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Not pictured: the many enemies of the Commonwealth collectively soiling themselves at the sight of the Prydwen

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  • Anytime you clear out a Raider settlement is bound to be this. Either due to the glorious Curb-Stomp Battle that ensued or the adreanline filled gunfight that left your blood pumping.
    • Doubly so if it's done on Survival mode, where you and your enemies have to be quick on the draw, and you and your enemies are both Glass Cannons to each other.
  • There's a random event where you can come across a large battle being fought by the Children of The Atom and the Gunners. The Atom cult have rare and powerful energy weapons you'll probably never find again in a long time, and the same could be said for the Gunners who have powerful guns on them as well. Unfortunately, both sides will attack you the instant they see you, making it extremely difficult but satisfying to win this all out war.
    • On the same token, it is possible for a three-way battle to ensue between two enemy factions and the Brotherhood of Steel in Vertibirds and Power Armor.
  • When Freedom Calls is probably one of the earliest quests you ever take, and the Taste of Power it provides is glorious! A suit of T-45 power armor (likely your first), a minigun, a whole wack of raiders to be mowed down, and a Deathclaw who decides to crash the party. The Deathclaw's even a fair fight for your power armor and minigun, making sure you realize that even with that, you've still got a long way to go before you're top dog.
  • Power armor in general. In previous games power armor was effectively just an endgame heavy armor set that required training to equip, with no real gameplay differences beyond having high defense. In Fallout 4, it's more akin to a walking tank, with insane defensive statsnote , the ability to walk underwater, immunity to fall damage while causing a damaging shockwave on landing, boosted strength (meaning increased melee damage and carry capacity), and individual pieces that can be upgraded to provide even more advantages. You can even acquire a Jet pack modification to allow you to fly for a short time!note  Of course, all this power does have to come with some downsides. Most importantly, using power armor requires fusion cores, which are fairly rare and expensive, and gradually drains them over time (especially bad in survival due to the lack of fast travel). The power armor pieces will also take damage when hit and eventually break, requiring repair at a power armor station with certain materials to continue getting their benefits. Also, power armor is naturally poor at stealth, making it pretty much incompatible with such a playstyle. However, these issues can be overcome as you progress, becoming more able to keep up with the fusion core and repair demands. You can even make stealth viable with the right perks and the power armor stealth boy modification. Either way though, any time you're in a suit of power armor will truly make you feel like a badass, ready to take on anything the commonwealth can throw at you.
  • The Big Boy - a Fat Man that fires two nukes in one shot. 'Nuff said.
    • Even better, create the MIRV mod, which allows a Fat Man to fire a cluster of six nukes for the price of one. This carries over to the Big Boy. Which totals twelve nukes for the price of one!
    • Step One: Buy the Big Boy. Step Two: Find The Striker in the Far Harbor DLC. Step Three: Attach the Striker Mod onto Big Boy. Step Four: Equip and shoot. Step Five: Infinite bowling balls.
  • The Silver Shroud quest is mostly an exercise in hammy hilarity if you persistently choose the "Speak as Shroud" dialogue options, but it's awesome hilarity, as your opponents go from treating you like a joke to believing that you're actually the Silver Shroud come to life somehow. During the final confrontation, the hugeness of your ham can even cause Sinjin's goons to flee for their lives. Bonus points if you pull it off and save Kent's life at the same time.
    • The moment the Sole Survivor gets to roar the Shroud's Catchphrase, with all the force, righteous fury and glorious, glorious ham they can, providing the final bit of proof the mooks needed that they're the real deal.
      S.S: I am the instrument of Justice and I cannot fall. DEATH HAS COME FOR YOU, EVILDOER! AND I... AM ITS SHROUD!
      Sinjin: Stop talking like that!
      Hancock (if your companion): Listen close. It's the last thing you're ever gonna hear.
      Avery: It... It is the Shroud! It really is! Screw this!
      Sinjin: Cowards... All of you! COWARDS!!!
