Super Turbolaser Extreme
Update 1.2
Fixed all outstanding bugs. Weapon can be modified at the weapon workbench. Obtain via console via editor ID: "Turbolaser"
I was bored and wanted to put the Wingdiver's Rapier from Earth Defense Force into Fallout 4.
The Rapier in EDF fires six lasers at once at a cyclic rate of sixty times per second, or 3600 rpm, in a broad cone of fire, making an effective crowd-control weapon at close range. I haven't bothered to calculate the exact fire rate multiplier necessary to achieve this specific rate with the automatic laser in Fallout 4, but suffice to say it's fast enough.
The Super Turbo Laser Extreme uses custom ammunition, the Pocket Fusion Reactor, which is craftable at the Chemistry Lab with 2 Circuitry, 1 Steel, 50 Fusion Cells, and 10 Nuclear Material. It acts as the Fusion Core does in the Gatling Laser, granting 999 shots per unit of ammunition.
Q&A
Q: Is this balanced?
A: Yes? No? Maybe?! Lobster!
Q: Where is the gun? I can't find it.
A: No, you can't find it. You must read esoteric texts and engage in eldritch summoning rituals to bring this mighty artifact to mortal hands.
Q: Why don't the lasers ignite oil traps?
A: Because I don't want to add it to a form list and require people to patch that, and I'm also too lazy to write a script to do it. Also, I just don't want the gun to ignite fuel traps. This is a super unserious mod that you're unlikely to continue using regularly throughout your game. I already put minimal effort into it. I don't want to put more minimal effort into it!
You should name the gun Laser Face. Still better than Taser Face.