A clean, lore-faithful, deeply detailed Fallout 5 design breakdown for:
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Sniper Rifles
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.50 Caliber Rifles
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“Stronger Than .50 Cal” Rifles (new Fallout-universe creations)
All designed to fit Fallout’s art direction, world logic, crafting culture, modding systems, and faction identity.
Fallout 5 – Sniper Weapons Framework
Rifles, .50 Caliber, and Ultra-Heavy Long-Range Creations
I. Standard Sniper Rifles (Tier 1–2)
These represent early-mid game long-range weapons. They should feel purposeful, quiet, and modular, not “Call of Duty” copies.
A. Look, Build Philosophy, Lore
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Scarred wood or polymer stocks
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Long barrels with rough handmade reinforcement rings
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Pre-War optics with cracked glass but repairable
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Bolt-action or semi-auto receivers
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Rusted but reliable, designed for wasteland precision hunters
B. Visual Identity
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Exposed mechanics (bolts, springs, gas tubes)
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Mixed materials: pre-war alloys + post-apocalypse weld marks
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Faded military engravings (“US ARMY – 2075”)
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Aesthetic themes: “Old world precision held together by wasteland survivalism.”
C. Stat Ranges
| Rifle Type | Damage | Range | Recoil | Stealth | Notes |
|---|---|---|---|---|---|
| Handmade Sniper | Medium | Medium-Long | High | High | Survivalist crafted |
| Pre-War DMR | Medium-High | Long | Medium | Medium | Semi-auto precision |
| Recon Bolt-Action | High | Very Long | Very High | Very High | Pure stealth |
D. Attachment Examples
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Modular suppressors (homemade oil can → military grade)
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Glass-repair kits to fix scope clarity
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Carbon stock upgrades
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Whisper-chambered muzzles (ultra-quiet)
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Wind-compensating bipods (reduces sway in storms)
E. Unique Variants (Named Weapons)
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“Night Whisper” – almost silent, blackened alloy, ghost-style muzzle flash killed entirely.
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“Cold Welcome” – freezes enemies briefly on headshot; has frost on barrel.
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“Old Judge” – jury-rigged but hits like a truck because of an overcharged chamber.
II. .50 Caliber Sniper Rifles (Tier 3–4)
These represent high-end, anti-material rifles used by factions, mercs, Brotherhood, Gunners, and special forces.
A. Look & World Logic
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Heavy, intimidating, almost too big to carry
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Bipods required for stability
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Thicker barrels with reinforced heat sinks
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Heavy receiver blocks and triple-bolt lockdown mechanisms
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Feels like “mini artillery you put on your shoulder”
B. Visual Identity
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Industrial steel
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Optional power-assist handles
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Built-in shock absorbers
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Extra-thick muzzle brakes and compensators
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Wasteland-welded armor plating around chamber
C. Stat Ranges
| .50 Cal Type | Damage | Range | Penetration | Recoil | Notes |
|---|---|---|---|---|---|
| Pre-War AMR | Very High | Extreme | Very High | Very High | Classic Fallout .50 |
| Brotherhood Anti-Material Mk II | Very High | Extreme | Extreme | High | Power armor-aligned |
| Gunner Overcharged .50 | Extreme | Extreme | High | Extreme | Homemade but unstable |
D. Attachment Examples
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HEAP rounds (High Explosive Anti-Personnel)
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Armor-piercing uranium-coated rounds
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Cryo-jacketed barrels (reduces overheating)
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Autofolding bipods
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Magnetic recoil dampeners (Brotherhood tech)
E. Unique Named .50 Cal Rifles
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“Heartbeat Stopper” – heart-rate sensor; crit damage greatly increases when target is calm or unaware.
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“Thunder Sermon” – thunderous muzzle sound that stuns nearby enemies.
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“Executioner’s Breath” – fires thermobaric micro-shells (a lingering fiery cloud effect).
III. Ultra-Heavy Rifles Stronger Than .50 Cal (Tier 5–6)
These are your created weapons. They must feel believable in Fallout’s retro-futuristic world but still insane.
Here are the three strongest rifle classes, in escalating order:
A. 1. The “Railshot” Gauss Marksman Rifle (New Tier Above .50)
Lore Concept
Built from Enclave schematics + Brotherhood retrofits. Uses magnetic rails and stabilized coils but is still rifle-sized.
Look
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Sleek, angular frame with glowing blue coil bands
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Vent holes glowing faintly
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Integrated cooling tubes that hiss steam
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Bulky capacitor box strapped under the barrel
Stats
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Damage: Massive
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Range: Extreme
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Penetration: High
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Recoil: Medium (magnetics reduce kick)
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Sound: A piercing pop + charged hum
Signature Mod
“Triple Coil Overdrive” – turns shots into rail-lances that penetrate 3+ enemies in a straight line.
Unique Variant
“Blue Mercy” – coils pulse silently; +50 percent sneak damage and zero muzzle flash.
B. 2. The “Titanbreaker” Heavy Bore Rifle (.60+ Caliber Custom Class)
This is a wasteland-crafted monstrosity built from industrial parts.
Look
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Oversized chamber with welded rib braces
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Reinforced tungsten barrel
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Massive muzzle brake
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Leather-wrapped grip to handle heavy recoil
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Wasteland repurposed components (mining drill parts, railcar steel)
Stats
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Damage: Outrageous
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Range: Very Long
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Penetration: Very High (punches through power armor)
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Recoil: Violent
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Sound: Devastating, shakes nearby debris
Unique Variant
“Widowmaker’s Anvil” – adds seismic shock damage; creates a mini shockwave on impact.
C. 3. The “Behemoth Spine” Siege Rifle (Final Tier – Boss Killer)
This is the top-level long-range weapon in Fallout 5. Rare, legendary, almost myth-tier. Not an energy weapon—still a ballistic beast.
Lore
Crafted from:
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leftover DARPA black-site prototype
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super mutant behemoth spinal plating used as barrel armor
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fusion-stabilized chamber designed to withstand absurd pressures
Originally meant for killing armored super-behemoths.
Look
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Huge, monstrous, almost like a handheld tank gun
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Barrel sheathed in bone-and-metal plating (behemoth spine motif)
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Glowing stabilizer rods
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Massive under-slung shock pistons
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Spent casings the size of soda cans
Stats
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Damage: Devastating—highest ballistic damage in the game
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Range: Extreme
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Penetration: Maximum; guaranteed power armor punch-through
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Recoil: Only manageable with power armor or special perk
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Special: Creates a concussive blast radius at long distances
Unique Variant
“Judgment of Giants” – adds explosive fragmentation and stagger chance to everything in a small radius.
