|For an overview of assault rifle models, see assault rifle.|
The assault rifle starts off semi-automatic but can be modded or found with an automatic receiver at the expense of significant damage reduction. A regular, semi-automatic assault rifle with all of the highest level mods equipped deals around 99 damage with all of the Rifleman perks. This damage can be increased by finding a legendary variant with the mighty/powerful prefix. The weapon is heavy for an assault rifle, weighing 13.1 pounds (5.9 kg) unmodified with a short barrel, and when modified can weigh as much as 26 pounds.
The assault rifle has low recoil and high accuracy even when fitted with an automatic receiver. Any modification requires investment in the Gun Nut perk, and some investment in the Science! perk for its advanced optical sights. At higher levels, modified assault rifles may appear as loot.
- Carried by many raiders, Gunners and super mutants once the player character reaches approximately level 25.
- Can be purchased from the following vendors:
- One can be found next to a door control terminal in the lowest level of the Massachusetts State House, outside the area where a mirelurk queen spawns.
- One can be found next to the Expert locked terminal in the National Guard recruitment office on top of a container.
- One is carried by Captain Maria at Parsons State Insane Asylum.
- Another is carried by Edward Deegan, an employee of the Cabot family.
- One can be found inside the crashed vertibird at Coast Guard Pier (may require the use of explosives to get into reachable range).
- One can be found in Kendall Hospital, on a table next to a lit lantern in the raider area above the deathclaw.
- Allen Lee in Far Harbor. Carried and sold by
- Nuka-Cade for 10100 Nuka-Cade tickets (items rotate every couple of days). Sold at the
- The assault rifle is the only gun in the base game that utilizes 5.56 ammunition.
- When used for sneak attacks in V.A.T.S., the assault rifle fires only one shot per action even when upgraded with an automatic receiver, a trait that goes a long way towards making the most efficient use of its scarce ammunition type. Outside of sneak mode, it will fire several shots per burst just like any other automatic weapon.
- After reloading, the player character does not cock the gun with the charging handle.
- When carried by companions in power armor, their walking animation may change, causing the ground to rumble while they walk as if they had jumped and landed from a height.
- Concept art of the weapon appears in The Art of Fallout 4.
- The ported barrel gives the same benefits as a short ported barrel, while the vented barrel is treated like a long ported barrel.
Behind the scenes
- The assault rifle is referred to as meshes/weapons/machinegun/ in Nifskope and audio files refer to it as RifleIstvan.
- The "Army, Atom Cats, Gunners and Vault-Tec Weapon Paint Job" and "Brotherhood of Steel, Institute, Railroad, Minutemen Weapon Paint Job" Creation Club bundles, created by community modder Skidabaa in collaboration with Bethesda, identify this weapon as the M199 assault rifle mentioned in Fallout 3. The name can be seen when the "drum magazine" modification is applied to the weapon while one of the relevant paints is applied.
- The Art of Fallout 4, p. 20: "MACHINE GUN
The first gun made for the game. We mainly wanted something beefy that would look right in the power armor's oversized hands. It was also a chance to explore modification and customization. We designed it to allow interchangeable barrels and magazines. At this early stage of the project, we didn't plan on giving the player too many options, but we'd go on to develop a deeper and more flexible system. This particular gun design would later become the assault rifle."