

Grip[edit | edit source]

Adding a stock will turn the pistol into a Laser rifle.
Modifications list ?
Mod Effects Crafting
Standard Grip
(E)

Standard.


Components
True Grip
(E)

Superior hip-fire accuracy.


  • Recoil: -25%
  • Accuracy (sighted): +10%
  • Sight transition: -3%
  • Value: +40%
  • Weight: +30%

Components
Aligned Stock
(E)

Improved recoil and hip-fire accuracy.


  • Accuracy: +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
  • Recoil: -10%
  • Accuracy (sighted): +25%
  • Stability: +20%
  • Value: +20%
  • Weight: +30%

Components
Requirements
Precise Stock
(E)

Improved Bash damage and hip-fire accuracy.


  • Accuracy: +12.5%
  • Accuracy (sighted): +5%
  • Sight transition: -1.5%
  • Value: +20%
  • Weight: +5%
  • Bashing damage: ?
  • Value: +30%
  • Weight: +15%
  • Recoil: -10%
  • Accuracy (sighted): +25%
  • Stability: +20%
  • Value: +20%
  • Weight: +30%

Components
Requirements
Stabilized Stock
(E)

Superior Recoil.


  • Recoil: -25%
  • Value: +40%
  • Weight: +30%
  • Recoil: -10%
  • Accuracy (sighted): +25%
  • Stability: +20%
  • Value: +20%
  • Weight: +30%

Components
Forceful Stock
(E)

Improved Bash damage and recoil.


  • Bashing damage: ?
  • Value: +30%
  • Weight: +15%
  • Recoil: -10%
  • Accuracy (sighted): +25%
  • Stability: +20%
  • Value: +20%
  • Weight: +30%

Components
Requirements
Bruising Stock
(E)

Superior Bash damage.


  • Bashing damage: ?
  • Value: +40%
  • Weight: +30%
  • Recoil: -10%
  • Accuracy (sighted): +25%
  • Stability: +20%
  • Value: +20%
  • Weight: +30%

Components

Sights[edit | edit source]

Modifications list ?
Mod Effects Crafting
Standard Sights
(E)

Standard.


Components
Long Scope
(E)

Superior magnification.


  • Adds scope (10x zoom)
  • Accuracy (sighted): +25%
  • Value: +50%
  • Weight: +30%
  • Accuracy (sighted): +25%

Components
Long Night Vision Scope
(E)

Night vision. Superior magnification.


  • Adds night-vision scope (10x zoom)
  • Accuracy (sighted): +25%
  • Value: +80%
  • Weight: +30%
  • Accuracy (sighted): +25%

Components
Long Recon Scope
(E)

Tracks targets. Superior magnification.


  • Adds recon scope (10x zoom)
  • Accuracy (sighted): +25%
  • Weight: +35%
  • Accuracy (sighted): +25%

Components
Medium Scope
(E)

Better magnification.


  • Adds scope (6x zoom)
  • Accuracy (sighted): +25%
  • Value: +40%
  • Weight: +25%

Components
Medium Night Vision Scope
(E)

Night vision. Better magnification.


  • Adds night-vision scope (4x zoom)
  • Accuracy (sighted): +25%
  • Value: +60%
  • Weight: +25%

Components
Reflex Sight
(E)

Better focus and sighted accuracy.


  • Adds reflex scope (1.5x zoom)
  • Accuracy: +15% (sighted)
  • AP cost: -15%
  • Sights transition: -10%
  • Value: +25%
  • Weight: +10%

Components
Short Scope
(E)

Improved magnification. Superior sighted accuracy.


  • Adds scope (4x zoom)
  • Accuracy: +25% (sighted)
  • AP cost: +30%
  • Sighted transition: +0.2 sec
  • Value: +20%
  • Weight: +20%

Components
Short Night Vision Scope
(E)

Night vision. Improved magnification.


  • Adds night-vision scope (4x zoom)
  • Accuracy: +25% (sighted)
  • AP cost: +30%
  • Sighted transition: +0.2 sec
  • Value: +40%
  • Weight: +25%

Components
Short Recon Scope
(E)

Tracks targets. Improved magnification.


  • Adds recon scope (2x zoom)
  • Accuracy: +25% (sighted)
  • AP cost: +20%
  • Sighted transition: +0.2 sec
  • Value: +60%
  • Weight: +25%

Components

Muzzle[edit | edit source]

Modifications list ?
Mod Effects Crafting
Gyro Compensating Lens
(E)
  • Recoil: -10% per shot
  • Range multiplier: -1.5
  • Value: +60%
  • Weight: +20%

Components
Beam Focuser
(E)
  • Range: +2x
  • Value: +15%
  • Weight: +20%
  • Recoil: -10% per shot
  • Range multiplier: -1.5
  • Value: +60%
  • Weight: +20%

Components
Beam Splitter
(E)

Fires 4 additional beams with each shot.


  • Speed: -10%
  • Value: +10%
  • Weight: +15%
  • NumProjectiles: +400%
  • Recoil: -10% per shot
  • Range multiplier: -1.5
  • Value: +60%
  • Weight: +20%

Components


Variants[edit | edit source]

Locations[edit | edit source]

References

  1. Citadel terminals; Terminal, AER9 Laser Rifle: "Unlike many of the weapons in use today, the AER9 is actually not the top laser rifle that was in service at the time of the Great War. The model line went up to the state-of-the-art AER12, which saw service in a handful of specialty units. The reason that the AER9 is much more commonly found is that it was much sturdier and more reliable than the models that followed.
    The AER9 features a titanium housed crystal array which proved to withstand long years of exposure to the elements much better than the gold alloy housing of the later models. As a result, the crystal arrays stayed focused within operating parameters, rather than falling completely out of focus like the newer models.
    As with all energy weapons, the AER9 can suffer from poor performance if not properly maintained. The crystal arrays and non-mechanical components are delicate and if not properly serviced can lead to a loss of beam intensity, overheating, and energy regulation failure."
  2. 2.0 2.1 Fort Independence terminals; Research Terminal (Laser Rifle/Pistol): "Subject -> Laser Rifle/Pistol
    Researcher -> J. T. Benning
    Analysis
    Analysis ->
    Further research regarding Laser Weaponry has not revealed much we didn't already know. Small production run of prototype weapons developed by US Military, most of these weapons were recovered from military armories where the weapons were being tested by live-fire groups of active duty personnel.
    Critical Components
    Critical Components ->
    Power drawn from Micro fusion Cell is processed through a Wave/Particle Diverter (manuf:Gen Atomics Intnl). Diverters are protected by carbon-fiber housing, preventing frequent malfunction, but when a diverter fails the weapon becomes unusable, and this part is extremely difficult to replace or repair.
    Precision-cut lenses focus optic energy. Lenses are prone to damage and can grossly affect precision of the firing weapon's firing mechanism. Lenses are easily replaced with any clear glass, but require a great deal of skill to fabricate.
    Field Operation
    Field Operation ->
    A fully charged cell will discharge 20 bolts from a pistol, and 12 shots from the rifle model. Recoil is negligible compared to ballistic weapons, so long range combat requires less marksmanship ability of the soldier.
    Maintenance
    Maintenance ->
    The chassis are easily opened, allowing the weapon to be serviced in the field. Purified water and a clean cloth can be used to wash mirrored and glass components, slowing wear on the weapon. The weapon can also overheat after a period of intense use. This can be counteracted by submerging the barrel of the weapon in water, which helps cool heat sinks located beneath the chassis shell in that area."
  3. The array of weapon modifications available.
  4. Weapon appearance and modding options