    • With sufficient investment in the Sneak and Rifleman perks and a fully upgraded Gauss rifle, you can one shot Sinjin and his minions from the elevator before he initiates conversation, with no one even being aware of you. Once Avery sees that, she just bolts for her life.
    • And then, there's the third option of outsmarting Sinjin by using his own sadism against him. Convince him that Kent should live long enough to see his hero die, and you'll trick him and his goons into ignoring their hostage altogether to focus on you, so you can cut the bastards down at your own pace. No matter what method you use to achieve it, saving the life of your #1 fan is a terrific fist-pump moment, and a heartwarming one, to boot.
    • Yet another option is to give a devastating Badass Boast to intimidate Sinjin's mooks, saving Kent in the process. What's even better? The Sole Survivor is completely calm about it — he's not threatening Sinjin's henchmen. He's stating a fact.
      Silver Shroud: What happens is this: everyone that points a gun at me dies. Every. Last. One.
      Avery: Jesus. Sinjin can't do anything to us if we're dead.
    • In the Automatron DLC, the Mechanist recognizes the Sole Survivor as the Silver Shroud if they're still wearing the costume. Glorious Ham-to-Ham Combat ensues if the player takes every opportunity to Speak as the Shroud.
      • In the Nuka-World DLC, the Protectrons in Dry Rock Gulch recognise the Sole Survivor as the Silver Shroud, giving the player the option to approach the "bloodworm menace" with the Shroud's trademark bombast.
    • A little more minor, but at the start of the quest, the "Speak as Shroud" options sound unsure and hesitant, as though the Sole Survivor isn't totally certain how to talk in this persona yet. But by the end of the quest, they're improvising perfectly and delivering their lines almost identically to the radio show.
  • One little kid deserving to be on this is Sheng Kalowski. Sure, he may be an annoying, pushy kid that has shades of becoming a dicey merchant when he grows up, but still; he's been on his own since he was eight and is currently in charge of Diamond City's entire Water Supply and the Purifiers that supply it. Regardless of how you may feel about the kid, you gotta admit, he's got things going on for him. Slightly less awesome in that he was actually just given the position by Mayor Mc Donough, who is an Institute synth and may have done so to sabotage Diamond City.
  • "Hunter/Hunted" send you on a mission to hunt down a Courser, which amounts to Fallout's version of the Terminator. As you scale the tower he's in, you discover enough Gunner corpses to use as sandbags... then you actually encounter the Gunners fighting the Courser, with their leader shouting any order he can think of to even slow the Courser down. After fighting your way through the Gunners, you finally face off against the Courser. One-on-one, maybe in Power Armor, maybe with a companion, maybe even both; but no matter what the case, the Courser proves that its One-Man Army rep is not just fluff.
    • What do you do after you finally kill the robotic son of a bitch? Turns out, there's another door leading upward! What does it lead you to? Treasure? A sweet-ass weapon? Decked out armor? It's none of those. Instead, you're treated to the absolute most breathtaking view of Boston and the Charles River. Even with how torn-apart America has become, there's still some semblance of beauty to be found.
    • Alternatively, you can defeat the courser without firing a single shot by telling it the factory reset code Mama Murphy predicted.
  • The Battle of Bunker Hill quest. Lasers being fired left & right, hearing gunshots and explosions all around you as a 3-way battle between the Institute, Railroad, and Brotherhood of Steel rages on. It's intense as hell. Well, unless you happen to be friendly with all three factions at that point, in which case you'll instead be feeling mighty out of place, since no combatant at the scene pays you any attention at all.
    • I chose this moment in my game to declare that the Minutemen were firmly in control of the Commonwealth by inviting both the BoS and the Institute to the party. And then calling down from on high *almost* enough Dakka on their heads. The Minutemen - delivering ordinance at a minutes notice.
