The Best Weapons in Fallout 4: Pistols, Rifles, Carbines, Shotguns, Rifles, Exotics
The developers of Fallout 4 have provided a very flexible weapon crafting system, allowing any gun for any ammunition to be turned into a rifle, carbine, or shotgun. However, which options are the best? We've reviewed all the weapons in the game and its expansions to answer this question. Be warned, the text contains spoilers.
Fallout 4 Weapon Theory
Let's start our guide by breaking down the main properties of weapons in Fallout 4. Understanding these will come in handy when you're choosing your gun or modifying it — not all unique weapons in Fallout 4 can compete with a properly modified standard one.
Weapons can be divided into four types based on the damage they deal, with the damage per second decreasing as you go further:
- Ballistic: deals regular ballistic damage to the point aimed at by the crosshair, but bullets always have a deviation. NPCs and the player's incoming damage is reduced by armor, and the Sole Survivor can further reduce it with abilities.
- Energy: dealt by lasers, plasma, and railguns. Laser weapons can ignite targets, and plasma can turn them into goo. Laser and railgun shots hit the target pointed at by the crosshair much more often than plasma or ballistic. The Survivor can increase resistance with several abilities.
- Radiation: deals significant damage to humans and normal animals but does not affect robots and mutants. Also, the damage does not penetrate armor if it is upgraded for radiation protection. Since radiation is measured on a separate scale, radiation damage is not immediate — you need to heavily irradiate the enemy, so they are more likely to die from direct effects.
- Poison: this type of damage is the hardest to predict, as it deals significant damage only after 2-3 minutes, which is long for any fight. Poison is completely blocked by armor, and mutants in the Commonwealth have partial or complete protection against this type of damage.
Types of Weapons in Fallout 4:
- Standard does not have any properties, has the maximum possibilities for modifications.
- Legendary has so-called legendary properties, like fire damage or bleeding. Weapons can have either several weak properties or one strong one. The latter is preferable, as weak properties are absorbed by armor, but a strong one will definitely break through it. Randomly drops from legendary enemies (marked with a star). Not all legendary weapons can be fully modified.
- Unique — marked with a star and has a unique name that cannot be changed. Always has some legendary property. Such weapons are awarded for completing quests, can be found while exploring the game world, or bought from traders at a high price. This weapon is subject to cosmetic improvements only, such as changing the grip.
Key Legendary Weapon Properties, always useful against any opponent, in order of impact strength:
- Wounding — any target hit by at least one bullet receives 25 additional damage from bleeding, and the effect works on robots and mechanisms. Ignores damage resistance and the target's armor. Using this property, you can shred an enemy with a dozen bullets and leave them to bleed out while you move on to the next. This damage is especially effective when using shotguns or miniguns.
- Powerful — damage to all types of enemies is increased by 25%. It's not listed first because it's extremely rare, and the effect itself depends on the base power of the weapon. A weak gun won't benefit as much from a 25% damage increase as it would from an additional 15-25 units of damage from another property.
- Incendiary — ignites the enemy, dealing 15 units of fire damage. Similar to the wounding property, but not as powerful.
- Explosive — the bullet explodes, dealing 15 units of area damage. Allows you to hit a target hidden behind cover by shooting the surface next to the target. Can be useful in the early stages of the game, but later it's more advantageous to hit the enemy directly.
- Crippling — deals 50% more damage to limbs. There's a chance to sever or damage it;
- Irradiating — the target receives 50 units of radiation, so each shot reduces the Health bar. Does not affect robots.
- Plasma — deals an additional 10 units of energy damage from plasma (does not require plasma cartridges), any shot has a chance to turn the enemy into goo.
- Instigating deals double damage to targets at full health, excellent for starting combat.
- Unlimited — firing does not require magazine reloading, but ammunition is consumed. Useful for sniper rifles or carbines, but becomes useless when the same weapon with a more beneficial legendary property appears.
- Poisoner's deals an additional 30 units of poison damage over 10 seconds.
This is far from an exhaustive list, so don't forget about the playstyle you're roleplaying. For example, for stealth kills, legendary properties related to VATS may be more suitable.
