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,[1][2] propelled by, and in some models stabilized by electromagnetic claws upon exiting it.[3]
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.[4]
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[4] 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.[2] In contrast to the Winchester P94, it does not have the electromagnetic claws.
As of 2277, these plasma rifles can usually be found in use by Enclave soldiers on the East Coast. By 2281, they can be found less commonly throughout the Mojave Wasteland.
Characteristics[]
Compared to its Fallout 3counterpart, 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 type
Durability
Shots
Reloads
Standard
370
31
Bulk
437
37
Optimized
336
28
Over charge
245
21
Max charge
145
13
Modifications[]
Plasma rifle mag. accelerator - increase the speed of the plasma bolt by 200%.
Variants[]
Van Graff plasma rifle - A special variant given by the Van Graffs.
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.
Plasma rifle always crit
Plasma rifle weak
End of information based on developer test content cut from Fallout: New Vegas.
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 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
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
Locations[]
Durable Dunn's sacked caravan - two of the thugs' bodies have plasma rifles.
Fiends sometimes carry this weapon.
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 at the Griffin Wares sacked caravan.
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.
Novac - one can be bought from Cliff Briscoe.
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 with a lot of microfusion cells and three ammunition boxes.
Silver Rush - Gloria Van Graff sells one from time to time.
Several Van Graff thugs have plasma rifles if the player chooses to exterminate the Van Graffs during the quest Heartache by the Number.
The Fort - one can be found in the underground bunker, leaning up against the wall by the ammunition boxes.
Yangtze Memorial - A plasma rifle sometimes spawns in one of the graves nearby the memorial.
Notes[]
A slight humming sound can be heard when it is equipped.
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."
Plasma rifle on the Collector's Edition playing card
References[]
↑In-game description for the plasma rifle in Fallout, Fallout 2 and Fallout Tactics. [1][2][3]
↑ 2.02.1Research Note - Plasma rifle, Fort Independence terminal entries. [1]Cite error: Invalid <ref> tag; name "research notes" defined multiple times with different content
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