    • Same goes to "Defend the Castle", if you decide to give the Institute or Brotherhood the middle finger at any point you work with them. Here it's just you and the Minutemen versus waves of either Institute synths or Brotherhood soldiers in what amounts to a prelude The War Sequence. The best part about this? Depending on how well you set up the defenses of this base in particular, this can either be one of your biggest, most difficult fights or the biggest, most humiliating Curbstomp Battle you can deliver to either enemy faction. That's right. You can pull possibly one of the biggest examples of being Crazy-Prepared!
    • The best part is sending all your companions there ahead of time, and hearing them all shout their battle cries as you fight.
      • Seconded on this; it just brings a very satisfying conclusion to the sometimes arduous task of recruiting new friends when you see them together as a unified army (except one or two, depending on the ending branch you took) kicking more ass than the Minutemen Red Shirts!
    • With the release of Wasteland Workshop, and with them the abilities to make a robot army and capture and tame creatures of the wasteland to defend your settlements, you can perform a bigger and even more humiliating beating against the Institute and Brotherhood! Sure, the Institute and Brotherhood have their fancy-schmancy Synths and Power Armor. But you have a squad of Radscorpions, Yao Guai, or Deathclaws. Do these guys seriously think its a good idea to screw with nature?
    • And let's throw in Automatron for good measure. Alongside Ada and Codsworth - who are both companions and thus scripted as immortal - you could have a squad of protectrons and robobrains, a few assaultrons, and even a sentry bot armed with siege weapons (bonus points if you name it S.A.R.G.E 2). Between the robots, the beasts, your companions, and whatever defenses and gear you've given the Castle and its staff, you could easily finish this quest in only a few minutes.
  • The introduction of the Prydwen; say what you will about the Brotherhood, but they know how to make an entrance. You're just exiting the building after defeating Kellogg, so you're not expecting much to happen. Then the Fallout 4 theme begins to play, and suddenly in the sky this massive thing looms into view, Vertibirds buzzing around it like flies while it blares out that the Brotherhood of Steel has arrived in the Commonwealth on a 'mission of peace,' so stay out of their way or else. What better way to demonstrate that shit is getting real?
    • The message itself only compounds the awesomeness of the whole thing. One could be forgiven for running off to join up based on how epic it sounds.
      "People of the Commonwealth; do not interfere. Our intentions are peaceful. We are... the Brotherhood of Steel."
    • Nick's reaction? Quote The Raven. The fact he's not mortal makes his quote resonate even more:
      Nick: "Deep into that darkness peering, long I stood there, wondering, fearing."note 
  • Piper has a knack for trying to expose corruption. When she was a younger girl, the village she lived in had a corrupt guard captain who was secretly dealing with the Raiders. Once her father found out, said guard captain killed him. Piper, in her early teens at the time, found out about this and immediately printed crude posters all over the town telling everyone who The Mole was. This easily saved the entire town, since they were prepared for the raiders when they came. And the raiders... all they got was the guard captain being kicked out on his sorry ass.
    • Another awesome Piper moment was the time she got captured by the Children of Atom while investigating reports of tainted water at Bunker Hill. They attempted to sacrifice her for her trespasses against their faith, but just as they were preparing to dunk her in a vat of nuclear waste, she pretended to have a vision of Atom. Not only did the Children of Atom buy it, but they made her an Acolyte of the church and kept her around until they let their guard down long enough for her to slip away and notify the authorities.
  • Any of the possible endings:
    • If you see the Brotherhood's questline to the end, you are treated to the resurrection of Liberty Prime. The final quest hearkens back to Fallout 3 as you follow Prime's march of destruction through scores of synths and anyone else who tries to attack, none of which make a dent in the Brotherhood's legendary titan of patriotism as he fries raiders, synths, and mutants with his optical beams and nuclear footballs, when he doesn't just literally curbstomp them into paste. At the end of his march, he bores a hole in the top of the Institute's bunker with his laser, then blows it clean open with one of his nuclear footballs, allowing the Brotherhood to pour into the facility and detonate its reactor. The only time he stops before reaching his goal is at Bunker Hill, to salute the monument there.
    • Conversely, if you side with the Institute, you hack Prime and make him shoot down the Prydwen. The mighty zeppelin crashes into him and the resulting fireball consumes them both, utterly ruining the East Coast Brotherhood of Steel.
