Wikia

Nukapedia

Q-35 matter modulator

Talk30
17,573pages on
this wiki
Icon disambig
For an overview of plasma rifles in the various Fallout games, see plasma rifle.
Q-35 matter modulator
Q35mattermod
Plasma rifle icon
Requirements
skillEnergy Weapons 25
strength req.2
Attack statistics
dmg/attack
40 (47.6)
DPS
96 (159.9)
DPS (reload)
60 (98.1)
crit dmg
62
crit % mult
x2
attacks/sec
2.4 (3.4)AP28
projectiles1spread0.2
Ammo & reloading
ammo typeMicrofusion cell
ammo/shot
1
shots/rel.
12
ammo cap.12
reload time
3 (2.3)
Other
weight7value
3000
item HP250
repair
Plasma rifle
Energy rifles (other) Jury RiggingJuryRigging
base id000e6064
 
Gametitle-FNV
Gametitle-FNV

That data we received from Xuan did the trick. We managed to get a stable build model. I don't think this weapon is ready for mass production yet, but it should show that we have a working prototype. We should be able to get these issues resolved in a later build.

Matter modulator project holotape

The Q-35 matter modulator, (Quantum plasma modulation matter injection rifle version 35)[1] is a unique version of the plasma rifle 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,[2][3] propelled by, and in some models stabilized by electromagnetic claws upon exiting it.[4]

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.[5]

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.

Also known as the Q-35 matter modulator, the V.35 Quantum plasma modulation matter injection rifle was created by REPCONN Aerospace engineers as part of "Project: Quantum Plasma Modulation Matter Injection Rifle,"[1] a research program overseen by Colonel Moretti of the US Army,[6] who was looking for a replacement for the aging plasma rifle designs, most importantly the Winchester P94.[5][7] The prototype was created by a team of engineers under the lead of Senior Staff Engineer Xuan Duong, using design specifications stolen from Poseidon Energy for the canceled plasma rifle project SEMELE, along with data recovered from a sabotaged REPCONN launch.[6]

This data allowed REPCONN to create a functional prototype after thirty-four failures. While prototype materials make it unsuitable for prolonged field use, the Q-35 has a longer refire rate on average - but a more consistent delay between shots, an increase in active bolt charge time, increased accuracy and a 30% increase in bolt energy.[1]

When the prototype was completed, unknown individuals conspired with REPCONN CFO Julia Masters to intercept and secure the prototype while it was in transit to the Department of Defense.[8]

CharacteristicsEdit

There are numerous differences between this weapon and the standard variant in terms of combat capability:

  • Uses one microfusion cell per shot instead of two.
  • Rate of fire is twice as fast.
  • Degrades slower.
  • 50% extra damage per second (DPS).
  • Causes 7 less damage per shot but 15 more critical damage.
  • Uses 2 Less AP in V.A.T.S.
  • Weighs 1 pound less than the standard variant.

As with most unique weapons, this weapon cannot receive modifications. However, its projectile velocity is similar to that of its standard variant with the magnetic accelerator modification. It also has a dark red and black color scheme as opposed to the normal gray; the microfusion cells used as ammunition also follow the color scheme and appear red and black. This causes the cells to appear similar to electron charge packs.

DurabilityEdit

The Q-35 matter modulator can fire a total of about 1,245 times using standard cells, the equivalent of 104 reloads, from full condition before breaking. Despite being considered "unsuitable for prolonged field use," it has the second highest item HP of all the rifle type energy weapons (the laser RCW having the highest), at 250 HP; more than triple the durability of a standard plasma rifle (which has 75 HP).

Ammunition typeDurability
ShotsReloads
Standard1245104
Bulk1466123
Optimized113295
Over charge82970
Max charge49542

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

LocationEdit

The weapon is located in REPCONN headquarters main floor, behind a locked (100 Lockpick skill to open) door. There is a wall terminal (100 Science to hack) next to the door that can also be used.

NotesEdit

  • This weapon can also be obtained by going through all of the building's floors, finding alternate routes or keys to unlock the door.
  • While advancing through the building's floors, mobile facial scanner robots will constantly ask for identification. Failing to provide valid identification within 30 seconds will cause them to alert sentry bots to the intrusion. The facial scanners can be destroyed stealthily or before the 30-second mark ends. This can also be prevented by having a keycard (which the facial scanners will recognize in the second floor), or by adding the Courier's face to the facial database in that particular floor.
  • On the second floor, look for the hard locked door (requires 75 Lockpick) that leads to the main office floor. There will be a hole in the ground which can be dropped down into, leading to the room where the rifle is. To exit the room, either climb back up the rubble and back into the second floor or use the terminal near the door to open it.
  • Additionally, it is possible to obtain the weapon by going to the third floor and searching the brief case found near the dead Brotherhood paladins' corpses; it contains a keycard which grants access to the room with the rifle.
  • When viewed in first person, the plasma arcs in the ampoules on the side may not be visible, and often not in third person when at certain angles.

Behind the scenesEdit

The name is a reference to the fictitious "Illudium Q-36 Explosive Space Modulator" (sometimes "PU-36 Space Modulator" or "Uranium Q-36 Explosive Space Modulator"), a weapon that is always unsuccessfully deployed by the Warner Brothers' cartoon character Marvin the Martian in efforts to destroy planet Earth.[9]

BugsEdit

  • xbox360Icon xbox360 If picked up, the gun could cause problems when loading a game. When loading it, the console reads "cannot open file because there are some mods that cannot be held." There is no known fix. [verified]
  • ps3Icon ps3 The gun may be wedged in the wall, making it difficult to retrieve. Go up against the wall in third person, aim at the ground and grab the gun. Another option is to use C-4 to move the gun until it can be picked up. [verified]
  • pcIcon pc ps3Icon ps3 xbox360Icon xbox360 Often, the gun will not be found floating in the middle of the capsule as shown in the images below. It will be on the floor beside the container. [verified]
  • pcIcon pc ps3Icon ps3 Sometimes the gun will appear stuck in the bottom of the container, making it difficult to get. Leaving the building then rentering may fix this. [verified]
  • ps3Icon ps3 If the weapon is dropped, it may become invisible, making it hard to find. The "Pick up" text will still be visible, however. [verified]

SoundsEdit

SingleShotVB
ReloadVB
JamVB

GalleryEdit

ReferencesEdit

  1. 1.0 1.1 1.2 Q-35 Release Notes - REPCONN headquarters terminal entries. [1]
  2. In-game description for the plasma rifle in Fallout, Fallout 2 and Fallout Tactics. [1][2][3]
  3. Research Note - Plasma rifle, Fort Independence terminal entries. [1]
  4. Chris Taylor interview for Vault13.net. [1]
  5. 5.0 5.1 Cover of Future Weapons Today. [1]
  6. 6.0 6.1 Inter-office Correspondence #3458503 - REPCONN headquarters terminal entries. [1]
  7. From Arcade Gannon's dialogue files - "Plasma rifles. They were intended to replace the P94 plasma caster. There was some corporate espionage going on between Poseidon Energy's Project SEMELE and whatever was going on here."
  8. Encrypted Message - REPCONN headquarters terminal entries. [1]
  9. J.E. Sawyer on Formspring

Other Wikia wikis

Random Wiki