| ||For an overview of plasma rifles in the various Fallout games, see plasma rifle.|
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.
This plasma rifle is a lightweight urban warfare weapon created by REPCONN Aerospace for the US Army based on engine parts from the failed Z43-521P - "Green Bean" plasma-powered rocket. Like the AER9 laser rifle, it uses a microfusion cell as its power supply. It taps into the cell, essentially a small fusion reactor, to produce a toroid of plasma that is ejected down a superconducting barrel. In contrast to the Winchester P94, it does not have the electromagnetic claws.
This weapon is a unique variant of the plasma rifle and is received in max condition from the Van Graffs. This variant consumes microfusion cells at the same rate as the standard plasma rifle.
The Van Graff plasma rifle can fire a total of about 370 times using standard cells, the equivalent of 31 reloads, from full condition before breaking.
- Plasma rifle - The common variant found in Fallout: New Vegas.
- Q-35 matter modulator - A unique variant of the plasma rifle.
|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|
Given to the character at the Silver Rush during the quest Birds of a Feather when given the choice between a plasma rifle or a laser rifle. Once the first part of quest is finished, the armor and gun are taken from you.
- One way to obtain this weapon is to let the Silver Rush explode during the quest Birds of a Feather. When the quest fails, you will be able to drop the rifle whenever you want to as it will not be marked as a quest item.
- Another way to obtain this weapon permanently is to kill the Van Graffs while guarding the door during Birds of a Feather.
- This item is marked as a quest item even after the quest involved with it is completed, and therefore if it is acquired through theft or the console, may only be removed from the player's inventory through console commands.
- This weapon is not able to be modified.
- If this weapon is chosen during the quest Birds of a Feather, Simon will comment to the player that plasma rifles are fine, just so long as you hit whatever you're aiming at.
| || |
- ↑ In-game description for the plasma rifle in Fallout, Fallout 2 and Fallout Tactics. 
- ↑ 2.0 2.1 Research Note - Plasma rifle, Fort Independence terminal entries. 
- ↑ Chris Taylor interview for Vault13.net. 
- ↑ 4.0 4.1 Cover of Future Weapons Today.