    • Taking on the Institute with the Minutemen is particularly awesome. Since you don't have the benefit of having Liberty Prime and a whole army of Power Armor-wearing knights on hand, the fact that you and your men can stop the technologically advanced Institute in its tracks and live to tell the tale is most impressive.
      • A post endgame option for the Minutemen is when you blow the Institute but the BoS are still your enemies. What does Preston suggest? Artillery shelling the Prydwen. And you get one of the best views to witness it.
      • If you're enemies with no one and defeat the Institute with the Minutemen, the Railroad approve but they wish you'd taken them with you. The Brotherhood? It's particularly awesome to hear them do a subdued Oh, Crap! and realizing they seriously underestimated the Minutemen. Yes, you just sent a shockwave of fear through Elder Maxson himself.
    • Regarding the Railroad: So how do you take down the Prydwen without hacking their trump card, Liberty Prime? Why, you steal a Vertibird, sneak aboard, and blow it up from the inside!
      • More than this: you coordinate with a synth inside the Institute to start a synth rebellion that The Railroad shows up to help out with. You're helping these oppressed synths fight for the freedom they've yearned after for...years. Decades, maybe.
    • As it's possible for the Railroad and Minutemen to become partners in arms, taking on either the Brotherhood, Institute or both depending on your choices is all the more satisfying. Especially given how both the Minutemen and Railroad don't have the same technological superiority of either the Brotherhood or Institute.
    • Then there's the Minutemen and the Brotherhood allying up together to create one of the coolest and most optimistic endings in the game - you not only have laid the foundations for a Republic to emerge, but you've also stormed the Institute with the most patriotic Humongous Mecha in existence.
  • The showdown with Kellogg. Not only is killing the man who murdered your spouse and stole your son satisfying, but also, one of the available speech lines from the Sole Survivor gives us this gem.
    Sole Survivor: I'm ready...but are you?note 
  • The Sole Survivor him/herself. A Papa Wolf or Mama Bear in the search of his/her son, going through an entire wasteland filled with dangers to find him, but never giving up.
  • During the mission to execute Paladin Danse on discovering he was a Synth, the player can convince Danse that he shouldn't let himself be executed out of his own guilt, and later the player and Danse can BOTH call out Elder Maxson for wanting to destroy an otherwise loyal soldier out of hatred for Synths:
    Danse: "After all I've done for the Brotherhood... all the blood I've spilled in our name... how can you say that about me? ...It's true. I was built within the confines of a laboratory, and some of my memories aren't my own. But when I saw my brothers dying at my feet, I felt sorrow. When I defeated an enemy of the Brotherhood, I felt pride. And when I heard your speech about saving the Commonwealth... I felt hope. Don't you understand? I thought I was human, Arthur. From the moment I was taken in by the Brotherhood, I've done absolutely nothing to betray your trust, and I never will."
    • Hell, Maxson himself deserves a mention during this quest. He lays out exactly why he hates the Institute so badly.
    Maxson: "...Danse isn't a man, it's a machine. An automaton created by the Institute. It wasn't born from the womb of a loving mother, it was created from the cold confines of a laboratory. Flesh is flesh. Machine is machine. The two were never meant to intertwine. By attempting to play God, the Institute had taken the sanctity of human life and corrupted it beyond measure. ...You're the physical embodiment of what we hate most: technology that's gone. Too. Far. Look around you, Danse. Look at the scorched earth and the bones that litter the wasteland. Millions, perhaps even billions, died because science outpaced man's restraint! They called it "a new frontier" and "pushing the envelope", completely disregarding the repercussions! Can't you see the same thing is happening again?! You're a single bomb in an arsenal of thousands, preparing to lay waste to what's left of mankind. How can you trust the words of a machine that thinks it's alive? A machine that had its mind erased, its thoughts programmed, its very soul manufactured! The ethics it's trying to champion aren't even its own. It was artificially inserted in an attempt to have it blend into society."