Practical Use of Weapons in Fallout 4
Although the above weapon classification options are official, it's more effective to divide weapons by the type of ammunition used and describe the limits of the weapon built on its basis.
Let's look at the difference between ammunitions. Starting with ballistic weapons:
- .38 Caliber Round — the most common ammunition used in pistols and early-game automatics. Limited range, low damage. At higher levels, the application of weapons based on this cartridge narrows to close-range combat against weak opponents.
- .44 Caliber Round — a rare, powerful ammunition for revolvers and their modifications. Practically unused due to high recoil and low rate of fire of revolver-type weapons.
- 10mm Round — a powerful and moderately common ammunition, used only in one weapon — 10mm pistols. Because of this, by the end of the game, it even loses to the .38 caliber in effectiveness, but initially, such pistols (especially with legendary properties) will be a last resort in combat.
- .308 Caliber Round — a fairly common ammunition, weapons based on it will be noticeably more powerful than the .38 caliber and will allow for destroying armored targets in close combat. At medium range, it deals significant damage to unarmored targets, but accuracy decreases with distance.
- 5mm Round is used only in the Minigun. Cheap and relatively common ammunition, you can collect several thousand just by looting enemy corpses. It is consumed very quickly, dealing weak damage even at close range. Since the Minigun itself is a weak weapon, it has no practical value at the end of the game or on high difficulty levels.
- .45 Caliber Round is widely common in the Commonwealth, it can be called a universal ammunition for carbines. It deals good damage at medium range to armored targets, weapons based on it deal excellent damage when shooting at the head and limbs of well-armored resilient targets or legendary mutants.
- .50 Caliber Round is rare, drops little from enemies, if used frequently, you will need to constantly buy more. Allows for confident shooting at long range, weapons based on it can only be sniper rifles with various optical sights. You can make a pistol or carbine with .50, but due to recoil, they are of little use in intense combat.
- Shotgun Shell is used in all types of smoothbore weapons and Combat Shotguns, especially good for intense close-range combat. Widely common in the Commonwealth, but also consumed very quickly.
- 5.56mm Round is used only in one weapon — the Assault Rifle. Very rare, there are few enemies in the Commonwealth from which it can be collected, and it is expensive from traders. A carbine based on it has excellent damage and accuracy, allowing for shooting even at long distances.
Let's look at energy weapon ammunition. Always remember that using energy weapons completely reveals your character:
- Fusion Cell — widely available ammunition in the Commonwealth, you shouldn't have any problems acquiring or collecting it. Required for the operation of the entire range of laser weapons: pistols, rifles, carbines, sniper rifles, achieved through the use of various modifications. Damage also increases as you level up, but requires skill points.
Due to the peculiarities of the shooting mechanics, shooting at long distances can be difficult, it is recommended to use laser weapons at direct or close range distances. Moreover, the inflicted damage decreases with distance or due to fog. It is also not recommended to limit the magazine size — it's better to make more shots with medium damage and accuracy than a few shots with high accuracy and damage. - Plasma Cartridge — quite rare ammunition in the Commonwealth, it can be bought from many traders, but only picked up from the bodies of Gunners. As with laser, through modifications, you can turn a single barrel into a pistol, rifle, carbine, or sniper rifle. But the damage from them will almost always be the highest in its class. This is compensated by the fact that each released plasma clump has a low flight speed, and in a number of cases, such weapons can be useless.
Plasma easily destroys robots, machinery, and enemies in power armor, especially at close range. Damage to Commonwealth creatures and super mutants is less. - 2mm Electromagnetic Cartridge is used only in one weapon — the Gauss Rifle. The ammunition is very rare, practically not sold in the Commonwealth, and is shaped like an elongated needle, which affects the shooting perception. The Gauss Rifle is designed as a powerful variant of the sniper rifle for the end of the game, and it is. Modifications only adjust fire control and recoil.