IV. Faction-Tied Versions
Each faction should get their own signature flavor of these rifles:
Brotherhood of Steel
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Polished steel
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Stabilization rods
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Capacitor upgrades
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High AP cost but highest accuracy
Enclave
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Sleek black frames
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Advanced Gauss coils
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Rapid-cycle capacitors
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Superior stealth performance
Gunners
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Overcharged, unsafe rifles
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Explosive-prone chambers
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Improvised recoil pads
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Wild but powerful
Railroad
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Integrates recon tech + suppressed systems
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Handmade silencers
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EMP-laced rounds for synth targets
Wastelanders/Settlers
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Wooden stocks
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Scavenged parts
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High craftability
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Balanced damage
V. Optional: Vault-Tech Experimental “Long-Range Anomaly Gun”
If you want a lore twist:
“The Eventide Projector”
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Vault-Tech made a rifle that fires micro singularities
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Looks like a collapsed telescope with coils
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Sound: eerie hum + soft implosion
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Damage: warps limbs or armor
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Unique Stats: bypasses armor entirely
VI. Summary Table of All Rifle Classes
| Category | Examples | Damage Tier | Lore Role |
|---|---|---|---|
| Standard Sniper | Survivalist Rifle, Recon Bolt-Action | Medium → High | Early–mid game precision |
| .50 Cal Sniper | Anti-Material, Brotherhood Mk II | Very High | Late-game anti-armor |
| Railshot Gauss | Gauss Marksman Rifle | Extreme | Advanced tech long-range |
| Titanbreaker Heavy Bore | .60+ Cal Custom | Extreme+ | Wasteland-engineered giant killer |
| Behemoth Spine Siege Rifle | Boss Slayer Rifle | Maximum | End-game ballistic titan weapon |
Below is a full Fallout 5 sniper ecosystem system—weapon mod trees, questlines, perks, crafting, a legendary sniper companion, and their narrative tie-ins.
Everything is built to feel canon, retro-futuristic, and worthy of a mainline Fallout game.
I. Weapon Mod Trees (Fully Detailed)
Each rifle class has its own core mod tree but shares some archetypes to keep the system cohesive.
1. Standard Sniper Rifles – Mod Tree
A. Receivers
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Basic Bolt-Action – standard firing
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Polished Bolt Receiver – faster rechambering
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Match-Grade Receiver – +crit damage, −recoil
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Survivalist Overbore Receiver – +damage, +recoil
B. Barrels
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Standard Barrel
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Long Recon Barrel – +range, +sway
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Carbon-Steel Barrel – +accuracy, −weight
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Cold-Forged Barrel – +damage in cold biomes
C. Stocks
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Wooden Stock – balanced
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Reinforced Polymer Stock – −recoil
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Marksman Stock – +accuracy, +stability
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Silent Hunter Stock – reduces noise by 15%
D. Muzzles
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Basic Suppressor
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Precision Suppressor – no velocity loss
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Handmade Compensator – controls recoil
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Whisper Brake – almost silent, rare
E. Optics
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2× Scout Scope
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4× Recon Scope
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5× Night-Eye Scope – green night filter
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8× Anti-Glare Scope – eliminates glare in sunlight
F. Utility Mods
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Bipod
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Wind Meter – shows crosswind when aiming
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Rangefinder Module – displays distance to target
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Thermal Micro-Lens – outlines heat signatures
2. .50 Cal Anti-Material Rifles – Mod Tree
A. Receivers
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Overcharged .50 Receiver – high damage, unstable
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Stabilized Heavy Receiver – +accuracy
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Military-Grade .50 Receiver – rare, balanced
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Uranium Coil Receiver – +penetration, adds radiation damage
B. Barrels
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Reinforced Heavy Barrel
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Cryo-Jacketed Barrel – suppresses heat buildup
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Long “Thunderclap” Barrel – enormous recoil, +damage
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Titanium-Lined Barrel – +durability, +range
C. Muzzles
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Anti-Material Compensator
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Quad-Port Brake – heavy recoil control
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Blast Funnel Muzzle – reduces scope shake after firing
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Power-Armor Suppressor – requires PA frame to equip
D. Scopes
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Long-Range 12× Recon Scope
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Thermal 4×/8×
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Threat-Marking Scope – tags enemies through walls
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Electro-Optic Stabilizer Scope – keeps reticle steady during breathing cycle
E. Special Mods
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Autofolding Bipod
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Counterweight Stock
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Bio-Metric Trigger – increases accuracy when HP is high
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Smart Round Feeder – improves fire rate slightly
3. Gauss Marksman (Railshot) – Mod Tree
A. Capacitors
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Standard Coil
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Dual Coil Booster
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Triple Coil Overdrive – beam pierces multiple enemies
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Stability Coil – reduces charge time
B. Rails
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Short Rail
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Extended Precision Rail
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Heavy Rail Spine – reduces sway
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Cryo-Insulated Rail – improved thermal efficiency
C. Chambers
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Basic Magnetic Chamber
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Vacuum-Sealed Chamber – no velocity loss
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Ion-Chilled Chamber – increases crit chance
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Zero-Point Chamber – experimental, creates micro-shockwave
D. Optics
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Zero-Lag Holo Scope
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Magnified Electrolens 6×
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Stellar Optics 10× – rare
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Blue Mercy Sight – silent optic with built-in dampener
4. Titanbreaker (.60+ Caliber) – Mod Tree
A. Receivers
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Armored Bore Receiver
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Industrial Drill-Core Receiver
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Tungsten Ram Receiver – +force, +recoil
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Volatile Forge Receiver – adds explosive damage
B. Barrels
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Thick-Bore Barrel
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Titanium Bore – +range
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Overpressure Barrel – +damage, risk of jams
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Stabilized Bore – reduces sway
C. Muzzles
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Massive Brake
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Blitz Compensator
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Anvil-Forged Muzzle – +stagger
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Shockwave Crown – mini-AoE
5. Behemoth Spine Siege Rifle – Mod Tree
A. Power Assemblies
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Basic Shock Assembly
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Dual-Stabilizer Assembly
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Behemoth Pulse Assembly – adds seismic blast
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Cryptid Spine Assembly – fully legendary tier
B. Barrels
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Bone-Sheathed Long Barrel
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Heat-Resistant Skeletal Barrel
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Fusion-Linked Spine Barrel
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Mythic Bone Crown – sends tremor waves downrange
C. Scopes
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Tremor Echo 4×
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Night-Bone 6×
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Bone-Sonar 10× – detects movement via vibration
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Heartbeat Resonance Scope – reveals pulse of distant targets
II. Questlines to Obtain Each Rifle (Story Arcs)
1. Standard Sniper Rifles – “The Hunter’s Silence”
Quest Tone: Frontier, survivalist, ranger folklore
Reward: Night Whisper (unique silenced sniper)
Quest Steps
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Investigate a series of long-range kills near a settlement.
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Track an old ranger who vanished into the mountains.
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Learn techniques from his surviving logs.
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Defeat raiders using stolen ranger equipment.
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Recover the ranger’s custom-built rifle from a cliffside outpost.
2. .50 Cal Anti-Material Rifle – “Thunder Across the Wastes”
Reward: Thunder Sermon (.50 cal legendary)
Quest Steps
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A settlement reports something destroying structures at night—huge holes blown through steel.