    • Depending on your choices, the Sole Survivor can chip in his/her own awesome and take apart Maxson's argument with a simple Armor-Piercing Question. Maxson is set in his ways and it doesn't completely sway him, but it's effective enough that you can hear him audibly stumble in his response.
    Sole Survivor: "You're comparing Danse to a nuclear bomb?"
  • The original Overseer of Vault 81 managed to con her way past Vault-Tec's selection process, which historically selected for sociopathy/full on psychopathy and ruthlessness, and systematically sabotage the mandatory Unit 731/Mengele-style experiment involving seeding an innocent population with horrible infectious diseases. Sure, they would be trapped, but it ensured the survival and well-being of their vault. If someone had balls of steel, that person would be the one to have them.
    • Better, that person is the only known Overseer who ever dared to give Vault-Tec the middle-finger and go against them in hope of saving the innocent people instead of letting herself be involved in immoral social experiments.
    • Speaking of Vault 81, managing to clear the other side of the vault, get the cure for the mole rat disease and save Austin without getting infected by the Vault 81 mole rats yourself is a very special brand of awesome (though one that may require a lot of Save Scumming to pull off due to just how easy it is to get bitten and infected by these things — not only does every bite risk infection, but if your companions or the Protectron you can activate get bitten, you're getting the disease, even if they didn't manage to reach you themselves).
  • Weapon Bashing does have a surprisingly good use, even when you're late in the game and you haven't invested improving its damage: Going into the 3rd person camera and bashing a human or synth enemy will sometimes have you perform a quick grappling move against them. It can be a boring as a simple shove or a kick to the gut to get some breathing room. Or it can be something that results in you flooring your opponent in an audacious manner. This includes kicking a Raider off his feet with a boot to the shin, powerbombing some poor Gunner, or jabbing a Synth twice in the face before clotheslining it. There. Now you have a helpless target.
    • If you have a bayonet mounted, you can insta-kill a humanoid enemy by rapidly stabbing them in the chest and throat.
    • Watching companions do this is pretty cool too.
      • One of the companions that can do an advanced takedown? Travis.
      • Get Preston into caveman mode (Grognak costume + melee weapon). Only partially complete the Castle quest, so he will follow you perpetually as a "temporary" companion. Similarly get Travis to follow you. Reverse pickpocket a grenade to Travis: it becomes infinite grenades. In the ensuing carnage, Preston will regularly become enraged due to the splash damage, and this will lead to your companions grappling, half-naked, in the splattered remains of freshly fragged raiders.
      • Travis himself is awesome. Despite his severe anxiety he puts it all on the line for his only real friend (at the time).
  • For a player who's looking for the most epic fights in any Fallout game to date, the Institute's war against the BoS delivers. First, the Sole Survivor kills dozens of them at the Mass Fusion building. Then the player can optionally storm the heavily fortified Cambridge police station and Boston airport, defeating entire armies at both. Then (again optionally) fast-travel to the Prydwen, eliminating around two dozen more troopers and the entire Brotherhood leadership in an intense battle ranging through the ship's tight corridors. The war finally concludes in an all-out assault on the Liberty Prime gantry, against endless waves of elite Brotherhood units.
  • Executing unsavory people using a pacified monstrosity like a Deathclaw or Behemoth is always very satisfying and epic. Just like this example of X6-88 being immediately executed by the player's Glowing Deathclaw when he left due to low approval.
    • On a related note, while it's saddening, companions leaving due to low approval is in itself awesome. Regardless of the fact you're likely a One-Man Army that could likely kill them easily as well as having first-hand experience of the player's destructive power, they won't hesitate to chew you out if they disagree with what you're doing.
  • After all Mayor McDonough has done to the people of Diamond City, it's very satisfying to give him his just desserts in the "In Sheep's Clothing" quest.
  • Your settlements can go from a village of starving beggars to a town of Badass Bystanders, depending on how well you arm them. When a mob of Super Mutants comes knocking at your door, just sit back and watch as your heavily-armored townsfolk all run brandishing automatic shotguns and miniguns, and mow the gargantuan brutes down before even the sentry guns notice the intruders.
