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Plasma rifle (Fallout: New Vegas)

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For an overview of plasma rifles in the various Fallout games, see Plasma rifle.
Plasma rifle
PlasmaRifle
Plasma rifle icon
Requirements
skillEnergy Weapons 25
strength req.3
Attack statistics
dmg/attack
47 (55.9)
DPS
65.8 (109.6)
DPS (reload)
48.7 (80.2)
crit dmg
47
crit % mult
x2
attacks/sec
1.4 (2)AP30
projectiles1spread0.2
Ammo & reloading
ammo typeMicrofusion cell
ammo/shot
2
shots/rel.
12
ammo cap.24
reload time
3 (2.3)
Other
weight8value
1300
item HP75
repair
Plasma rifle
Energy rifles (other) Jury RiggingJuryRigging
base id00004344
 
Gametitle-FNV
Gametitle-FNV

The plasma rifle is a weapon in Fallout: New Vegas.

BackgroundEdit

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.

This plasma rifle is a lightweight urban warfare weapon[4] 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.[2] In contrast to the Winchester P94, it does not have the electromagnetic claws.

As of 2277, these plasma rifles can usually be found in use by Enclave soldiers on the East Coast. By 2281, they can be found less commonly throughout the Mojave Wasteland.

CharacteristicsEdit

Compared to its Fallout 3 counterpart, this plasma rifle has a much lower damage-per-second rating with only a slight improvement in damage. Factoring in the transition from the Damage Resistance system to the Damage Threshold system, the plasma rifle is vastly underpowered compared to its Fallout 3 iteration.

Unlike the plasma rifle in Fallout 3, this plasma rifle uses 2 microfusion cells per shot.

DurabilityEdit

The plasma rifle can fire a total of about 370 times using standard cells, the equivalent of 31 reloads, from full condition before breaking.

Ammunition typeDurability
ShotsReloads
Standard37031
Bulk43737
Optimized33628
Over charge24521
Max charge14513

ModificationsEdit

VariantsEdit

Icon cut contentThe following is based on developer test content cut from Fallout: New Vegas and has not been confirmed by canon sources.
Icon cut contentEnd of information based on developer test content cut from Fallout: New Vegas.

ComparisonEdit

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 damageAction 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 rifle 47
65.81.4x247301.60.224(12)37081300162.5253
Q-35 matter modulator 40
962.4x262281.40.212124573000428.6252
Van Graff plasma rifle 32
44.81.4x232301.10.224(12)37081300162.503
Multiplas rifle 105
(35x3)
1051x1343531.530(10)24572500357.1504

LocationsEdit

NotesEdit

  • A slight humming sound can be heard when it is equipped.
  • It has a slower rate of fire and is less durable than its Capital Wasteland counterpart.
  • An unmodified plasma rifle's bolts travels at 7500 velocity, which is about 117 yards per second or 240 mph. This is actually slightly faster than a tracer, but much slower than a bullet.
  • It is described by Simon to be "as slow as a mule but with a kick to match."

SoundsEdit

SingleShotVB
ReloadVB
JamVB

GalleryEdit

ReferencesEdit

  1. In-game description for the plasma rifle in Fallout, Fallout 2 and Fallout Tactics. [1][2][3]
  2. 2.0 2.1 Research Note - Plasma rifle, Fort Independence terminal entries. [1]
  3. Chris Taylor interview for Vault13.net. [1]
  4. 4.0 4.1 Cover of Future Weapons Today. [1]

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