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Track the projectile path to a Gunner testing site.
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Infiltrate a Gunner fortress holding a prototype .50 cal.
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Fight a mini-boss using the rifle.
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Claim and repair the weapon.
3. Gauss Marksman Rifle – “Blue Mercy”
Reward: Blue Mercy (silent gauss sniper)
Quest Steps
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Find a dead Enclave scout with encrypted notes.
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Decode the notes with Railroad assistance.
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Discover an abandoned Enclave relay station.
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Solve a magnetic lock puzzle linked to power coils.
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Overload the station and retrieve a sealed Gauss prototype.
4. Titanbreaker Rifle – “The Anvil’s Shadow”
Reward: Widowmaker’s Anvil (.60+ seismic rifle)
Quest Steps
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A super mutant warboss has a weapon capable of blowing holes through armored cars.
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Track his hunting parties.
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Enter the industrial ruins where Titanbreaker was built.
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Beat the warboss in a brutal fight.
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Craft the rifle using mining drill components and reactor plating.
5. Behemoth Spine Siege Rifle – “Spines of Giants”
Reward: Judgment of Giants
Quest Steps
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Rumors tell of a rifle built from the bones of a legendary Behemoth.
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Travel to a lost research outpost studying super mutant biology.
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Survive an ambush by an elite mutant pack.
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Face the evolved Behemoth guarding the facility.
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Take its spinal plates and craft the rifle in a special forging station.
III. Sniper Perks, Stealth Perks & Recon Synergy
A. Sniper Perks
1. Marksman’s Calm
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Scope sway reduced by 25/50/75 percent
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Breath-hold lasts twice as long at Rank 3
2. Piercing Logic
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20/30/40 percent armor penetration
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Rank 3 grants bonus penetration when crouched
3. Wicked Angle
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Increased limb damage when firing from elevation
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Rank 3 allows ricochet lethality on precision shots
4. Breath of Silence
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Shots make 25 percent less noise
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Rank 3: suppressed shots never reveal position at long range
B. Stealth Perks
1. Ghostwalk
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Crouch movement makes no sound
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Rank 3: footprints vanish faster; enemies lose track quickly
2. Shadow Integration
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+25 percent ranged sneak damage
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Rank 3: first shot from stealth deals massive bonus
C. Recon Synergy Perks
1. Sensor Suite Integration
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Tag enemies automatically while scoped
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Rank 3: Tags persist even behind cover
2. Distance Memory
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Reticles automatically compensate for bullet drop
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Rank 3: Wind correction auto-applied
3. Ghost Recon Hybrid
(Requires Stealth 3 + Recon 3)
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You become nearly invisible while scoped and crouched
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Enemy awareness grows extremely slowly
IV. Crafting Requirements for Every Rifle Tier
1. Standard Sniper
Materials:
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Steel
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Springs
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Adhesive
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Glass
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Wood / Polymer
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Weapon Oil
Workbench: Standard Weapons Bench
Skill: Gun Nut 1–2
2. .50 Cal Rifle
Materials:
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Steel (high)
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Nuclear Material
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Aluminum
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Circuits
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Hardened Metal
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Gunpowder (new Fallout 5 component)
Workbench: Heavy Weapons Bench
Skill: Gun Nut 2–3, Science 1
3. Gauss Marksman Rifle
Materials:
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Copper
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Nuclear Material
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Coils
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Rare Polyceramic Insulators
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Circuit Boards
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Crystal (for optics)
Workbench: Energy/Experimental Bench
Skill: Science 3, Weapon Engineering
4. Titanbreaker (.60+)
Materials:
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Tungsten Alloy
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Railcar Steel
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Reactor Lining
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Explosive Powder Packs
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Legendary Mutant Components (for unique mods)
Workbench: Industrial Forge Bench
Skill: Gun Nut 3–4, Blacksmith, Demolitions Expert
5. Behemoth Spine Siege Rifle
Materials:
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Behemoth Bone Plates (Quest)
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Fusion-Stabilized Chamber
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High-Pressure Springs
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Exotic Alloy Frame
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Nuclear Material x10
Workbench: Legendary Weapon Forge
(Located in Vault research station or special endgame area)
Skill: Master-level crafting perks
V. Legendary Sniper Companion – “Vesper Locke”
Who Is Vesper Locke?
A former operative of a forgotten pre-war program called Specter Division, specializing in ultra-long-range eliminations and silent infiltration.
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Calm, eerie composure
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Grey, reflective goggles always on
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Rarely speaks unless needed
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One of the best snipers in the wasteland
Backstory
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Born in a secret enclave studying stealth enhancements
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Lived as a recon ghost, infiltrating warzones
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Retired after a failed mission left her squad missing
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Now hunts figures responsible for a cover-up
Companion Recruitment Quest – “The Line Beyond Sight”
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Find her watching a distant battlefield from a collapsed tower.
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Learn her story through observation—she speaks minimally.
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Help her uncover Specter Division survivors.
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Battle an elite Specter sniper who betrayed her squad.
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Recruit her once the mission is resolved.
Companion Perks
1. Shadow Pinning
Enemies hit by her shots are slowed or staggered.
2. Quiet World
While she is your companion:
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Enemy detection radius reduced
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Sneak thresholds improved
3. Ghost’s Patience
If you wait in stealth together:
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V.A.T.S. crit chance increases for a short time
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Ambush attacks gain bonus damage
Companion Signature Weapon
“Hollow Distance”
A personalized Gauss hybrid sniper with:
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Whisper-quiet coil discharge
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Blue pulse effect
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+50 percent sneak damage
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Auto-marking through scoped view
a deep worldbuilding expansion for Fallout 5, featuring:
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Sniper specialist settlement structures
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Sniper-themed armor sets (Recon Ghillie, Urban Ghost, Bone-Sheathed)
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A complete Sniper Guild faction with ranks, quests, territories, rival groups, and legendary characters
Everything fits Fallout lore, tone, aesthetics, and gameplay structures.
I. Settlement Structures for Sniper Specialists
These buildings are designed to serve as endgame or mid-level upgrades for settlements with a tactical, recon, or defense focus.
1. Horizon Perch (Advanced Sniper’s Nest)
Purpose: Long-range overwatch & early-warning system
Look
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Rusted ranger tower foundation
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Reinforced metal braces
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Sandbags, camouflage netting
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Solar panels powering optics
Function
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Automatically detects threats within a large radius
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Named settlement guards gain +10 percent accuracy while assigned
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Periodically marks threats on the player’s map
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Unlocks the “Patience Protocol” defense bonus:
Settlers firing from elevated positions deal +25 percent damage.
