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For an overview of microfusion cell ammunition types in various Fallout games, see microfusion cell.
Fallout: New Vegas ammunition
Microfusion cell
Microfusion cell
weight
HC
0.1
value
3
base id00004485
Microfusion cell, bulk
weight
HC
0.1
value
0
base id00158312
Microfusion cell, max charge
weight
HC
0.1
value
5
base id0015830c
Microfusion cell, over charge
weight
HC
0.1
value
5
base id0015830b
Microfusion cell, optimized Gun Runners' ArsenalGun Runners' Arsenal
weight
HC
0.06
value
3
base idxx000873

The microfusion cell is a type of ammunition in Fallout: New Vegas.

Characteristics[]

The microfusion cell is a medium-sized energy production unit, a self-contained fusion plant used as ammunition for energy weapons. It is the primary energy source for rifle-type energy weapons, and is commonly available within the Mojave Wasteland. Microfusion cells are more powerful than energy cells, but are less capable of rapid discharge than electron charge packs. Microfusion cells can also be rigged into improvised grenade weapons.

Weapons using this ammunition[]

Icon cut contentThe 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
  • The Disintegrator
  • The Faderator
Icon cut contentEnd of information based on developer test content cut from Fallout: New Vegas.

Production[]

Recycling[]

Main article: Workbench

After firing, there is a chance that spent microfusion cells will turn into drained microfusion cells. These are automatically placed in the player character's inventory. Drained microfusion cells can then be recycled back into usable ammunition at a workbench.

Materials:Requirements:Produces:
Drained microfusion cell (4)
rangerange
Workbench
Science: 25
levellevel
Microfusion cell (1)
Materials:Requirements:Produces:
Drained microfusion cell (3)
rangerange
Workbench
Science: 50
Vigilant Recycler
levellevel
Microfusion cell (1)

Conversion[]

Conversion (type)[]

Microfusion cells can be converted into, and from, other energy weapon ammunition types (i.e. electron charge packs and energy cells) at a workbench, with the appropriate Science skill.

Materials:Requirements:Produces:
Electron charge pack (3)
rangerange
Workbench
Science: 40
levellevel
Microfusion cell (1)
Materials:Requirements:Produces:
Energy cell (2)
rangerange
Workbench
Science: 20
levellevel
Microfusion cell (1)
Conversion (variant)[]

The player can also pool charges from good cells together to make more powerful variants, which improve damage and bypass more of an enemy's DT, but burn out weapon components faster.

Materials:Requirements:Produces:
Microfusion cell (3)
rangerange
Workbench
Science: 45
levellevel
Microfusion cell over charge (2)
Materials:Requirements:Produces:
Microfusion cell (5)
rangerange
Workbench
Science: 75
levellevel
Microfusion cell max charge (2)
Materials:Requirements:Produces:
Microfusion cell (3)
rangerange
Workbench
Science: 55/(70)¹
Vigilant Recycler
levellevel
Microfusion cell optimized (GRA) (2)

¹ Due to Vigilant Recycler having Science 70 as a pre-requisite, none of the Optimized recipes can be made at the skill listed in the workbench.

Variants[]

Microfusion cell, bulk[]

Bulk microfusion cells carry less charge than standard microfusion cells, but are substantially cheaper to compensate. The reduced charge results in 85% damage, but also reduces the strain on the weapon to 85% as well.

Microfusion cell, over charge[]

Over charged microfusion cells gives a damage multiplier of (x1.25 or 125%) and negates 5 points of an opponent's Damage Threshold. This comes at the cost of having the weapon deteriorate at a faster rate (x1.50 or 150%).

Microfusion cell, max charge[]

The max charged version of the microfusion cell deals the highest possible damage (x 1.5 or 150%) at the expense of highly increased weapon degradation (x 2.50 or 250%). Using this ammunition type also negates 10 points of an opponent's Damage Threshold.

Microfusion cell, optimized[]

Added in the add-on Gun Runners' Arsenal, this sub-type causes 30% more damage, penetrates armor more effectively, and weighs less than the standard microfusion cell. The only drawback is a slight increase in weapon degradation. It requires Vigilant Recycler and can only be crafted at a workbench. This type of cell is superior to overcharged cells.

Comparison[]

Ammunition typeAmmunition type Damage modifierDamage modifier Damage Threshold modifierDamage Threshold modifier Condition penaltyCondition penalty Spread modifierSpread modifier Bonus effectBonus effect CraftableCraftable Percentage chance of empty casingPercentage chance of empty casing
Microfusion cell, standardx 1- 2x 1x 1yesyes35% chance
Microfusion cell, bulkx 0.85x 1x 0.85x 1nono20% chance
Microfusion cell, over chargex 1.25- 5x 1.5x 1yesyes25% chance
Microfusion cell, optimized fnvgraFNVGRAx 1.3- 5x 1.1x 160% of standard weightyesyes35% chance
Microfusion cell, max chargex 1.5- 10x 2.5x 1yesyes10% chance

Locations[]

  • A large stockpile of microfusion cells can be found at REPCONN headquarters, behind a locked door (Lockpick 50) on the first floor. Over 600 microfusion cells can be found throughout the building.
  • Quartermaster Bardon in the Hoover Dam offices stocks large quantities.
  • The Great Khan armorer, southeast of Red Rock Canyon stocks large quantities.
  • Hidden Valley bunker. If the Courier gains accepted status or higher with the Brotherhood of Steel, they will be approached by a BoS initiate telling them that they have placed recycled ammunition in a box at the bottom of the entrance stairs into the L1 area. The box will be replenished randomly with microfusion cells, electron charge packs and small energy cells whenever the Courier enters L1, providing a continuous supply of energy weapons ammunition.
  • The Silver Rush sells very large quantities, and also has a lot of the ammo "on display", that can be stolen.
  • Having an NCR emergency radio, and an Energy Weapons skill higher than the Guns skill, will allow for the calling for a supply crate which usually contains an amount of microfusion cells.
  • In Vault 22, over 100 microfusion cells can be found in the reactor room, inside two lockers in the common areas.
  • Magnetohydraulics complex - 260 at the bottom of the underwater section. Old World Blues (add-on)Old World Blues (add-on)
  • Campanas del Sol - 80 in an open tool cabinet, small ruined room with crates and shelves, on the 2nd second floor, west side. Dead MoneyDead Money
  • Cliff Briscoe in the Dino Bite gift shop sometimes stocks large quantities.

Notes[]

  • Microfusion cells are used by 12 different weapons, the largest number for any ammunition type in Fallout: New Vegas.
  • The in-game mechanics of the microfusion cells are somewhat inconsistent. For instance, the Holorifle visibly uses one microfusion cell per shot (the courier visibly loads a microfusion cell into the tube magazine for each shot fired) while the Laser Rifle is visibly loaded with one microfusion cell and is removed after 24 shots are fired, expelling 24 microfusion cells in the inventory. Furthermore, the Gauss rifle is visibly loaded with one microfusion cell and is fired but expels 5 microfusion cells from the inventory.
  • In Hardcore mode, they are very heavy when carried in bulk, as 10 of them weigh 1 pound.
  • Rigged shotguns use a microfusion cell as a power source.
  • According to writing on the side, the cell is apparently capable of outputting 1040.8 DC volts. This is incorrectly labeled as "Capacity." The capacity of a power source (that is, the amount of electrical energy it can contain) is properly measured in coulombs, not volts.


Ammunition in Fallout: New Vegas
Gun Runners' Arsenal

ru:Микроядерная батарея (Fallout: New Vegas)

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