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Fallout Wiki
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Revision as of 18:53, 6 September 2012

 
Gametitle-FNV
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The plasma rifle 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 firing superheated bolts of plasma, powered by either microfusion cells, heavy energy cells, plasma cartridges, or plasma cores which find numerous applications in military and industrial fields. The bolts form into toroids in the plasma chamber, which are then sent down a superconducting barrel,[1][2][3] propelled by, and in some models stabilized by, electromagnetic claws upon exiting it.[4] However, the plasma bolt chamber can be hotwired in order to accelerate the bolt formation process, effectively turbocharging the rifle.[5] The primary damage mechanism of plasma rifles is thermal transfer, causing serious burns to soft targets and melting hard ones. In extreme cases, the plasma can cause spontaneous dissolution of the target, including separation of soft tissues from hard ones or wholesale molecular destabilization that turns the target into a viscous green fluid.

Bulky, industrial plasma casters manufactured by Winchester Arms were once popular. While they performed admirably, they were expensive and required specialized training to use. Later developments by the United States Army would lead to a more compact design that was cheaper to produce and easier to train for, suitable for urban warfare.[6]

This plasma rifle is a lightweight urban warfare weapon created as part of a desire to replace the aging Winchester P94 "Plasma Caster" design.[6] This design was produced and fielded in number prior to the Great War of October 23, 2077. This however was not the end of the design nor manufacture[7] of this weapon platform. Prior to the nuclear Armageddon, REPCONN Aerospace (as a subsidiary of RobCo Industries) would successfully develop an improvement from their spaceflight research, with significantly advanced factions tinkering with the design post Armageddon.[8]

Characteristics

It is described by Simon to be "as slow as a mule but with a kick to match," in contrast to the laser rifle.

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

A plasma rifle can be repaired by copies of itself and it's variants or any two handed energy rifle with the Jury Rigging perk.

An unmodified plasma rifle's bolts travel 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. Unlike its Fallout 3 counterpart it uses 2 Microfusion Cells and not 1.

Durability

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

Modifications

Variants

Comparison

Legend 
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 secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength 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 secondAttacks per secondCritical Chance % multiplierCritical damageAction Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
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

Locations

  • Durable Dunn's sacked caravan - two of the thugs bodies have plasma rifles.
  • Fiends sometimes carry this weapon.
  • Hidden Valley bunker - one can be stolen, in a room near the command center.
  • Horowitz Farmstead - one can be found simply lying on the ground southwest of the at the Griffin Wares Sacked Caravan.
  • Jacobstown - during the quest Unfriendly Persuasion, some of the mercenaries may carry this weapon.
  • Nipton - one may be found in in the Town Hall, in a gun cabinet in the room (locked - average) behind the Mayor's desk.
  • Novac - one can be bought from Cliff Briscoe.
  • Powder ganger members in the various farmsteads south of Vegas and near Vault 19 may occasionally carry plasma rifles or laser rifles.
  • REPCONN Headquarters - one can be found on the northeastern side of the building, behind a couple of average locked doors, and in a small room also with a lot of microfusion cells and three ammunition boxes.
  • Silver Rush - one easy way to obtain a plasma rifle is to buy one or steal one from the very easy locked crate out front, but be warned the guard will turn hostile if you choose this path.
  • Silver Rush - each Van Graff Thug carries one, if you let the Silver Rush explode (during Birds of a Feather) you will be able to receive multiple plasma rifles, as well as combat armor.
  • Simon has a plasma rifle.
  • Several Van Graff thugs have plasma rifles if the player chooses to exterminate the Van Graffs during Heartache by the Number.
  • The Fort - one can be found in the underground bunker when you help Caesar by destroying a hidden bunker from Mr. House which is in the first door.
  • Yangtze Memorial - a plasma rifle can be obtained at level 1 by buying a shovel from Chet in Goodsprings. It is buried in the middle of three graves next to the memorial (sometimes an Incinerator or a laser rifle will spawn instead).

Notes

  • 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.

Sounds

SingleShotVB ReloadVB
JamVB

Gallery

References

  1. Fallout and Fallout 2 item description: "{1500}{}{Plasma Rifle}"
    "{1501}{}{A Winchester Model P94 Plasma Rifle. An industrial-grade energy weapon, firing superheated bolts of plasma down a superconducting barrel. Powered by Micro Fusion Cells. Min ST: 6.}"
    Fallout Tactics: Brotherhood of Steel item description: "name_plasmaRifle = {Plasma Rifle}"
    "desc_plasmaRifle = {A Winchester Model P94 Plasma Rifle. An industrial-grade energy weapon, firing superheated bolts of ionised gas down a superconducting barrel. Powered by Micro Fusion Cells.}"
    (PRO ITEM.MSG (Fallout), PRO ITEM.MSG (Fallout 2) and Items.txt)
  2. Fort Independence terminal entries; research terminal, research log - plasma rifle
  3. Research note - plasma rifle
  4. Chris Taylor interview for Vault13.net
  5. Fallout and Fallout 2 item description: "{23300}{}{Turbo Plasma Rifle}"
    "{23301}{}{A modified Winchester P94 plasma rifle. The plasma bolt chamber has been hotwired to accelerate the bolt formation process. Min ST: 6.}"
    (PRO ITEM.MSG (Fallout), PRO ITEM.MSG (Fallout 2) and Items.txt)
  6. 6.0 6.1 The cover of the Future Weapons Today periodical as seen in Fallout: New Vegas has a section prominently promoted entitled "Urban Plasma Rifles."
  7. Energy weapon forge
  8. In Fallout 3 and Fallout 4 both the Institute and the Brotherhood of Steel are origins of such designs acquirable by the player character. See the variations list on the overview article.