Upgrade Options
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Thermal Beacon Array – highlights enemies at night
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Auto-Bipod Turret Mount – small long-range auto-shot turret
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Wind Meter Mast – improves sniper accuracy during storms
2. Silent Ridge Precision Range
Purpose: Training facility for settlement shooters and companions
Look
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A long dirt trench
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Scav-built steel targets
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Hanging metal shapes
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A bullet-recovery pit for crafting ammo
Function
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Assign settlers to train here → increases defense rating
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Companions gain minor perks when training (slight accuracy buffs)
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Produces “Spent Brass” used in crafting higher-tier sniper ammo
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Can host challenges for the player
Upgrade Options
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Reactive Targets – explosive targets for Demolitions synergy
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Optics Shack – settlement crafting station for scopes and lenses
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Marksman Instructor Post – hire/train specialist NPCs
3. Stealthworks Fabrication Yard
Purpose: Ghillie suit and recon armor crafting
Look
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Fabric rolls, camouflage dye vats
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Sewing machines cranked by hand power
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Faded camouflage nets fluttering overhead
Function
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Craft all sniper-themed armor sets
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Settlement gains “Stealth Integration” (raids start 20 percent slower)
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Produces recon-enhancing consumables (camouflage paste, shadow balm)
Upgrade Options
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Shadow Loom – creates lightweight polymers for stealth gear
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Thermal Sheath Table – craft thermal-masking clothing
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Optic Threader – attach bonuses like “silent movement” or “reduced visibility”
4. Boneforge Hall
Purpose: Exotic crafting workshop for Bone-Sheathed armor (later) and Behemoth Spine weapon upgrades
Look
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A massive kiln, bone racks, and metal crucibles
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Faint green-blue flames powered by nuclear coils
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Tribal graffiti mixed with tactical military markings
Function
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Crafts Bone-Sheathed armor
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Creates seismic mods for Titanbreaker & Behemoth Rifle
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Unlocks settlement buff “Boneguard”:
+10 percent melee and ranged resistance for all defenders
Upgrade Options
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Bone Lathe – refine super mutant bone for advanced armor
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Fusion Bone-Press – create heavy armor inserts
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Coagulation Chambers – craft bone resin adhesives for ultra-tier armor
5. Specter’s Perimeter Grid
Purpose: Sniper-focused settlement defense automation
Look
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Tall, spindly antennae around the settlement perimeter
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Radar dishes turning silently
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Motion-sensor trip pylons
Function
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Automatically marks approaching enemies from far away
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Sniper specialists in the settlement get “first shot advantage”
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Adds +15 percent detection, +20 percent sniper accuracy
Upgrade Options
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Thermal Sonar Sweep – reveals hidden/stealth enemies
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Spire Optics Relay – extends marking range
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Specter AI Core – automatic recon reports sent to player’s Pip-Boy
II. Sniper-Themed Armor Sets
1. Recon Ghillie Set (Forest / Wasteland Blend)
Look
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Lightweight mesh suit
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Muted greens, browns, dusty tans
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Polymer plates hidden beneath brush-like texture
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Hooded mask with grass-straw integrated
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Utility straps for optics and rangefinders
Stats
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+30 percent stealth while crouched
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+10 percent accuracy while prone
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-25 percent enemy detection at mid-distance
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Lightweight armor rating
Unique Variant: “Silent Veil”
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Grants temporary invisibility after critical sniper hit
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Wind muffles player movement further
2. Urban Ghost Set (City Warfare Sniper Armor)
Look
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Matte grey and black
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Lightweight metal plating, tight combat suit
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Obsidian-coated chestplate
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Mask with glowing micro HUD lens in left eye
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Shoulder segments designed for crawling under cars, rubble, vents
Stats
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Increased stealth in dark or metallic environments
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+5 percent accuracy per kill while remaining unseen (stacks 3 times)
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Footstep noise almost entirely removed
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Midweight armor rating
Unique Variant: “Midnight Logic”
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Gives a “shadow clone” after dodging or sliding
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Clone distracts enemies for stealth repositioning
3. Bone-Sheathed Set (Super Mutant Bone + Alloy Hybrid)
Look
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Rib-like plating wrapping chest
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Pale bone inserts interwoven with polished metal
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Helmet with horned brow piece resembling mutant skull
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Veins of glowing biofused filaments
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Tribal-meets-military appearance
Stats
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+10 percent damage resistance
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Reduces recoil from heavy/sniper rifles
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+15 percent stealth in rocky/mountain terrain
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Heavy armor rating despite being stealth-reinforced
Unique Variant: “Grave Whisperer”
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Gain “Bone Shroud” when crouched:
partial invisibility + damage reduction -
Causes fear effect on low-level enemies when emerging from stealth
III. The Sniper Guild Faction – “THE LONG ECLIPSE”
A full faction designed for Fallout 5 with lore, locations, characters, questlines, perks, and ending paths.
1. Identity & Purpose
The Long Eclipse is an elite guild of wasteland marksmen formed after the Great War from remnants of:
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U.S. Army recon snipers
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Private military contractors
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Ranger scouts
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Pre-war “Specter Division” black ops
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Wasteland hunters
Philosophy
They believe civilization can only be rebuilt by:
“Seeing farther than others and striking before chaos takes root.”
They function as assassins, scouts, protectors, and political influencers.
2. Headquarters – “Eclipse Spire”
Location
A towering abandoned pre-war radio telescope facility sitting atop a mountain ridge.
Design
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Gigantic dish, half-collapsed, repurposed as recon platform
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Steel catwalks, wind howling
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Camouflaged bunkers beneath
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Dormitories built into the rock
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Elite shooting range built along the cliff
Features
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Guild armory (sniper mods)
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Optics lab (scope upgrades)
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Stealthworks workshop (recon armor crafting)
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Map wall showing global sightlines and threat paths
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Quest command center
3. Faction Ranks
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Initiate Eye – novice
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Silent Arrow – trained marksman
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Shadow Sight – recon specialist
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Dead Horizon – elite sniper
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Eclipse Ghost – assassin
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The Final Lens – council/leadership tier
4. Founding Members
A. Seraph “Longshot” Vance – Guild Leader
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Calm, icy personality
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Legendary accuracy
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Former Specter Division operative
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Carries The Horizon Divider, a unique gauss longshot rifle
B. Vesper Locke – Recruitable Companion
(From earlier system — she is a senior “Shadow Sight.”)
C. Crowl “Bonehand” Mercer – Tracker & Bone-Sheathed Armor Master
-
Former super mutant hunter
-
Wears early bone armor
-
Crafts the Boneforge upgrades
D. Elyna Vale – Optics Engineer
-
Blind in one eye
-
Creates elite recon optics and laser rangefinders
5. Faction Questlines
A. Initiation – “The Breath Between Heartbeats”
Learn how the guild measures patience, wind, breath, and distance through a stealth trial.
B. Arc 1 – “Lines of Influence”
The guild reveals they assassinate individuals to shape the wasteland’s future.
Player must decide:
-
Follow their path
or -
Attempt to reform the guild from within
C. Arc 2 – “The Broken Horizon”
A rogue group called The Sundered Lens seeks to destroy the guild by mimicking their tactics.
Player tracks the imposter assassins through cities and faction zones.
