| ||For an overview of plasma rifles in the various Fallout games, see plasma rifle.|
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, heavy energy cells or plasma cartridges. The bolt forms in a special chamber, which is then sent down a superconducting barrel, propelled by, and in some models stabilized by electromagnetic claws upon exiting it.
The plasma bolt is a toroid of superheated hydrogen gas that delivers high levels of both thermal and kinetic energy damage to the target, melting through most types of armors and causing massive 3rd-degree and 4th-degree burns.
Initially, these weapons were bulky, industrial plasma casters designed to be an industrial welding tool rather than a weapon, manufactured by Winchester Arms; while it performed admirably as a welding tool, it was expensive and required specialized training to use. However, later developments for the US Army would lead to a more compact and smaller designs, such as the plasma pistol and plasma rifle, that was cheaper to produce and easier to train for, perfectly suited for urban warfare.
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," a research program overseen by Colonel Moretti of the US Army, who was looking for a replacement for the aging plasma rifle designs, most importantly the Winchester P94. 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.
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.
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.
- Plasma bolts have much higher velocity.
- 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.
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).
- Plasma rifle - The common variant found in the Mojave Wasteland.
- Van Graff plasma rifle - A special variant given by the Van Graffs during the quest Birds of a Feather.
|The following is based on developer test content cut from Fallout: New Vegas and has not been confirmed by canon sources.|
|End of information based on developer test content cut from Fallout: New Vegas.|
|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 second||Weapon spread||- Weapon spread|
|Area of effect damage||- Area of effect damage||Magazine capacity (shots per reload)||- Magazine capacity (shots per reload)|
|Effect damage & duration||- Effect damage & duration||Durability (number of attacks before breaking)||- Durability (number of attacks before breaking)|
|Bonus effects||- Bonus effects||Weight||- Weight|
|Attacks per second||- Attacks per second||Value in caps||- Value in caps|
|Critical chance % multiplier||- Critical chance % multiplier||Value to weight ratio||- Value to weight ratio|
|Critical damage||- Critical damage||Skill required||- Skill required|
|Critical effect damage & duration||- Critical effect damage & duration||Strength 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 second||Attacks per second||Critical Chance % multiplier||Critical damage||Action Point cost||Damage per action point||Weapon spread||Magazine capacity (shots per reload)||Durability (number of attacks before breaking)||Weight||Value in caps||Value to weight ratio||Skill required||Strength required|
|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|
- 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.
- 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]
- 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]
- pc ps3 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]
- pc 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]
- 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]
| || |
- ↑ 1.0 1.1 1.2 Q-35 Release Notes - REPCONN headquarters terminal entries. 
- ↑ In-game description for the plasma rifle in Fallout, Fallout 2 and Fallout Tactics. 
- ↑ Research Note - Plasma rifle, Fort Independence terminal entries. 
- ↑ Chris Taylor interview for Vault13.net. 
- ↑ 5.0 5.1 Cover of Future Weapons Today. 
- ↑ 6.0 6.1 Inter-office Correspondence #3458503 - REPCONN headquarters terminal entries. 
- ↑ 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. 
- ↑ J.E. Sawyer on Formspring