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{{For|an overview of plasma rifles in the various ''[[Fallout]]'' games|Plasma rifle}}
 
{{For|an overview of plasma rifles in the various ''[[Fallout]]'' games|Plasma rifle}}
 
{{Infobox weapon gamebryo
 
{{Infobox weapon gamebryo
|games =FNV
+
|games =FNV
|image =PlasmaRifle.png
+
|image =PlasmaRifle.png
|icon =Plasma rifle icon.png
+
|icon =Plasma rifle icon.png
|type =gun
+
|type =gun
|skill =Energy Weapons
+
|skill =Energy Weapons
|damage =47
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|damage =47
|projectiles =1
+
|projectiles =1
|attack shots/sec =1.4
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|attack shots/sec =1.4
|min spread =0.2
+
|min spread =0.2
|crit dmg =47
+
|crit dmg =47
|crit % mult =2
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|crit % mult =2
|perk1 =Bloody Mess
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|perk1 =Bloody Mess (perk)
|perk1 mult =0.05
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|perk1 mult =0.05
|perk2 =Lord Death
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|perk2 =Lord Death
|perk2 mult =0.03
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|perk2 mult =0.04
|perk3 =Rapid Reload
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|perk3 =Rapid Reload
|perk3 reload mult=0.25
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|perk3 reload mult =0.25
|perk4 =Fast Shot
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|perk4 =Fast Shot
|perk4 attsec mult=0.2
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|perk4 attsec mult =0.2
|perk5 =Thought You Died
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|perk5 =Thought You Died
|perk5 mult =0.1
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|perk5 mult =0.1
|perk6 =Ain't Like That Now
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|perk6 =Ain't Like That Now
|perk6 attsec mult=0.2
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|perk6 attsec mult =0.2
|ammo =Microfusion cell (Fallout: New Vegas)|Microfusion cells
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|ammo =Microfusion cell (Fallout: New Vegas)
|ammo use =2
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|ammo use =2
|clip rounds =24
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|clip rounds =24
|reload time =3
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|reload time =3
|ap =30
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|ap =30
|hp =75
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|hp =75
|strength req =3
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|strength req =3
|skill req =25
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|skill req =25
|repair =Plasma rifle<br />[[Jury Rigging#Energy rifles (other)|Energy rifles (other)]] {{icon|jury|big|link=Jury Rigging}}
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|repair =Plasma rifle<br />[[Jury Rigging#Energy rifles (other)|Energy rifles (other)]] {{icon|jury|big|link=Jury Rigging}}
|weight =8
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|weight =8
|value =1300
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|value =1300
|baseid ={{ID|004344}}
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|baseid ={{ID|004344}}
 
}}{{Games|FNV}}
 
}}{{Games|FNV}}
   
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==Characteristics==
 
==Characteristics==
 
Compared to its ''[[Fallout 3]]'' [[Plasma rifle (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.
It is described by [[Simon (Fallout: New Vegas)|Simon]] to be "as slow as a mule but with a kick to match," in contrast to the laser rifle.
 
   
  +
Unlike the plasma rifle in ''Fallout 3'', this plasma rifle uses 2 [[Microfusion cell (Fallout: New Vegas)|microfusion cells]] per shot.
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&nbsp;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===
 
===Durability===
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==Locations==
 
==Locations==
* [[Durable Dunn's sacked caravan]] - two of the thugs bodies have plasma rifles.
+
* [[Durable Dunn's sacked caravan]] - two of the thugs' bodies have plasma rifles.
 
* [[Fiends]] sometimes carry this weapon.
 
* [[Fiends]] sometimes carry this weapon.
* [[Hidden Valley]] bunker - one can be stolen, in a room near the command center.
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* [[Hidden Valley]] bunker - one can be stolen from 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]].
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* [[Horowitz Farmstead]] - one can be found simply lying on the ground southwest at the [[Griffin Wares sacked caravan]].
* [[Jacobstown]] - during the quest [[Unfriendly Persuasion]], some of the mercenaries may carry this weapon.
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* [[Jacobstown]] - during the quest [[Unfriendly Persuasion]], some of the mercenaries 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.
 