    • Heck, they don't even need the miniguns, they'll jump into a fist fight with freaking Deathclaws!
    • Three of the settlements, Finch, Slog and Jamaica Plain tend to go hunting far and wide for bad guys to murder. It's not uncommon for settlers from Finch or the Slog to go to the Saugus Ironworks and start killing the Forged there, or settlers from Finch going down to Revere Satellite Array to tackle the super mutants or to the Hub City Auto Wreckers to tackle the gunners. Ironically, what usually sets off Finch Farm is the Gunners or Forged firing on some wild brahmin under a nearby overpass. If you have a provisioner that makes a pass between Jamaica Plain and Hyde Park, they will go down to slaughter the raiders at Hyde Park should they fire on the provisioner.
  • Pretty much any time you call in a Minuteman Artillery strike. Just lob your flare, sit back and watch as your enemies get hamburgered. Even better if you lob that flare while flying on a Vertibird. Death from Above never felt more appropriate.
  • Wandering around, you can find a ghoul child named Billy locked in a fridge, having been locked in there since the bombs fell. After setting him free, he asks you to help him find his parents. Before you find them alive, (having been turned into ghouls as well) you're approached by a Gunner leader named Bullet, who offers to buy him from you. Should you refuse, after re-uniting the child with his parents in the ruins of their old home, Bullet will surround the place with no less than a dozen heavily armed Gunners (including one in Power Armour) and demand you hand him over. One of the Sole Survivor's options at that point is to simply take them all on:
    • The alternative is just as good. His mom and dad each grab a gun without hesitation and go out to kick them off their property.
  • After hearing about the Tear Jerker that was the Quincy Massacre where a veteran Minuteman betrayed his company for the Gunners then massacred nearly all Minutemen protecting the settlement and killing Jun and Marcy Longís kid in the process, you can return to Quincy and perpetrate your own Quincy massacre - on the Gunners. Bonus points if you did this with Preston and his perk, as the reason why the traitor Gunner Clint let Preston get away, was because he thought they were too weak to mount any kind of army to counterattack. You proved that Preston didnít need an army - just the One-Man Army that is the Sole Survivor. Add on another dash of awesome sauce if, after the smoke clears, you take the Militia Hat off of Clint's fresh carcass and claim it as your own.
    • Oh, and just to add to all of the above, if Preston is with you when Clint gets shot like the son of a bitch he is? "Preston loved that." Revenge has never felt this cathartic.
    • Even better, a savvy player may notice that Quincy is just on the edge of artillery range from the Castle itself, specifically the overpass Clint is found on. It's entirely possible the Sole Survivor to walk right into Quincy after the artillery are set up and use it to show the Commonwealth that the Minutemen are back and better than ever while reducing the man who betrayed them to paste.
  • During your first mission with Danse, a wave of synths ambush the Paladin in a rocket test silo. He fights back as best he can, and he will win eventually, but you can help him out by firing the rocket directly above him, incinerating the synths, scouring the room like a briquette, and...barely giving Danse a suntan. Whatever Brotherhood power armor is made of, it can easily tank a rocket flare at point blank range and get right back up for more.
  • In Hyde Park, a raider encampment, there is a note placed in the mattress of one of the raiders with a knife pinning it down. It reads: "Looking forward to seeing you. Signed, Your Neighbors". Given that there are the Gunners in Gunners' Plaza as well as 3 of your settlements nearby, Jamaica Plain, Murkwater Construction and Vault 88, it likely came from one of them.
  • Of all companions, you'd never expect Curie to be one to make a Badass Boast, but swap X6-88 out for her and...
    X6: In my judgement, you're not ready for this, Curie. I hope you'll prove me wrong.
    Curie: I have survived centuries more than you, monsieur.