D. Arc 3 – “Specter’s Return”
A surviving Specter Division commander tries to reclaim control over the guild.
Choice-driven:
-
Ally with Eclipse
-
Ally with Specter Division
-
Destroy both and become a free sniper commander
E. Endgame – “The Eclipse or the Dawn”
Player becomes either:
-
Leader of the Long Eclipse (New Perk: The World In Your Sights)
-
Breaker of the Guild (gain access to sniper secrets)
-
Neutral Shadow (roams wasteland as independent marksman)
6. Faction Rewards
-
Access to Behemoth Spine Rifle
-
Silent armor variants
-
Unique scopes
-
Guild-only stealth consumables
-
Sniper bunkhouse housing option
-
Priority settlement support teams
-
Long-range recon intel on faction wars
a fully expanded, lore-rich, gameplay-ready Fallout 5 sniper ecosystem, including:
-
The Sundered Lens (full counter-faction)
-
Sniper Guild settlement defense missions
-
Armor upgrade trees
-
Recruitable sniper disciples
-
Guild assassin contracts
-
Endgame Ghost Recon Exosuit
Everything is written in a way Bethesda could use directly in a design bible.
I. The Sundered Lens – Full Counter-Faction
A lethal, ideological rival to The Long Eclipse.
1. Identity & Origin
Who They Are
The Sundered Lens is a breakaway sect of former Eclipse snipers who rejected the guild’s “calculated intervention” philosophy and instead believe the wasteland must be purged by removing all leaders—good and bad.
Philosophy
“Humanity cannot rebuild while the old world still whispers. We silence the voices that cling to power.”
They see themselves as cleaners, not assassins.
Motivation
-
They believe the Long Eclipse has become elitist
-
They consider the player (once they join Eclipse) a future threat
-
They enforce a doctrine of “Absolute Quiet” – removing anyone who influences large populations
2. Headquarters – “The Broken Spire”
An abandoned optical research facility beneath the ruins of a collapsed lighthouse.
Look
-
Cracked lens shards everywhere
-
Mangled telescopes repurposed as sniper perches
-
Graffiti in red strokes resembling shattered optics
-
Flickering red lights, echoing corridors
Function
-
Trains assassins
-
Tests long-range explosives
-
Houses a Sundered Lens kill-list
-
Contains vaults storing prototype optics
3. Leadership
A. The Fractured Warden
Cloaked, masked figure.
Wears a cracked, triangular visor.
Speaks in riddles and parables about vision and truth.
B. Arla Shatterpoint
Former top Eclipse sniper.
Left after witnessing Eclipse leadership spare a corrupt settlement leader.
Now leads “purification missions.”
C. Red-Oath Crew
Zealot squad of elite sharpshooters.
Weapons have unstable, over-tuned mods.
Their rifles glow with harsh red lasers.
4. Signature Weapon
“The Red Oath” – a supercharged anti-personnel Gauss variant that fires micro-fragmentation rounds designed to maim and blind.
II. Sniper Guild Settlement Defense Missions
These missions reinforce the settlement warfare loop.
1. Mission Type A – “Silent Heights Defense”
Sundered Lens attempts to take a sniper’s nest in a settlement.
Gameplay
-
Player tags enemies for guild snipers
-
Must protect optics equipment
-
Can set traps, mines, and laser tripwires
Reward
-
“Optics Salvage” crafting material
-
Chance of rare scope mods
2. Mission Type B – “Windline Interception”
Sundered Lens operatives infiltrate during a sandstorm or fog event.
Gameplay
-
Reduced visibility
-
Player must use thermal or motion scopes
-
Guild snipers coordinate through radio cues
Reward
-
Thermal Scopes
-
“Stormcoat” stealth consumable
3. Mission Type C – “Boneforge Siege”
Mutants allied with Sundered Lens attack Boneforge Hall.
Gameplay
-
Bone-Sheathed armor specialists assist
-
Player uses seismic weapons
-
Must protect the kiln
Reward
-
Rare bone plating
-
Bone-Sheathed armor upgrade tokens
4. Mission Type D – “Perimeter Break”
Sundered Lens sabotages the Specter’s Perimeter Grid.
Gameplay
-
Repair sensors under duress
-
Provide overwatch for technicians
-
Optional: snipe the Sundered Lens leader before they retreat
Reward
-
Recon drone consumables
-
AI-powered tactical lens mods
III. Armor Upgrade Trees
Below are upgrade paths for:
-
Recon Ghillie
-
Urban Ghost
-
Bone-Sheathed
Each has 3–4 upgrade tiers with visual and functional evolution.
1. Recon Ghillie Upgrade Tree
Tier 1 – Woodland Mesh
-
+10 percent stealth in grass and forest
-
Basic crafting: cloth, adhesive
Tier 2 – Adaptive Stripes
-
Camouflage shifts color slightly based on biome
-
Requires optical fibers and plant dyes
Tier 3 – Silent Hunter Weave
-
Movement noise heavily reduced
-
Adds anti-thermal lining
-
Requires: stealth fibers, shadow balm, nuclear material
Tier 4 – Specterleaf Mantle (Legendary)
-
Provides short-duration invisibility when crouched
-
Grants wind-detection HUD
-
Look: cloak glimmers faintly like shifting leaves
2. Urban Ghost Upgrade Tree
Tier 1 – Matte Coating
-
+10 percent stealth in metal/rubble environments
Tier 2 – Adhesive Urban Composite
-
Light armor plates integrated
-
+15 percent bullet resistance
-
Requires: polymers, scrap metal
Tier 3 – Obsidian Shadow Frame
-
Extreme noise reduction
-
+15 percent ranged sneak damage
Tier 4 – Midnight Logic (Legendary)
-
Shadow clone decoy spawns after dodge
-
Mask gains a pulsing HUD lens
3. Bone-Sheathed Upgrade Tree
Tier 1 – Rough Bone Wrap
-
Slight DR boost
-
Basic bone plates
Tier 2 – Hardened Boneforge
-
+10 percent recoil stability
-
Bone plates reinforced with metal
Tier 3 – Biofused Ribs
-
Glowing biofilaments inside armor
-
Slight HP regen while crouched
Tier 4 – Grave Whisperer (Legendary)
-
Bone Shroud partial invisibility
-
Damage reduction while crouched
-
Glowing runes appear on ribs
IV. Recruitable Sniper Disciples
These are Guild apprentices who can follow the player.
1. Clyne “Dropwind” Marsh
Role: High-altitude specialist
Personality: Calm, polite, slightly aloof
Gameplay Perk:
Thermal Drop – Deals +10 percent damage to enemies below him
Weapon: Long-barrel survivalist rifle
2. Kira “Shatterglass” Holst
Role: Optics engineer + marksman
Personality: Hyperactive, sarcastic
Gameplay Perk:
Shatterpoint – Critical hits briefly disorient enemies
Weapon: Anti-glare custom sniper
3. Oren Vale
Role: Ex-raider sniper trying to redeem himself
Personality: Brooding, intense, loyal to the player
Gameplay Perk:
Reckoner’s Poise – +accuracy after taking damage
Weapon: Brutalist .50 cal he built from scrap
4. Thistle
Role: Mutant tracker and bone-armor apprentice
Personality: Odd, quiet, extremely observant
Gameplay Perk:
Bone Sense – Can detect enemies through walls at short range
Weapon: Bone-spine hybrid rifle
V. Guild Assassin Contracts
Available when reaching Eclipse Ghost rank.