After carefully reviewing all the weapons in the game and its expansions, we have selected only those that deal guaranteed damage regardless of the enemy's type, armor, and resistance to damage. Few weapon options meet all these criteria:
- Pistols — 4 options;
- Assault rifles and submachine guns — 5 options;
- Carbines — 3 options;
- Shotguns — 1 option;
- Sniper rifles — 3 options;
- Various exotics, including heavy and melee weapons.
The Best Weapons in Fallout 4: Pistols
To maximize the effectiveness of pistols, you need to level up the Gunslinger perk. At the fifth level, non-automatic pistols deal 100% more damage, shots from them are more likely to disarm the enemy and can even cripple them. However, leveling up this branch is not always rational, as rifles and carbines are more effective in intense combat.
10mm Pistol
Therefore, the list is topped by the ordinary 10mm automatic pistol, very common in the Commonwealth, which players from level 4-15 can easily modify. We recommend upgrading it as follows:
There are many modifications, and if you make improvements continuously, the weapon will keep up with the increasing difficulty of enemies at the beginning of the game.
The pistol allows for effective combat at knife or point-blank range, has a low VATS shot cost, and having a legendary property (optimally: wounding, incendiary, explosive, crippling) is only a plus.
Alien Blaster
This weapon is unique, exists in a single copy, and has no legendary property. It shoots blue plasma, which flies faster than the usual green plasma. To obtain the weapon, the character must be level 20 or higher, then a falling UFO will appear in the sky over the Commonwealth. All that remains is to complete the simplest quest to search for it, then track down the alien and take the gun:
If you have the Nuka-World DLC, then, after completing the local Hubologists' quest, you can get a version with a unique legendary property and deal more critical damage. Both versions of the Alien Blaster have excellent firepower and extremely low VATS shot cost:
They can be modified to use nuclear batteries at the expense of a slight loss of power, which will be compensated by an increased magazine. Like all plasma weapons, it is not suitable for intense shooting, but, unlike terrestrial ones, it shoots accurately at long distances.
The Deliverer
If you urgently need a good pistol, you can take The Deliverer. This six-shot revolver under the rare .44 caliber cartridge provides excellent damage of 96 points and adds 15 points of fire damage. The main thing is to cope with the recoil.
It can be picked up from the hands of a corpse located on the unmarked map level Pumping Station (strictly to the east of Finch Farm, across the bay). After loading the level, you need to go down to the basement and enter the code 10 4 5 1. Take everything immediately, as the code may not work a second time.
Lorenzo's Pistol
Another unique weapon, which can be obtained by completing the lengthy quest The Secret of Cabot House with the correct ending for Jack Cabot. Based on a gamma gun, but this specimen is much more effective due to the damage mechanics, as the gamma gun can hardly be called a weapon at all. Requires expensive and rare gamma rounds for firing.
Lorenzo's Pistol deals two types of damage: explosive, comparable in power and range to the explosion of a full grenade at the point of impact, and radiation, which penetrates any armor, any immunity, and affects all enemies.
In the end, we get a compact and the most powerful pistol in Fallout 4. Also, due to the explosion, it is possible to knock down any enemy or stun them. You can install three modifications, but the Gunslinger perk does not affect the damage from this weapon.
Best Weapons in Fallout 4: Assault Rifles
For close combat, a compact, rapid-fire assault rifle equipped with a reflex sight is ideal. To maximize effectiveness, it's advisable to upgrade the Commando perk: at level five, all automatic weapons deal 100% more damage and have an increased chance to stagger enemies.
.38 Caliber Rifle
Let's start the category overview with the most accessible .38 caliber. Despite its weak cartridge, this weapon has the most modifications and can be upgraded from the third level of the Survivor.