     Automatron DLC 
  • The Automatron DLC lets you, among other things, upgrade Curie and Codsworth into badass hulking Sentry Bots! Additionally, since they're flagged as essential, this means you have two immortal Sentry Bots, allowing you to simply take cover and watch the fireworks. (Side note: If you complete Curie's personal quest while she has an upgraded bot form, the upgrades are retconned and she appears as a Miss Nanny again.)
  • Defeating the Mechanist at the end of Automatron certainly counts, but another great moment right after that is taking control of the Mechanist's lair. Coupled with the triumphant music, there's something immensely satisfying about watching the lights come back on and seeing this message on the terminal screen:
    "Epsilon-VI Security Alert terminated successfully. This facility is now under your control, Administrator."
    • Bonus points if you wear the Silver Shroud costume and choose the "speak as Shroud" dialogue options; the Mechanist actually recognizes the Shroud and engages them in glorious Ham-to-Ham Combat.
  • With the Robot Workbench and the ability to obtain the Mechanist's costume, you can become the benevolent Mechanist who's actually helping the Commonwealth with their army of robots. You can craft some incredibly lethal killing machines and assign them patrol routes to the supply lines between settlements. Many times, a provisioner robot will drop in to lend a much needed hand in a tough fight, or better yet, they can even neutralize raiding parties before they can even get to your settlement.

     Wasteland Workshop DLC 
  • If you have both the Automatron and the Wasteland Workship DLCs, you can set up an arena battle between robots and wasteland creatures like deathclaws. If you've built a robot powerful enough, it can take down anything with ease. One assaultron was able to one-shot most deathclaws with its charged laser. It took three Mythic Deathclaws (strongest enemies in the game, by the way) to take it down, but two of them were killed in the effort.
    Skynet (the assaultron): I have not been programmed to fail.
  • Wasteland Workshop lets you trap and release mobs of your choosing, and if you've got Wasteland Whisperer and Animal Friend you can build a device that makes them friendly to your settlement when you release them. Deadly creatures automatically add to the defense rating of the compound. Who wants a Deathclaw or a Yao Guai patrolling their base? You do! And unlike robot settlers, the animals don't reduce the max happiness of the settlement.
    • In fact, you can combine the two. Raiders would have to be completely coked out of their minds on Psycho for them to dare even approach a settlement that has killer robots and tamed deathclaws wandering the grounds, nevermind whatever you armed the human guards with.

     Far Harbor DLC 
  • It's a quiet moment, but if you help the Mariner complete all three of her quests to improve the Hull, the wall protecting Far Harbor, you actually see a simple shanty-town wall turn into an impressive barricade that could probably hold up against even a Mirelurk Queen.
  • If you convince DiMA to turn himself in for his crimes, Allen Lee, Jerkass of Jerkasses, tries to rally a mob to go destroy Acadia. Not only do you get the option to give him a magnificent Shut Up, Hannibal!, but if you did enough quests for the people of Far Harbor, the entire population of the town yells at him to stuff it as well until he stands down.
    • It gets even better if Nick's there as well.
    Sole Survivor: Every time you open your damn mouth, Allen, the whole town suffers! Shut up.
    Nick: I've been wanting to say that since we first met that guy.
  • The very first "Sarcastic" option you can get in the storyline is a pretty awesome one-liner:
  • The Shipbreaker side quest. Unlike the anti-climactic joke quest that was the Red Death, the Shipbreaker is actually a Worthy Opponent. First, you have to track it down before it can get away and elude you, but when you encounter it, it turns out to be a Legendary Enraged Fog Crawler, the toughest boss in the entire game. However, if you Attack Its Weak Point, it doesn't pose as much of a threat to you, but it still takes a lot before it finally goes down. And the victory will be worth it, especially if you brought Old Longfellow along to help you finally defeat his old foe.
  • Completing a "Condensers Down" quest with a fully built up settlement can be one, if you've given the settlers good weapons and armor and the settlement good defenses. Waves of anglers, lurkers, yao guai, wolves and fog crawlers attack your settlement and you or the settlers have to hold them off as you or one of the settlers repair the condensers.
