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The Vault - Fallout Wiki
The Vault - Fallout Wiki
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For an overview of laser rifle models throughout the Fallout series, see Laser rifle.
Laser rifle
Fo4 Laser Rifle
FO4LaserRifle
TypeRifle
Damage
Damage24
Damage TypeEnergy
Attacks
Ammo TypeFusion cell
Attack Rate50
Range
119
Accuracy74
Other
Weight4.2
Value70
Technical
Base ID00000000
 
Gametitle-FO4
Gametitle-FO4

The AER9 laser rifle is a weapon in Fallout 4.

Background[]

The following section is transcluded from Laser rifle. To modify, please edit the source page.

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]

Characteristics[]

The laser rifle is one of the most versatile and utilitarian weapons in the game, in keeping with the lore. It has the most modification options, allowing for the creation of anything from a pistol-sized laser scattergun, through a powerful sniper rifle, to a squad support weapon, and fusion cells are both cheap and commonplace, thanks to the Gunners and Brotherhood soldiers who favor it.

The rifle, as opposed to the pistol, is more suited for long range combat due to the general penalties to AP cost and aiming time. These are offset by the increase in stability and sighted accuracy.

Modifications[]

Capacitor[]

Slot Damage Fire Rate Range Accuracy Weight Value Resources Required Perks
Standard Base +2.5% +2.5% 1x Adhesive

2x Circuitry
1x Crystal
2x Nuclear Material
6x Plastic
3x Screw

None
Photon Exciter (Better Criticals I) +100% critical charge

+100% critical damage multiplier

0 0 +10% +10% +5% 1x Adhesive

2x Circuitry
2x Crystal
2x Nuclear Material
6x Plastic
3x Screw

None
Beta Wave Tuner

(Armor Piercing I)

Sets target on fire for 3 sec (3x magnitude) +10% +10% +10% 2x Adhesive

2x Circuitry
2x Crystal
2x Nuclear Material
6x Plastic
3x Screw

None
Boosted Capacitor

(More Damage I)

+25% +10%

-10% capacity

+15% 2x Adhesive

5x Circuitry
4x Crystal
4x Nuclear Material
7x Plastic
3x Screw
1x Silver

None
Photon Agitator

(Better Critcials II)

+200% critical damage multiplier +20% capacity +15% +20% +20% 3x Adhesive

5x Circuitry
4x Crystal
4x Nuclear Material
7x Plastic
3x Screw
2x Silver

Science! 1
Gamma Wave Emitter

(Armor Piercing II)

Sets target on fire for 3 sec (5x magnitude) +20% capacity +20% +20% +25% 4x Adhesive

5x Circuitry
4x Crystal
4x Nuclear Material
7x Plastic
3x Screw
2x Silver

Science! 1
Maximized Capacitor

(More Damage II)

+50% damage +20% +30% 5x Adhesive

6x Circuitry
5x Crystal
7x Fiberglass
3x Gold
5x Nuclear Material
3x Screw

Science! 2
Boosted Photon Agitator

(More Damage + Better Criticals II)

+25% damage

+200% critical damage multiplier

+30% capacity +15% +30% +35% 6x Adhesive

6x Circuitry
5x Crystal
8x Fiberglass
4x Gold
5x Nuclear Material
3x Screw

Science! 2
Boosted Gamma Wave Emitter

(More Damage + Armor Piercing II)

+25% damage

Sets target on fire for 3 sec (5x magnitude)

+20% +30% +30% 7x Adhesive

6x Circuitry
5x Crystal
10x Fiberglass
5x Gold
5x Nuclear Material
3x Screw

Science! 2
Overcharged Capacitor

(More Damage III)

+75% damage +10% capacity +30% +45% 8x Adhesive

8x Circuitry
6x Crystal
12x Fiberglass
6x Gold
6x Nuclear Material
3x Screw

Science! 3

Barrel[]

Slot Damage Fire Rate Range Accuracy Weight Value Resources Required Perks
Short Barrel -10% AP cost 9 x Base +10% accuracy

-10% recoil

+25% +5% 1x Adhesive
1x Circuitry
2x Fiber Optics
2x Glass
2x Plastic
2x Screw
None
Long Barrel +9.6% +10% AP cost