A high-capacity magazine and the availability of ammunition allow for peppering enemies with bullets like stuffing a scarecrow with straw. Even towards the end of the game, this weapon will be useful for taking down light targets, which are too insignificant to waste good bullets on. Characteristics and modifications of the rifle:
.45 Caliber Rifle
A weapon based on the .45 caliber cartridge is also best used as a rifle. Sacrificing recoil for rate of fire, you can get a very powerful barrel, and a high-capacity magazine will come in handy in a fight against several Deathclaws. Even without legendary properties, it will be a dangerous weapon if upgraded accordingly:
Spray and Pray
This is a unique submachine gun in Fallout 4, dealing explosive damage of 15 points, but the weapon can be fully upgraded to become a real killing machine. It uses .45 caliber rounds:
You can buy Spray and Pray from the vendor Cricket, who travels between Vault 81, Bunker Hill, and Diamond City. In the Commonwealth, you may encounter standard submachine guns with different legendary properties, but due to the rarity of this weapon, the likelihood of acquiring it in battle is very low, so it's easier to purchase.
Laser Rifle or Guass Rifle
In Fallout 4, laser weapons are available from the start and do not require special skills to use. They excellently destroy most enemies, so you should have such a weapon in your inventory. In our opinion, it works best as a rifle, for example, in this modification variant:
In the early stages of the game, you're unlikely to find laser weapons with a legendary property, such as a 25% power increase, but there are two ways to quickly acquire a unique one. The first is to take the Prototype UP-77, which does not require reloading. To do this, head southwest to University Point, find the Credit Union building, and go down to the basement.
Hack the lock leading to the bank vault room, and then carefully open all the locked safes. Find the one with a big red button inside. Press it and enter the secret room. On the table lies such a weapon, without any restrictions in terms of modifications:
The second option requires finishing the game for the Institute. After the ending, find the synth boy named Shaun upstairs in the underground complex, who will ask you to collect various junk three times. Do this and wait 24 hours, after which you will receive the unique weapon Gauss Rifle with an infinite, i.e., not consuming nuclear charges, ammunition supply:
The weapon can be further improved to your liking, but even the stock version is very good.
Experiment 18-A
In our opinion, in Fallout 4, the pinnacle of plasma weaponry is a close-range automatic. In the Wasteland, you can find several plasma weapons with legendary properties, but the best among them can be purchased from a synth who deals in supplies at the Institute. It's called Experiment 18-A and costs a couple thousand credits:
The weapon is sold almost fully modified, meaning you can use it right from the start. Its rate of fire allows you to stuff enemies with plasma in just seconds. The ammunition consumption is very high, so it's not the cheapest weapon to maintain.
If you like shooting through VATS, then you should try a plasma automatic with a suitable legendary property. It will save 25% of action points and increase shooting accuracy, although you'll still miss now and then:
The Best Weapons in Fallout 4: Carbines
Confidently managing mid-range combat can be achieved with carbines of 5.56 mm, .308, and .45 caliber due to their better bullet grouping and accuracy than the automatics mentioned above. To maximize damage, you'll need to upgrade the Rifleman perk, which makes non-automatic rifles deal twice the damage, ignore 30% of armor, and can cripple limbs.
5.56 Assault Carbine
This high-tech carbine chambered for 5.56 mm rounds is commonly found on high-level enemies throughout the Commonwealth. It can be converted into a combat automatic, or you can keep it as a carbine — the choice is yours. We would recommend choosing the carbine for its high accuracy, massive damage, and economical ammunition use. Be sure to install a suitable scope:
On higher difficulty levels, you can quickly get a barrel with some legendary property. The best ones are weapons with bleeding properties, followed by powerful, incendiary, and explosive. However, if you set up your own production of 5.56 mm caliber cartridges, you can also make it an automatic:
.308 Carbine
The standard .45 caliber carbine is better converted to a .308 caliber — this way, you can achieve much greater firepower, albeit at the cost of a slight loss in accuracy. Both carbine variants shoot slowly, have high recoil, but in our opinion, the .308 caliber is better suited for long-range shootouts, especially if it has a legendary property:
We recommend modifying the weapon as shown in the screenshot above. Properties in descending order of advantage: bleeding, powerful, VATS-compatible, explosive, and incendiary.
Kiloton
Requires the Far Harbor add-on. This is a unique .45 caliber carbine that deals physical, explosive, and radiation damage, and is sold in a modified form. To buy the Kiloton, visit Brother Kane in The Nucleus after completing the Visions in the Fog quest.