Each contract has three approaches:
-
Long-range elimination
-
Stealth infiltration
-
Recon + mark target for Guild strike team
1. Contract: “The Echo Merchant”
Target sells secrets to multiple factions.
Kill him in a crowded market without alerting anyone.
Rewards:
-
Sound-dampening suppressor
-
200 caps
-
Eclipse trust points
2. Contract: “The False Prophet”
A cult leader claiming to see visions of the future.
Eliminate him during his sermon while disguised.
Rewards:
-
Recon disguise kit
-
Rare stealth consumable
3. Contract: “Ironback Sentinel”
A rogue Brotherhood knight harassing settlements.
Remove him without engaging the entire squad.
Rewards:
-
PA-modified long-range compensator
-
Brotherhood reputation options
4. Contract: “The Red Oath”
Assassinate a Sundered Lens zealot operating deep in their territory.
Reward:
-
Prototype anti-red-lens scope
-
Access to Broken Spire infiltration missions
VI. Endgame Ghost Recon Exosuit (Ultra-Stealth Power Armor)
“SpecterFrame X-9 Exosuit”
A hybrid of advanced power armor, stealth tech, and recon optics.
Built as the guild’s final-tier armor.
1. Look
-
Matte black plates with soft edges
-
Built-in active camouflage shifting in ripples
-
Hex-pattern stealth mesh visible during movement
-
Blue-white visor glow
-
No heavy PA bulk—sleeker, almost lightweight
2. Stats & Abilities
-
+50 percent stealth while moving
-
Footsteps fully silent
-
Can climb short surfaces and ledges
-
Scoped view integrates bullet-drop prediction
-
Breath-hold lasts 3× longer
-
Thermal, night vision, and heartbeat detection toggleable
-
Exosuit stabilizers reduce recoil by 50 percent
Ultimate Ability: Ghostwalk Mode
For 10 seconds:
-
You become partially invisible
-
Enemies ignore you unless bumped
-
First shot out of stealth is guaranteed critical hit
Cooldown: 3–5 minutes.
3. Upgrade Paths
A. “Quietshift Frame”
Better cloak duration, weaker armor.
B. “Deadeye Rig”
Better accuracy and recon HUD, normal stealth.
C. “BoneWeave Exoshell”
Bone-Sheathed plating + stealth tech.
Reduced noise + damage reduction.
4. Obtaining the Exosuit – Final Questline
“The Last Lens”
-
Sundered Lens tries to steal prototype
-
Long Eclipse tasks you with protecting or seizing it
-
Player must infiltrate Broken Spire or Eclipse Spire depending on allegiance
-
Final confrontation with The Fractured Warden or Seraph Vance
-
Reward: SpecterFrame X-9 (or stolen variant)
I. The Long Eclipse – Sniper Faction Settlements & Bunkers
These are the homes, sanctuaries, training grounds, and strategic outposts used by the Long Eclipse sniper guild.
Each location includes:
-
Aesthetic/visual design
-
Settlement functionality
-
Quests & encounters
-
NPC types
-
Rewards & resources
1. Eclipse Spire (Main Headquarters)
Already introduced earlier, but here is the expanded settlement design.
Location
A mountain-top satellite and radio telescope array overlooking several key regions.
Design
-
Tall walkways over cliff edges
-
Central “Dish Wall” used as a firing range
-
Camouflage nets draped over steel beams
-
A mix of pre-war tech and wasteland gear
-
A signal room full of blinking consoles and maps
Key Structures
-
Command Dome – faction HQ
-
Optics Lab – unique scope crafting
-
Shadow Bivouac – sleeping chambers for the guild
-
Sentry Crest – guarding snipers perched over cliffs
-
Spine Bridge – walkway where guild trials take place
Gameplay Roles
-
Join the guild
-
Accept contracts
-
Train recruits
-
Gain armor upgrades
-
Guild war briefings
2. Longwatch Bluff
A medium-sized sniper settlement used as a forward recon and early-warning hub.
Aesthetic
-
Wasteland scaffolding
-
Jagged cliffs
-
A network of ladders and metal walkways
-
Rusted car chassis used as high-ground platforms
-
Wind-powered spotlights and radios
Function
-
Far-distance enemy detection zone
-
Settlement perimeter marks threats on your map
-
Fast-travel point for scouting missions
-
Supplies precision ammo and stealth consumables
Unique Features
-
The Windline Chamber – calculates enemy approach vectors
-
Stormwatch Perch – snipes raiders during weather events
Quest Hook
“Whispering Winds”
Sundered Lens shot-callers send infiltrators disguised as merchants.
3. The Silent Hollows
Hidden forest settlement where Eclipse disciples train.
Aesthetic
-
Ghillie camo hanging from trees
-
Hidden rope bridges
-
Grimm-like woodland fog
-
Wooden alcoves carved into massive trunks
-
Vines hiding sniper nests
Function
-
Forest-based stealth training
-
Access to early-tier Recon Ghillie upgrades
-
Rare consumables: Shadow Balm & Forest Echo traps
Gameplay
-
Sneak-only challenges
-
Stalking drills
-
Night-training events
Quest Hook
“Rustle in the Branches”
A mysterious killer mimicking Eclipse techniques hunts trainees.
4. Ironveil Vault (Underground Sniper Bunker)
A subterranean bunker converted from a failed pre-war nuclear defense installation.
Aesthetic
-
Steep bunker stairs
-
Long echoing corridors
-
Periscopes and tactical mirrors
-
Laser tripwires along the halls
-
Dim amber emergency lights
Function
-
Bone-Sheathed armor crafting wing
-
Secure meeting room for high-level Guild leaders
-
Vault-like armory containing prototype weapon mods
Gameplay
-
Stealth breach mini-missions
-
Sniper-proof security puzzles (mirror alignment)
-
Advanced armor research
Quest Hook
“The Iron Veil Cracks”
Sundered Lens has a mole inside the bunker.
5. The Skycoil Refuge (Mountain Fortress)
A remote sky-high cliffside base accessible by a narrow ridge or zipline.
Aesthetic
-
Shrines made from brass cartridge casings
-
Slanted cliffs with footholds
-
Rope bridges over dizzying heights
-
Wind towers
-
High-alt LOD-level design
Function
-
Endgame sniping trials
-
Gauss Marksman mastery
-
High-altitude stealth system training
Quest Hook
“The Stadium of Winds”
A rogue Gauss sniper challenges the player in a duel across multiple ridge lines.