+3% iron sights transition

-10% capacity

16 x Base +40% sighted accuracy

-50% hip fire accuracy

-15% recoil

+50% +10% 1x Adhesive
2x Circuitry
3x Fiber Optics
2x Glass
5x Plastic
3x Screw
None
Automatic Barrel -25% Full auto

+25% AP cost

+3% iron sights transition

-10% capacity

16 x Base +20% sighted accuracy

-100% hip fire accuracy

+60% +15% 2x Adhesive
2x Circuitry
3x Crystal
5x Fiber Optics
4x Gear
1x Oil
7x Plastic
4x Screw
2x Silver
Science! 1
Sniper Barrel +75% damage at full charge (3 sec)

-50% snap fire

Charging

+35% AP cost

+5% iron sights transition

-70% capacity

18 x Base +20% sighted accuracy

-100% hip fire accuracy

+60% +20% 2x Adhesive
3x Circuitry
4x Crystal
8x Fiberglass
10x Plastic
5x Screw
2x Silver
Science! 1
Improved Short Barrel +21% -10% AP cost 9 x Base +10% accuracy

-10% recoil

+25% +25% 2x Adhesive
2x Circuitry
1x Crystal
2x Fiberglass
3x Fiber Optics
3x Glass
2x Screw
3x Silver
Science! 1
Improved Long Barrel +34% +10% AP cost

+3% iron sights transition

-10% capacity

16 x Base +40% sighted accuracy

-50% hip fire

-15% recoil

+50% +30% 4x Adhesive
3x Circuitry
1x Crystal
5x Fiberglass
6x Fiber Optics
4x Glass
4x Screw
4x Silver
Science! 2
Improved Sniper Barrel +125% damage at full charge (3 sec)

-50% snap fire

Charging

+35% AP cost

+5% iron sights transition

-70% capacity

18 x Base +20% sighted accuracy

-100% hip fire accuracy

+50% +40% 5x Adhesive
5x Circuitry
6x Crystal
10x Fiberglass
16x Fiber Optics
4x Gold
6x Screw
2x Spring
Science! 2
Improved Automatic Barrel -15% Full auto

+25% rate of fire

+25% AP cost

+3% iron sights transition

-10% capacity

16 x Base +20% sighted accuracy

-100% hip fire accuracy

+60% +35% 4x Adhesive
4x Circuitry
5x Crystal
7x Fiberglass
10x Fiber Optics
6x Gears
3x Gold
1x Oil
5x Screw
Science! 2

Grip[]

Adding a stock will turn the pistol into a Laser rifle.
Slot Damage Fire Rate Accuracy Weight Value Resources Required Perks
Standard Grip -50% bash damage -10% AP cost +2.5% +2.5% 1x Adhesive
2x Plastic
2x Screw
None
Comfort Grip -50% bash damage -10% AP cost +5% accuracy

-5% recoil

+5% +10% 2x Adhesive
4x Plastic
3x Screw
None
Short Stock +20% AP cost

+5% iron sights transition

+7% stability

+40% sighted accuracy

-15% recoil

+20% +20% 2x Adhesive
7x Plastic
5x Screw
None
Sharpshooter's Grip -50% bash damage -15% AP cost +15% accuracy

-15% recoil

+10% +25% 3x Adhesive
4x Fiberglass
4x Steel
Science! 1
Full Stock +20% AP cost

+10% iron sights transition

+7% stability

+40% sighted accuracy

-20% recoil

+30% +30% 4x Adhesive
10x Plastic
6x Screw
Science! 1
Marksman's Stock +20% AP cost

+10% iron sights transition

+9% stability

+40% sighted accuracy

-25% recoil

+40% +40% 5x Adhesive
10x Fiberglass
1x Rubber
6x Screw
3x Spring
Science! 2
Recoil Compensating Stock +20% AP cost

+10% iron sights transition

+7% stability

+40% sighted accuracy

-30% recoil

+45% +50% 6x Adhesive
11x Fiberglass
1x Rubber
8x Screw
6x Spring
Science! 2

Sights[]

