Q-35 matter modulator
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| | For an overview of plasma rifles in the various Fallout games, see plasma rifle. |
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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.
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Background
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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]
Characteristics
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There are numerous differences notable 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
- Weights 1 Less Pound 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; interestingly enough, 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.
Durability
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The Q-35 matter modulator can fire a total of about 1245 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 (laser RCW having the highest), at 250 HP; more than triple the durability of a standard plasma rifle (which has 75 HP).
| Ammunition type | Durability | |
|---|---|---|
| Shots | Reloads | |
| Standard | 1245 | 104 |
| Bulk | 1466 | 123 |
| Optimized | 1132 | 95 |
| Over charge | 829 | 70 |
| Max charge | 495 | 42 |
Variants
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- Plasma rifle - The common variant found in Fallout: New Vegas.
- Van Graff plasma rifle - A special variant given by the Van Graffs.
Comparison
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| Legend | ||||
|---|---|---|---|---|
| - Weapon name (melee or unarmed) | - Attacks in V.A.T.S. | |||
| - Weapon name (gun, energy or explosive) | - Action point cost | |||
| - Damage per attack (damage per projectile) | - Damage per action point | |||
| - Damage per second | - Weapon spread | |||
| - Area of effect damage | - Magazine capacity (shots per reload) | |||
| - Effect damage & duration | - Durability (number of attacks before breaking) | |||
| - Bonus effects | - Weight | |||
| - Attacks per second | - Value in caps | |||
| - Critical chance % multiplier | - Value to weight ratio | |||
| - Critical damage | - Skill required | |||
| - Critical effect damage & duration | - Strength required | |||
| - With all mods attached | ||||
| Plasma rifle | 47 | 65.8 | 1.4 | x2 | 47 | 30 | 1.6 | 0.2 | 24(12) | 370 | 8 | 1300 | 162.5 | 25 | 3 |
| Q-35 matter modulator | 40 | 96 | 2.4 | x2 | 62 | 28 | 1.4 | 0.2 | 12 | 1245 | 7 | 3000 | 428.6 | 25 | 2 |
| Van Graff plasma rifle | 32 | 44.8 | 1.4 | x2 | 32 | 30 | 1.1 | 0.2 | 24(12) | 370 | 8 | 1300 | 162.5 | 0 | 3 |
| Multiplas rifle | 105 (35x3) | 105 | 1 | x1 | 34 | 35 | 3 | 1.5 | 30(10) | 245 | 7 | 2500 | 357.1 | 50 | 4 |
Location
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The weapon is located in REPCONN Headquarters, behind a locked (100 Lockpick skill to open) door. There is also a wall terminal (100 Science to hack) next to the door that can also be used.
Alternative Routes
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You can also obtain the weapon by going through all of the building's floors, in which you'll find alternate routes or keys to unlock the door.
- As you advance through the building's floors, mobile facial scanner robots will constantly ask for your identification. Failing to do so after 30 seconds will cause them to alert sentry bots to your presence. The facial scanners can be destroyed stealthily or before the 30-second mark ends. You can also prevent this by having a keycard (which the facial scanners will recognize in the second floor), or by adding your 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 in which you can jump down, leading you to the room where the rifle is found. To exit the room, you can just climb back up the rubble and back into the second floor or you can 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.
Notes
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- 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 scenes
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- The name is a reference to the fictitious "Illudium Q-36 Explosive Space Modulator" (sometimes "PU-36 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]
Bugs
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- 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]
- The gun may be wedged in the wall, making it difficult to retrieve. If you go up against the wall in third person, you can aim at the ground and grab the gun. Another option is to use C-4 to move the gun until you can grab it. [verified]
- 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]
- Sometimes the gun will appear stuck in the bottom of the container, making it difficult to get. Leaving the building then entering may fix this. [verified]
- When you drop the weapon, it will become invisible, making it hard to find. The "Pick up" text will still be visible, however. [verified]
Sounds
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Gallery
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References
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- ↑ 1.0 1.1 1.2 Q-35 Release Notes - REPCONN Headquarters terminal entries. [1]
- ↑ In-game description for the plasma rifle in Fallout, Fallout 2 and Fallout Tactics. [1][2][3]
- ↑ Research Note - Plasma rifle, Fort Independence terminal entries. [1]
- ↑ Chris Taylor interview for Vault13.net. [1]
- ↑ 5.0 5.1 Cover of Future Weapons Today. [1]
- ↑ 6.0 6.1 Inter-office Correspondence #3458503 - REPCONN Headquarters terminal entries. [1]
- ↑ 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."
- ↑ Encrypted Message - REPCONN Headquarters terminal entries. [1]
- ↑ J.E. Sawyer on Formspring