Laser musket (Fallout 4)

The laser musket is a weapon in Fallout 4.

Characteristics
The laser musket is a homemade variety of laser rifle. It is the signature weapon of the Minutemen faction and many can be obtained from them. It appears to be meshed together from various mechanical and electronic parts strapped to a regular wooden rifle stock. The "barrel" consists of a standard laser rifle housing with two metal-ringed lenses atop a metal rod extending from the stock, through which the laser beam is presumably focused (although it can be fitted with a focusing array that looks the same as either the laser pistol or laser rifle). The beam itself is created inside a makeshift capacitor, which the player character charges via a hand-crank on the back. Every odd crank (one, three, and five) causes the beam to visibly intensify, with the final charge creating a decent sized red luminescence. Like most laser weapons, it uses fusion cells as ammunition. However, its beam is very similar to that of the gauss rifle, albeit red in color. Also like the gauss rifle, it sounds like thunder when fired, whose intensity is amplified with every charge level. The effect of three or more cranks results in reducing the victim to a gray puddle with red smoke.

What makes the laser musket unique from other laser weapons in the game is that even with ammo in the player character's inventory, it starts off "unloaded", and does not automatically reload after firing. The player character must manually load up each shot by pressing the "reload" key, causing the Sole Survivor to turn the hand-crank and charge the capacitor with one fusion cell. Each subsequent crank charges the capacitor even further with another fusion cell, to a maximum of two (mods can be added to increase energy capacity to a maximum of six cells worth). Once loaded, the laser musket can be fired, consuming all the cells stored in one powerful shot. This ability to manually "charge up" each shot makes the laser musket a powerful first-tier weapon and especially versatile when taking on enemies of varying levels, using weaker shots on weaker targets and more powerful shots on more powerful targets.

Once fully upgraded, the laser musket becomes one of the best sniping weapons in the game, capable of taking out Legendary foes with one shot to the head when coupled with the sneak attack bonus. While it can be also modified with a splitter to play a "shotgun" role as a type of laser-blunderbuss, it is highly impractical to use in this role. Such a role is hands down better suited towards a modified AER9, Institute rifle, or especially a Plasma Rifle.

The musket's major drawback is its potentially high ammo consumption and slow reload speed, given that the player character has to manually reload each and every shot (although the Sole Survivor does reload between shots in V.A.T.S., albeit with only one-crank shots regardless of how powerful the first initial shot was). On top of which; the weapon is not automatically loaded when using the quick select menu. This makes it rather ineffective in close quarters due to the characteristics described above, where weapons like a properly modded AER9 laser rifle would be more effective. On top of which, at over 15 pounds the laser musket is incredibly heavy for a laser weapon of its size (almost triple that of a standard laser rifle) and when fully modified it rivals an unmodified gatling laser in terms of weight.

Legendary variant "Automatic" features the laser musket as rapid-firing weapon, fired by cranking the capacitor like the original gatling guns. However it is not eligible for modding (except by an exploit while having another laser musket in the inventory, where the Sole Survivor enters a weapons bench after dropping the automatic variant on the ground, exits the weapons bench, picks up the automatic off the ground, and then enters the weapons bench again) and will only be able to have attachments via randomization as it is spawned.

When firing the automatic laser musket, the user will take a moment to spool the weapon first while pointing upwards, like the minigun and gatling laser needs a moment to spin up before firing. It has a 20 round capacity, and will crank the weapon several times to reload.

Variants

 * Automatic Laser Musket - Given by Sturges after completing The Nuclear Option (Minutemen), or can be looted from legendary enemies.

Locations

 * Concord, just outside the Museum of Freedom.
 * Three next to Minuteman corpses in the Super-Duper Mart in Lexington. These respawn, although the corpses do not.
 * Carried by some members of the Commonwealth Minutemen, notably Preston Garvey.
 * Carried by the Preston Garvey impersonator who can be found during a random encounter.
 * There are up to four inside The Castle armory. The ones found there are equipped with level dependent modifications up to the best possible ones. There is always one on the table and up to three more on the shelf.
 * One in The Castle tunnels on a shelf.
 * Sold by Ronnie Shaw at The Castle after completing Old Guns.
 * Often carried by the Minutemen summoned by the Flare gun.
 * One can be found south of Gunners plaza in a small Minutemen outpost, on the roof next to a dead Minuteman.

Behind the scenes
The laser musket is a crank-powered energy weapon; the 2002 Walt Disney film 'Treasure Planet' featured a weapon of the same name which used a similar system of powering the musket. However, in the film turning the crank constantly ensures a continuous beam with decreased potency.

Bugs

 * Equipping the "Automatic Laser Musket" will stop certain weapons from showing up in the weapon-bench menu. Unequipping it for any other weapon fixes this, and allows it to be modded
 * When cranked to full charge then put away (holding down reload button) the player will glow a red hue like the charge in the weapon. (Most noticeable when cranked three or more times). When taken out and/or fired, the glitch will end.