| ||For an overview of plasma rifle models, see Plasma rifle.|
Plasma rifles or plasma casters are high-tech weapons which find numerous applications in military and industrial fields. They fire superheated bolts of plasma powered by either microfusion cells, heavy energy cells or plasma cartridges. The bolt forms in a special chamber, which is then sent down a superconducting barrel, propelled by, and in some models stabilized by electromagnetic claws upon exiting it.
Initially, the weapon was a bulky, industrial plasma caster, manufactured by Winchester Arms; while it performed admirably, it was expensive and required specialized training to use. However, later developments for the US Army would lead to a more compact design that was cheaper to produce and easier to train for, perfectly suited for urban warfare.
Regardless, all types of plasma weapons have a common feature: when a Critical Hit is delivered, they can literally melt down enemies. While most industrial casters aren't powerful enough to dissolve bones too, subsequent models have no problem converting the target into a puddle of goo.
This plasma rifle is a lightweight urban warfare weapon created by REPCONN Aerospace for the US Army based on engine parts from the failed Z43-521P - "Green Bean" plasma-powered rocket. Like the AER9 laser rifle, it uses a microfusion cell as its power supply. It taps into the cell, essentially a small fusion reactor, to produce a toroid of plasma that is ejected down a superconducting barrel. In contrast to the Winchester P94, it does not have the electromagnetic claws.
The A3-21's plasma rifle is an upgraded version of the normal plasma rifle.
- It does 5 more damage at max Energy Weapons and condition.
- This weapon has a critical % multiplier of 2.5, compared to the standard version's 2.
- It can be repaired with normal plasma rifles, although it is more durable and will not need to be repaired as often.
- It has a 33% higher max condition value.
A3-21's plasma rifle can fire a total of 600 bolts, or about 50 full reloads from full condition, before breaking.
- Plasma rifle - The common variant in Fallout 3.
|Weapon name (current weapon is highlighted)||- Weapon name (melee or unarmed)||Attacks in V.A.T.S.||- Attacks in V.A.T.S.|
|Weapon name (current weapon is highlighted)||- Weapon name (gun, energy or explosive)||Action point cost||- Action point cost|
|Damage per attack (damage per projectile)||- Damage per attack (damage per projectile)||Damage per action point||- Damage per action point|
|Damage per second||- Damage per second||Weapon spread||- Weapon spread|
|Area of effect damage||- Area of effect damage||Magazine capacity (shots per reload)||- Magazine capacity (shots per reload)|
|Effect damage & duration||- Effect damage & duration||Durability (number of attacks before breaking)||- Durability (number of attacks before breaking)|
|Bonus effects||- Bonus effects||Weight||- Weight|
|Attacks per second||- Attacks per second||Value in caps||- Value in caps|
|Critical chance % multiplier||- Critical chance % multiplier||Value to weight ratio||- Value to weight ratio|
|Critical damage||- Critical damage||Skill required||- Skill required|
|Critical effect damage & duration||- Critical effect damage & duration||Strength required||- Strength required|
|With all mods attached||- With all mods attached|
|Weapon name (current weapon is highlighted)||Damage per attack (damage per projectile)||Damage per second||Attacks per second||Critical Chance % multiplier||Critical damage||Action Point cost||Damage per action point||Weapon spread||Magazine capacity (shots per reload)||Durability (number of attacks before breaking)||Weight||Value in caps||Value to weight ratio|
|A3-21's plasma rifle||50||100||2||x2.5||50||25||2||0.2||12||600||8||2200||275|
A3-21's plasma rifle is carried by Harkness, and can be received by the player character through two of the endings of The Replicated Man quest.
- Any regular plasma rifle will set Harold on fire, but like all unique weapons, Harkness' does not. It will, however, still detonate gas leaks like most other energy weapons.
- This plasma rifle is unavailable after completing "The Replicated Man" by giving Dr. Zimmer the android component. It is still possible to receive the rifle and complete the quest this way, but it must be obtained before giving Zimmer the component.
- It can be obtained very early into the game by traveling straight to Rivet City and starting the quest there, because it only requires talking to a few doctors in Megaton and Rivet City and then Pinkerton. One major drawback is the availability of microfusion cells and plasma rifles at this stage of the game.
- At full condition, it is one of the most valuable weapons in Fallout 3.
- ps3 The name of the rifle may change to just "Plasma Rifle" in the Pip-Boy menu, but none of the weapon's stats will change.[verified]
| || |
- ↑ In-game description for the plasma rifle in Fallout, Fallout 2 and Fallout Tactics. 
- ↑ 2.0 2.1 Research Note - Plasma rifle, Fort Independence terminal entries. 
- ↑ Chris Taylor interview for Vault13.net. 
- ↑ 4.0 4.1 Cover of Future Weapons Today.