* [[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]].
 
* [[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.
+
* [[Powder Ganger]] members in the various farmsteads south of Vegas and near [[Vault 19]] may 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.
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* [[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 with a lot of microfusion cells and three ammunition boxes.
  +
* [[Silver Rush]] - [[Gloria Van Graff]] sells one from time to time.
* [[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.
 
  +
* Several [[Van Graff thug]]s have plasma rifles if the player chooses to exterminate the Van Graffs during the quest [[Heartache by the Number]].
* [[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.
 
  +
* [[The Fort]] - one can be found in the [[Securitron Vault|underground bunker]], leaning up against the wall by the [[ammunition box]]es.
* [[Simon (Fallout: New Vegas)|Simon]] has a plasma rifle.
 
* Several [[Van Graff thug]]s have plasma rifles if the player chooses to exterminate the Van Graffs during [[Heartache by the Number]].
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* [[Yangtze Memorial]] - A plasma rifle sometimes spawns in one of the graves nearby the memorial.
* [[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 (Fallout: New Vegas)|laser rifle]] will spawn instead).
 
   
 
==Notes==
 
==Notes==
 
* A slight humming sound can be heard when it is equipped.
 
* 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]] [[Plasma rifle (Fallout 3)|counterpart]].
 
* It has a slower rate of fire and is less durable than its [[Capital Wasteland]] [[Plasma rifle (Fallout 3)|counterpart]].
 
* An unmodified plasma rifle's bolts travels at 7500 velocity, which is about 117 yards per second or 240&nbsp;mph. This is actually slightly faster than a tracer, but much slower than a bullet.
 
* It is described by [[Simon (Fallout: New Vegas)|Simon]] to be "as slow as a mule but with a kick to match."
   
 
==Sounds==
 
==Sounds==
 
{|
 
{|
 
| [[File:SingleShotVB.png|95x95px]]
 
| [[File:SingleShotVB.png|95x95px]]
| [[File:Wpn plasmarifle fire 2d 02.ogg|noicon]]
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| [[File:Wpn plasmarifle fire 2d 02.ogg|noicon|200px]]
| [[File:ReloadVB.png|80x80px]]
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| [[File:ReloadVB.png|75x75px]]
| [[File:Wpn plasmarifle reloadpt1.ogg|noicon]]
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| [[File:Wpn plasmarifle reloadpt1.ogg|noicon|200px]]
   
 
|-
 
|-
 
| [[File:JamVB.png|85x85px]]
 
| [[File:JamVB.png|85x85px]]
| [[File:Wpn rifleplasma jam.ogg|noicon]]
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| [[File:Wpn rifleplasma jam.ogg|noicon|200px]]
 
|}
 
|}
  +
 
 
==Gallery==
 
==Gallery==
 
<gallery>
 
<gallery>
 
Plasmariflemagmod.png|Plasma rifle with the magnetic accelerator modification.
 
Plasmariflemagmod.png|Plasma rifle with the magnetic accelerator modification.
FONV_PlasRifleBasic.jpg|A plasma weapon from Dev. Diary #1
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FONV_PlasRifleBasic.jpg|Plasma weapon from Dev. Diary #1
 
8 of Spades.jpg|Plasma rifle on the Collector's Edition playing card
 
8 of Spades.jpg|Plasma rifle on the Collector's Edition playing card
 
</gallery>
 
</gallery>
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[[Category:Fallout: New Vegas Energy Weapons skill weapons]]
 
[[Category:Fallout: New Vegas Energy Weapons skill weapons]]
   
  +
[[pl:Karabin plazmowy Enklawy]]
 
[[ru:Плазменная винтовка (Fallout: New Vegas)]]
 
[[ru:Плазменная винтовка (Fallout: New Vegas)]]

Revision as of 22:14, 1 April 2014

 
Gametitle-FNV
Gametitle-FNV

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

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.

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

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.
  • 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."

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.