6. Obsidian Needle (City-Ruined Skyscraper Outpost)
Snipers own the highest surviving floor of a half-collapsed skyscraper.
Aesthetic
-
Floors exposed to sky
-
Camouflaged broken glass
-
Long collapsed hallways
-
Rope elevator on exterior
-
Urban Ghost graffiti symbols
Function
-
Urban Ghost armor upgrades
-
Recon over entire city zone
-
Long-distance assassination mini-games
Quest Hook
“Highrise Purge”
Take out three targets across the city from different broken floors.
II. Sundered Lens – Counter-Faction Settlements & Bunkers
1. The Broken Spire (Main Lens Sanctuary)
A collapsed lighthouse converted into a labyrinthine kill-house.
Aesthetic
-
Shattered glass covering the floors
-
Red-tinted lamps
-
Light beam reconstructed with improvised lasers
-
Run-by sound dampeners (no echoes)
Function
-
Enemy spawn for high-level assassin ambushers
-
Sundered Lens contracts
-
Rare “Red Oath” weapon components
Quest Hook
“Shattered Path”
Infiltrate the lighthouse without triggering their silent alarms.
2. The Fractured Depths
An underground metro station converted into a tactical sniper maze.
Aesthetic
-
Sniper-proof kill zones
-
Barricaded train cars as sniper nests
-
Broken vents for shortcuts
-
Crimson lens symbols painted everywhere
Function
-
Sundered Lens training ground
-
Their version of stealth armor: Shattercloth
-
Traps that track sound instead of motion
Gameplay
-
Sound-based infiltration
-
Counter-sniper battles
-
Sundered Lens boss arena
3. Red Horizon Quarry
A devastated quarry now used as a Lens kill range.
Aesthetic
-
Rocky bowl-shaped area
-
Giant broken mirrors for ricochet experiments
-
Abandoned mining loaders converted into sniper towers
Function
-
Mid-level sniper squad encounters
-
Access to “Fragmentation Optics”
-
A gauntlet where the player must fight sniper waves
Quest Hook
“Death Echo Field”
Track a Sundered Lens assassin hiding in the mirror labyrinth.
4. The Bloodglass Factory
A twisted manufacturing plant producing red-lens polymer coating.
Aesthetic
-
Red glass dust in the air
-
Whirring industrial machines
-
Sharp reflective shards
-
Laser refraction experiments
Function
-
Craft Sundered Lens equivalents of Eclipse mods
-
Obtain rare anti-recon materials
-
Mini-boss fight with a Lens foreman
III. Neutral or Hidden Sniper Points Across the Map
1. The Needle’s Path
Dozens of natural cliff spurs connected by ropes and flimsy wooden boards.
Used for long-range hunting by both factions.
2. Skybridges
Miles-long rope bridges across ravines, perfect for sniper duels.
3. The Old Observatory
A dilapidated pre-war stargazing site that still contains tracking equipment.
4. The Whispering Range
A stretch of dunes where rifles echo strangely, masking the true shooter’s location.
IV. Player-Captured Sniper Settlements
The player can capture/convert certain sniper points into their own.
1. Long-Eye Tower (Capture Point)
Upgrade options:
-
Recon antenna
-
Guild sniper defenders
-
Automated marksman turret
2. Ridgebreak Lookout
Defensive bonuses:
-
+25 percent early-warning range
-
Sniper NPC allies spawn during raids
3. The Lost Bivouac
Small stealth camp hidden in rocks:
-
Reduces encounter chance
-
Allows instant stealth regeneration
4. The Bone Nest
A mutant-bone fortress where Titanbreaker parts spawn occasionally.
V. Sniper-Themed Bunker Interiors (Artist-Ready Layouts)
1. “The Ghost Vault”
Rooms inside include:
-
Echo Chamber (sound training)
-
Shadow Hall (pitch-black stealth area)
-
Wind Tunnel Hallway
-
Penumbra Room (shadow timing puzzles)
2. “The Marking Floor”
A tactical map floor where:
-
Enemy factions appear as moving holo-projections
-
The player chooses targets
-
Guild assigns recon squads
3. “The Silent Morgue”
A storage hall where:
-
Redacted dossiers
-
Abandoned gear
-
Prototype optics
are kept under cryo lock.
VI. Sniper Settlement Defense Systems
Can be installed in player-owned sniper settlements:
-
Windline Markers – detect enemies via air pressure
-
Thermal pikes – heat-based detection along walls
-
Silentfall Mines – no explosion; targets fall unconscious
-
Cloak Emitters – turn sections of settlement invisible from a distance
-
Overwatch Perches – AI guild snipers automatically target threats
a developer-facing guide for building every major sniper-faction settlement and bunker in the Fallout 5 Creation Kit, written like a professional level-design blueprint.
This includes:
-
Worldspace setup
-
Navmesh rules
-
Encounter zones
-
Lighting pass
-
Static references & markers
-
Interior cell breakdowns
-
Optimization passes
-
Scripting hooks
-
Quest triggers
Every settlement is outlined so any CK level artist could build them from scratch.
I. Global Creation Kit Guidelines for Sniper Settlements
Before the individual blueprints, here are the global rules needed to maintain consistency across the sniper faction network.
1. Worldspace & LOD
-
Paint terrain with high-altitude, rocky, forest, or ruined-urban textures depending on the settlement’s theme.
-
Set LOD meshes for cliffs, towers, camo nets, and lookout structures.
-
Place distant anchors for sniping vantage points (LOD markers that show towers from kilometers away).
2. Navmesh Standards
Sniper settlements require vertical navigation, so:
-
Use NVFLAT navmesh for platforms and catwalks.
-
Use NavCut Primitives for rope bridges and hanging floors.
-
Use NPC Jump Links only where absolutely necessary.
-
Maintain clear sniper perches by removing navmesh triangles on narrow ledges.
3. Detection & AI Packages
-
Place DetMarkerAggression around watch towers.
-
Use LookAt Packages with long-duration timers.
-
Assign SniperIdleMarkPerch furniture for sniper NPCs.
-
Add Sandbox radius = 3000 for high-alt or citywide overwatch units.
4. Region & Encounter Zones
Each settlement should have:
-
EZ_SniperFaction_X (custom Encounter Zone)
-
Region_SniperWeatherShift_X (slightly more fog, wind, or dust)
-
Region_DistantCombat_X (sniper echo effects)
5. Lighting Pass
Snipers rely on visibility:
-
Avoid warm lights; use cool, dim, directional lighting.
-
Use fog volumes for Silent Hollows or Broken Spire.
-
High-alt zones: add wind particle FX and light flicker controllers.
6. Optimization
-
Add Occlusion Planes inside bunkers and towers.
-
Combine static meshes using combined batching markers.
-
Use portal & room markers for all interior bunkers.