Slot Effect Accuracy Weight Value Resources Required Perks
Standard Sights Base +2.5% +2.5% 1x Adhesive
2x Plastic
None
Improved Sights +5% iron sight transition +5% sighted accuracy +2.5% +5% 1x Adhesive
2x Plastic
None
Short Scope x4 scope
+10% iron sight transition
+30% AP cost
-20% stability
+20% sighted accuracy
+20% +20% 2x Adhesive
2x Glass
4x Plastic
2x Screw
None
Reflex Sight x2 zoom
-15% AP cost
-10% iron sights transition
+15% sighted accuracy 0+10% +25% 2x Adhesive
2x Fiberglass
2x Fiber Optics
2x Glass
1x Nuclear Material
2x Screw
1x Silver
Science! 1
Medium Scope x6 scope
+40% AP cost
+15% iron sights transition
-20% stability
+20% sighted accuracy
+25% +40% 3x Adhesive
3x Glass
5x Plastic
2x Screw
Science! 1
Long Scope x10 scope
+50% AP cost
+2% sighted transition
-20% stability
+20% sighted accuracy
+30% +50% 4x Adhesive
5x Glass
6x Plastic
2x Screw
Science! 2
Short Night Vision x4 scope (night vision)
+10% iron sight transition
+30% AP cost
-20% stability
+20% sighted accuracy
+20% +20% 4x Adhesive
2x Circuitry
4x Fiberglass
3x Fiber Optics
3x Glass
2x Nuclear Material
2x Screw
2x Silver
Science! 2
Medium Night Vision x6 scope (night vision)
+40% AP cost
+15% iron sights transition
-20% stability
+20% sighted accuracy
+25% +75% 4x Adhesive
3x Circuitry
5x Fiberglass
5x Fiber Optics
5x Glass
3x Nuclear Material
2x Screw
2x Silver
Science! 2
Long Night Vision x10 scope (night vision)
+50% AP cost
+2% sighted transition
-20% stability
+20% sighted accuracy
+30% +85% 5x Adhesive
5x Circuitry
6x Fiberglass
6x Fiber Optics
6x Glass
2x Gold
4x Nuclear Material
2x Screw
Science! 2
Short Recon Scope x4 scope (monochrome, tracks targets)
+10% iron sight transition
+30% AP cost
-20% stability
+20% sighted accuracy
+20% +100% 6x Adhesive
6x Circuitry
8x Crystal
6x Fiberglass
8x Fiber Optics
3x Gold
5x Nuclear Material
3x Screw
Science! 3
Long Recon Scope x10 scope (monochrome, tracks targets)
+50% AP cost
+2% sighted transition
-20% stability
+20% sighted accuracy
+35% +100% 6x Adhesive
6x Circuitry
8x Crystal
6x Fiberglass
8x Fiber Optics
3x Gold
5x Nuclear Material
3x Screw
Science! 3

Muzzle[]

Slot Effect Fire Rate Range Accuracy Weight Value Resources Required Perks
No Muzzle None
Beam Splitter (scattergun) +10% damage
Splits beam into four projectiles
-10% -2 x Base
Damage nullified beyond maximum range
Override: High recoil, low accuracy +15% +10% 3x Adhesive
2x Glass
4x Plastic
3x Screw
2x Silver
Science! 1
Beam Focuser (extended range) +2 x Base +20% accuracy
-15% recoil
+20% +15% 3x Adhesive
2x Glass
4x Plastic
2x Screw
2x Silver
Science! 1
Gyro Compensating Lens (compensator) -1 x Base -25% recoil +30% +20% 2x Adhesive
2x Circuitry
3x Glass
5x Plastic
2x Screw
3x Silver
2x Spring
Science! 1
Amplified Beam Splitter (scattergun II) +10% damage
Splits beam into four projectiles
-10% -2 x Base
Damage nullified beyond maximum range
Override: High recoil, low accuracy (+25% accuracy vs. regular splitter) +15% +40% 4x Adhesive
6x Fiberglass
4x Glass
3x Gold
4x Screw
Science! 2
Fine-Tuned Beam Focuser (extended range II) +3 x Base +30% accuracy
-15% recoil
+20% +30% 4x Adhesive
7x Fiberglass
4x Glass
3x Gold
4x Screw
Science! 2
Quantum Gyro Compensating Lens (compensator II) -1 x Base -35% recoil +30% +35% 5x Adhesive
2x Circuitry
8x Fiberglass
4x Glass
3x Gold
5x Screw
3x Spring
Science! 3

Variants[]

Locations[]

Loot
  • Relatively common root in pre-War military areas.
Vendors
Characters

Gallery[]


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.
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