  • Similarly, the "Deadliest Catch" quest can have a settler approach you to hunt a Hermit Crab, a gigantic hermit crab that uses a van as its shell. Every single settler will drop what they are doing and run to the location of the crab, including any you've assigned as provisioners. Any random enemy or enemy base that is on the way will be surprised by a couple dozen settlers mowing through them and then moving on like it was nothing.

     Vault-Tec Workshop DLC 
  • Remember all the horrifying things that the various Overseers set out to accomplish? If you so choose, you can completely undermine one of them. Vault 88 was designed to test out multiple methods of manipulating the residents of the Vault to be used to generate / save resources - Such as giving them chems to make them more compliant or suppressing their appetites, dosing them with high levels of chems to use power-generating bikes, attempt to control them with subliminal messaging, or setting them up with rigged gambling machines to swindle them out of their money. The Ghoulified Overseer, with your help, wants to bring these prototypes to fruition. However, if you are a good-natured person, you can choose to systematically dismantle all of her prototypes by putting humane and beneficial options into them, resulting in a safer, more pleasant and happiness-filled vault. Not only does this give you a good amount of benefits for your settlements, but you get to watch the immensely satisfying sight of the Overseer getting progressively madder and madder with you until she leaves the vault in absolute disgust.

     Nuka-World DLC 
  • Taking on all of the parks in Nuka-World. While none of them ever reach Sierra Madre levels of deadliness, every single one of them tries their damnedest to have their own flavor of lethality to them. However, surviving and conquering all of them for your raider gangs pretty much shows everyone why you deserve to be the Overboss.
  • Pretty much the entirety of the "Open Season" quest, which has a single objective: kill every last raider boss and restore Nuka-World to its former glory as a colossal trading post. You thought Paradise Falls was a good fight? It doesn't even come close to the sheer "HELL YEAH!" feelings of accomplishment you get while hunting down every one of these sick bastards by the dozens as you move from base to base, slaughtering a literal army of raiders and their bosses like the dogs that they are. What makes it even better is if the player stayed allied with them long enough to reclaim the whole park, in which case not only do they have several more epic battles to look forward to in each section of the park, but an assload of free loot from the tribute boxes. After finally cleansing Nuka-World of the human garbage polluting its streets, the player then has one final objective left to wrap up the main story of the DLC: turn on the power at the Nuka-Plant to get the park up and running again... time to go on some rides!
    • Made even better if you did Open Season with the unlocked Quantum X-01 Power Armor and the Aeternus Gattling Laser. It was as if you are Nuka World itself, wreaking vengeance upon these raiders.
    • And if you have a certain mod installed, instead of it being you and your companion versus the entire park, you can make it a full-on war between the raiders of Nuka World and either the Minutemen or the Brotherhood!
  • On the opposite side of things, the chance to be a proper Villain Protagonist for the first time in Fallout 4 is bound to be fun for more evil-loving players. You don't even necessarily need to kill anyone to take over settlements and force others to pay you protection money. The material rewards are pretty substantial, too, as your Overboss chest will be overflowing with caps. It also allows you to use fewer settlements overall, but have access to the pooled resources of all of them, and lets you do so without needing the Local Leader perk.
  • The Thirst Zapper, once you unlock weaponized Nuka-Cola Quantum ammunition for it. The blasts do damage comparable to a mini-nuke, at close range, enough to gib most enemies in a glorious explosion of soda!
  • A retroactive moment of Awesome for Sunset Sarsaparilla. While The Legend of the Star quest was about greed, it did reveal that the rumor about those star caps had actually boosted revenue up 300% for the company. Cut to Fallout 4's Nuka-World DLC, 6 years later, turns out that campaign had successfully infused Sunset with enough capital to fight off a hostile takeover of the company by Nuka Cola (who had been taking over companies, taking their soda recipes and adding John Caleb-Bradberton's formula to it, as an effort to eliminate competition). They had done so well, in fact, that Nuka Cola created their root beer brand to fight Sunset and it bombed against them.