This weapon is worth its money, and its explosive bullets deal significant damage to the limbs of all creatures, including Behemoths, Deathclaws, or even the player themselves (be careful). Kiloton is specifically made this powerful to simplify the player's confrontation with the creatures that have occupied Far Harbor.
Best Weapons in Fallout 4: Shotguns
In Fallout 4, there are very few shotguns: two types of firearms, three types of energy weapons. However, we will not consider the latter. They are less powerful, harder to control, and more expensive to operate since energy ammunition costs more than regular bullets.
Combat Shotgun
Any Combat Shotgun will suit your needs, so get one as soon as possible. The semi-automatic firing mode will save you from constant reloading, and as your character develops (from levels 3 to 35), you can add a bunch of modifications:
In the Commonwealth, you can find shotguns with legendary properties. The best properties are: bleeding, explosive, and incendiary, as each pellet is counted separately and the damage does not decrease with distance. You can even carry two shotguns for each situation separately, and make the second one converted for different caliber bullets.
Best Weapons in Fallout 4: Sniper Rifles
Effectively picking off enemies from long distances in Fallout 4 can be done with several types of weapons, based on .308, .45, .50, 2mm calibers.
The legendary property double-shot is considered extremely useful for sniper rifles. It fires two bullets at the target instead of one at the cost of one round, while increasing recoil and decreasing accuracy. Be warned that not all players have been able to master shooting with such a weapon due to the game mechanics implementation. If you are among them, then use a rifle with another legendary property.
Any sniper weapon combines well with the perks Sniper, Sandman (when using a suppressor), Ninja, and Critical Damage, increasing damage from sneak attacks.
Sniper Rifle .308 and .50 Caliber
You should make your first rifle out of the Hunting Rifle, which is available from the first hours of the game. The rifle will be useful in the early and middle stages of Fallout 4, while enemies are not too resilient or well-armored. Here is the most effective modification for it:
Converting to .50 caliber ammunition will squeeze a bit more firepower out of the weapon:
If desired, you can install a suppressor, which hides the sound of the shot.
Overseer's Guardian
Although it's a carbine, its legendary property double-shot and availability (sold by Alexis in Vault 81 for 3,000 credits) allow for an interesting sniper rifle configuration. It uses .45 caliber, but you can change the barrel to .308 caliber, depending on what ammunition you currently have.
Note that the game displays the total damage of the weapon considering its legendary property, but the damage from the second shot will not increase with barrel modifications (they only affect the first shot).
In the Last Minute
This railgun is one of the most powerful weapon options in Fallout 4, its unique property allows it to deal +50% damage to limbs, so it's best to aim for the head or leg. Additionally, the weapon is sold already modified, though you can tinker with some components. It uses rare and expensive 2mm rounds:
You can buy it from Ronnie Shaw at The Castle after completing the Old Guns quest. Note that any Railgun needs to be charged for 2-3 seconds before firing. This limitation can be bypassed if you make the shot through VATS.
However, if you don't want to buy this particular model, you can obtain a Railgun with a different legendary property by killing some legendary creature. For this, your character level must be above 40, although the chance of a Railgun dropping is extremely low.
Best Weapons in Fallout 4: Exotics
Super Sledge or Atom's Judgement
Our review would be incomplete if we didn't mention melee weapons. They are better than unarmed combat, as they are self-sufficient. We recommend fully upgrading the Big Leagues perk to deal double damage, gain the ability to damage all enemies within the weapon's reach, not just the targeted one. There's also a chance to cripple a limb or decapitate.
We consider the Children of Atom's super sledge, named Atom's Judgement, to be the most effective. It requires the Far Harbor expansion. It is awarded by Grand Zealot Richter as a reward for the The Heretic quest:
In addition to the base melee damage of 40 points, Atom's Judgement deals up to 400 units of radiation damage to the target, and its legendary radiation property adds another 100 units of damage. Like any hammer, it has a slow attack speed.
If you haven't allied with the Children of Atom, you can upgrade any legendary super sledge to deal devastating damage. Even better if you attack enemies in power armor in third-person mode to increase attack speed. Remember, the final damage is calculated taking into account the Strength ability — 11 points in it will give +110% damage.
