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* {{icon|FNVLR|link=Lonesome Road (add-on)}} Sometimes carried by [[Marked Men]] in the [[Divide]].
 
* {{icon|FNVLR|link=Lonesome Road (add-on)}} Sometimes carried by [[Marked Men]] in the [[Divide]].
 
* {{icon|FNVLR|link=Lonesome Road (add-on)}} Carried by [[Royez|Colonel Royez]] and sometimes by his Irradiated NCR heavy troopers in the [[Long 15]].
 
* {{icon|FNVLR|link=Lonesome Road (add-on)}} Carried by [[Royez|Colonel Royez]] and sometimes by his Irradiated NCR heavy troopers in the [[Long 15]].
* {{icon|FNVLR|link=Lonesome Road (add-on)}} Sometimes carried by Legion Explorers in the [[Dry Wells]].
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* {{icon|FNVLR|link=Lonesome Road (add-on)}} Sometimes carried by [[Marked men#Irradiated Legion explorer|irradiated legion explorers]] in [[Dry Wells]].
   
 
==Variants==
 
==Variants==

Revision as of 17:12, April 20, 2013

Icon disambig
For an overview of plasma rifle models, see Plasma rifle.
Entomologist
Bug Verification Project
This article is within the scope of the Bug Verification Project. This project is dedicated to increasing the validity of game bugs. For participation, please check the project page.
Plasma caster
PlasmaCaster
Plasma caster icon
Requirements
skillEnergy Weapons 100
strength req.8
Attack statistics
dmg/attack
65 (76.7)
DPS
195 (276.1)
DPS (reload)
102.6 (152.6)
crit dmg
65
crit % mult
x1
attacks/sec
3 (3.6)AP25
projectiles1spread0.7
Ammo & reloading
ammo typeMicrofusion cell
ammo/shot
1
shots/rel.
10
ammo cap.10
reload time
3 (2.3)
Other
weight20value
7000
item HP80
repair
Plasma caster
Energy Weapons Jury RiggingJuryRigging
base id000906cf
 
Gametitle-FNV
Gametitle-FNV

The Winchester P94 is a weapon in Fallout: New Vegas.

Background

This section is transcluded from Plasma rifle. To change it, please edit the transcluded page.

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 or heavy energy cells. The bolt forms in a special chamber, which is then sent down a superconducting barrel,[1][2] propelled by, and in some models stabilized by electromagnetic claws upon exiting it.[3]

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.[4]

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.

Characteristics

The plasma caster is a powerful energy weapon, having a rather low AP cost and high rate of fire. Its precision in V.A.T.S. suffers if a character cannot meet the steep Energy Weapons skill requirement (100) and at 20 pounds it was the heaviest energy weapon in the game prior to the advent of the GRA Cleansing Flame. It's rare and not very durable, so the Jury Rigging perk or weapon repair kits may be necessary for continuous use of this weapon.

Durability

The plasma caster can fire a total of about 395 times using standard packs, the equivalent of 40 reloads, from full condition before breaking.

Ammunition typeDurability
ShotsReloads
Standard39540
Bulk46647
Optimized35936
Over charge26227
Max charge15516

Modifications

Locations

Variants

Comparison

Weapon name (current weapon is highlighted)Icon gunDamage per attack (damage per projectile)Icon damageDamage per secondIcon dpsAttacks per secondIcon attackCritical Chance % multiplierIcon chanceCritical damageIcon critical damageAttacks in V.A.T.S.Icon sequenceAction Point costIcon actionDamage per action pointIcon dapWeapon spreadIcon spreadMagazine capacity (shots per reload)Assault carbine extended magazinesDurability (number of attacks before breaking)Icon repairWeightIcon weightValue in capsIcon merchantValue to weight ratioIcon ratioSkill requiredIcon abilityStrength requiredIcon fist
Plasma caster 65
1953x1651252.60.7103952070003501008
Plasma caster With all weapon mods attachedIcon plus 65
243.83.75x1651252.60.7103952095004751008
The Smitty Special fnvgraGametitle-FNV GRA35
2457x0.1353303.51.3201095202000010001008

Notes

  • The plasma caster, like the plasma rifle found in Fallout and Fallout 2, is a Winchester P94 energy caster, not to be confused with the urban plasma rifle found in Fallout 3 and Fallout: New Vegas. When outfitted with the Plasma caster HS electrode, it effectively becomes the turbo plasma rifle from the earlier games.
  • When viewed in third-person, depending on what armor you're wearing, the plasma caster may not be visible on the player character when holstered. Half-way through the holstering animation, the weapon model simply disappears, similar to the incinerator and heavy incinerator. If visible, the player character holds it in one hand with the pronged tip clipping through the ground.
  • In the G.E.C.K. there is a plasma caster critical effect explosion that was cut out from the game. In the projectiles window, the explosion is already set but is unchecked.
  • Without any DLCs, there is only one fixed plasma caster in Fallout: New Vegas.

Behind the scenes

  • While the original idea to include the Winchester P94 in Fallout: New Vegas came from J.E. Sawyer, Paul Fish was responsible for modelling and texturing it.[5]
  • The naming of this weapon "Plasma Caster" instead of "Plasma Rifle" like in the original games was both because Fallout 3 had already introduced a plasma rifle, and that the weapon does not look like a rifle [6]

Bugs

  • pcIcon pc ps3Icon ps3 xbox360Icon xbox360 The weapon fails to fire a projectile properly when used in third-person view. After equipping it when in third-person view it may not work even when switching to first-person view. Re-equipping it while in first-person view may solve this. [verified]
  • pcIcon pc Sometimes after quick loading the weapon is held in one hand by the handle and moves with the players arm movement when holstered, or appears next to the players arm. This can be fixed by un-equipping and then re-equipping the plasma caster. [verified]
  • xbox360Icon xbox360 When using the weapon in V.A.T.S. the projectile will often not fire unless very close to the target, and if standing under a roof the projectile may collide with the structure. [verified]
  • xbox360Icon xbox360 While equipped, weapon may become stuck to player's hand when changing outfits. To fix this, simply un-equip, then re-equip. [verified]

Sounds

SingleShotVB

Gallery

References

  1. In-game description for the plasma rifle in Fallout, Fallout 2 and Fallout Tactics. [1][2][3]
  2. Research Note - Plasma rifle, Fort Independence terminal entries. [1]
  3. Chris Taylor interview for Vault13.net. [1]
  4. Cover of Future Weapons Today. [1]
  5. J.E. Sawyer on Formspring
  6. J.E. Sawyer when asked on Formspring

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