II. Blueprint: Eclipse Spire (Main Sniper HQ)
Worldspace Type: Exterior + Multi-level interior cells
Theme: Mountain-top array & radio dish
A. Exterior Layout
1. Terrain
-
Heightmap sculpt: steep ridges, narrow paths, plateaus
-
Add rock_static_cliff_XX meshes as boundaries
-
Use snow or frost decals at high elevation
2. Key Structures
-
Dish Platform:
-
Static: PreWar_Satellite_DishHuge01
-
Catwalks: IndMetalCatwalkSeries01
-
Access ladder: LadderExtLong01
-
-
Watch Perch:
-
Furniture: SniperPerchFurniture01 (custom)
-
Static objects: SandbagWallLong01, CamoNetTan01
-
-
Command Dome:
-
Use VaultTech dome tiles or RobCo dome pieces
-
Add transparent glass panels for sky view
-
3. Markers
-
Sound: WindLoopHighAlt01
-
MapMarker: MapMarkerEclipseSpire
-
LocationRefType: LCTMilitary, LCTFactionHQ
4. AI
-
PatrolPaths: Create 4 long-range patrol markers along edge
-
IdleMarker: LookFarMarker01 for snipers staring into distance
B. Interior Cells
1. CommandDome01 Cell
-
Rooms with large holographic maps
-
Furniture: CommandTable01, PlanningBoard01
-
Actors: Guild leaders & mission givers
-
Terminal: QuestBoardTerminal01
2. OpticsLab01
-
Scripting:
-
Workbench activates crafting menu for scopes
-
Conditions: PlayerFactionRank >= 1
-
3. SniperDormitories01
-
Bunk beds, lockers, NPC idle/sleep packages
4. Echo-Chamber01 (Sound-Based Training Room)
-
Acoustic reflectors
-
Target dummies placed behind cover
-
Script: Start TargetChallengeQuest when entering trigger box
III. Blueprint: Longwatch Bluff (Recon Outpost)
Worldspace: Cliff-edge settlement
Theme: High-alt recon & early-warning station
A. Exterior Layout
1. Terrain
-
High elevation ridge, sculpt jagged cliffs
-
Add rope bridges using kit: RopeBridgeSet01
2. Key Structures
-
Windline Chamber:
-
Static: WeatherDeviceLarge01
-
Activator: WindGaugeActivator01
-
Script: OnActivate → Display threat direction
-
-
Stormwatch Perch:
-
Sniper furniture
-
Lightning rod static for storms
-
3. Markers
-
SFX: WindSandStormFX
-
Patrol: 2 guard patrol routes looping the ridge
-
Settlement workshop marker for player capture
B. Quests & Hooks
-
TriggerBox_LongwatchFogFight (used for fog ambush)
-
Lever_StormwatchActivate triggers weather shift
-
Enemy spawners at lower cliff road
IV. Blueprint: Silent Hollows (Forest Stealth Village)
Worldspace: Dense forest
Theme: Nature-hidden sniper encampment
A. Exterior
-
Tree assets: ForestPine_LG01–03
-
Rope bridges: TreeBridgeKit01
-
Camouflage: MossNetting01, BranchCover01
2. Hidden Platforms
-
Use TreePlatform_01 & 02 with navcut
-
Crouch-only crawlspaces using collision primitives
3. Stealth Training Areas
-
Noise Detector Trigger:
-
Script: If player moves too fast, fail objective
-
-
Light Cone Puzzles:
-
Use light spot markers for stealth avoidance
-
B. Interior Cells
RootNest01
Hollowed-out massive trunk with cots, minor vendors.
ShadowPathTrial01
A maze of dim hallways where player must pass unseen.
V. Blueprint: Ironveil Vault (Underground Bunker)
Interior Location
Theme: Pre-war defense bunker repurposed for snipers
A. Layout
Cell = Ironveil01
Two-layer bunker:
-
Level A: Security checkpoints
-
Level B: Armory & boneforge
1. Entry Tunnel
-
Decor: Flickering red lights
-
Static: BunkerDoorType2
-
Navmesh: Place NavCut for sliding doors
2. Boneforge Hall
-
Forge vat: IndustrialForge01
-
Fire FX: FXS_BoneForgeFlame
-
Crafting station: ArmorForgeBench01 (custom)
3. Optics Lab
-
Lens polishing tables
-
Terminal: OpticsResearchTerminal01
B. Scripting
-
Lockdown event triggered during quests
-
Laser grid puzzle using LinkedRef triggers
-
Hidden door opened by rotating mirrors
VI. Blueprint: Skycoil Refuge (Mountain Fortress)
Worldspace: Extreme cliffs
Theme: Gauss sniper mastery & high-wind arena
A. Layout
-
Use MountainRocks04–08
-
Place narrow cliff paths
-
Install vertical zipline system (activator-based movement)
Key Areas
-
Duel Arena: Elevated rocky ridges
-
Coil Lab: Gauss coil charge benches
-
Shrine of Wind: Ambient audio markers
B. Scripts
-
WindPushZones: Low-force region triggers
-
DuelTrigger: Spawns hostile challenger when player steps on ridge
VII. Blueprint: Obsidian Needle (Urban Skyscraper Outpost)
Worldspace: Ruined city
Theme: Urban ghost sniping
A. Exterior
-
High-rise ruins: RuinTower01–03
-
Cracked floors with collision layers
-
Rope elevator using ElevatorActivator01
B. Interior
Cell: NeedleFloor37
Broken walls looking over city
Sniper platforms at different heights
Tripwire traps in stairwells
C. Systems
-
Sniper angle puzzles across city targets
-
Urban Ghost armor vendor
-
Quest markers placed on distant rooftops
VIII. Blueprint: Broken Spire (Sundered Lens HQ)
Worldspace: Coastal ruin
Theme: Lighthouse + mirror labyrinth
A. Exterior
-
LighthouseShell_Broken01
-
Mirror shards: LensShardStatic01
-
Red lamps & fog triggers
B. Interior Cell
1. ShatterMaze01
-
Hallways reflecting red lights
-
Sound-sensitive traps via OnSoundPlay triggers
2. Killhouse01
-
Modular kill-room setups
-
Enemy spawn enabled after alarm triggers
IX. Blueprint: Fractured Depths (Lens Metro Base)
Interior: MetroThemeKit
Theme: Sniper ambush maze
Layout
-
Blocked train cars
-
Vent shortcuts
-
Red glow lights
-
Echo chambers hulls
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Sundered Lens propaganda
Scripts
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Sound-tracking turrets
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Ambush spawners linked to noise volume variables
X. Implementation Notes for All Settlements
1. Precombines & Previs
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After placing all statics, generate precombines.
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Run previs for clean line-of-sight optimization.
2. NPC Packages
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AI packages for idle sniping
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Patrol loops
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Sneak-based ambush packages
3. Player Workshop Integration
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Only specific settlements become player-owned
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Use WorkshopParentScript overrides
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Assign correct encounter zones
4. Performance Testing
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Run “TestLODPhysics”
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Verify no mesh popping on sniper towers
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Test navmesh with followers