Final Judgment
This is a unique Gatling laser in Fallout 4, which reloads 15% faster and is 25% more rapid-fire than the standard Gatling. The downside of this weapon is the difficulty in obtaining it — if you finish the game for the Brotherhood of Steel, you'll never get it.
The thing is, the weapon is used by Elder Maxson. During the ending for the Institute, Maxson can be found running around the Boston airport and could be anywhere, even on the roof. In the ensuing chaos, he might not be noticed and killed as a regular enemy. If you leave the location without finding Maxson's body, it's unlikely you'll find this weapon among the wreckage later. There are no such issues if you're ending for the Railroad — Maxson is killed on the Prydwen.
In terms of modifications, the Final Judgment is no different from a regular Gatling Laser, but one should experiment with caution. In terms of its characteristics and weight, this weapon is superior to another unique Gatling Laser, the Aeternus from Nuka-World, which has an infinite ammo supply.
Kremvh's Tooth Machete
This melee weapon, in addition to dealing its base physical damage, inflicts 30 points of poison damage to any target over 10 seconds, and retains all the possibilities for its modification (like a regular machete). The attack speed is average. If you are a fan of melee combat, this weapon will become a staple in your inventory.
The thing is, it consists of a handle and a blade. So, the ritual blade can be detached from this weapon and attached to another machete with some legendary property, obtaining a weapon with two effects.
Head over to the Dunwich Borers location, descend to the lower floors while clearing out hordes of raiders, and reach the dead end with the water-filled well. Dive without power armor, at the very bottom you will find a ritual bed, where two nuclear charges and Kremvh's Tooth lie.
Incinerator
In addition to the standard damage of 8 points, this minigun inflicts 15 points of fire damage with each shot. The second most effective weapon, after the Last Day. It uses standard 5 mm rounds, and a modification for shooting range can be applied. It can be obtained from a female character named Fahrenheit, upon completing the Big Dig quest:
Despite the fact that at the highest difficulty levels in the Commonwealth, you can loot a standard minigun with some other property, getting the Incinerator is significantly easier and faster, and it is available at any difficulty.
Rocket Launcher
Any standard rocket launcher can become deadly. The rockets themselves are very common, and the number of charges can be increased to four. Even better if you find a version with the legendary bleeding property and modify the weapon correctly, as shown in the picture:
Big Boy
This unique Fat Man launches two nuclear mini-nukes using only one. Thus, the damage from the weapon is doubled. It is considered to be the most powerful weapon in Fallout 4, however, it does not always shoot accurately and the second mini-nuke does not always deal damage to the enemy.
A minor modification can be made at the workbench, which will cause the nuclear charges to split into several striking elements, dealing area damage. The item can be purchased from Arturo Rodriguez in Diamond City, for about 12,500 credits.
Pikman's Blade
This rather unusual knife can be found by visiting the eerie Pikman Gallery. After destroying an entire army of raiders and the boss, you can save Pikman, who will give you the key to his safe where the blade lies. It stands out for dealing one and a half times more damage and a bleeding effect, which also works on robots and synths.
The blade's modifications are similar to the set of a standard combat knife, but you won't need to upgrade it since it is already the final modification. The insufficient damage is compensated for by a high attack speed.
Tesla Rifle
Requires the Automatron expansion. The Tesla Rifle is perhaps the most unconventional weapon in Fallout 4. It fires an arc of electricity that can hit multiple enemies if they stand close to each other. You can experiment with it on the workbench and create something akin to a shotgun or a mortar:
Shishkebab and Its Modifications
This weapon, quite common among Raiders and Gunners, consists of a curved blade of medium length with a fuel reservoir. Several modifications can be made. When attacking, the blade is engulfed in flames, which deals additional damage:
This weapon first appears during the quest Out of the Fire from the raider boss Slag, who hides on the second level of the Saugus Ironworks factory. The Shishkebab has a medium attack speed, and its power is only sufficient until the mid-game, but there are legendary variants that are much more effective.
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