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For an overview of microfusion cell ammunition types in various Fallout games, see microfusion cell.

 
Gametitle-FNV.pngGametitle-FNV GRA.png
Gametitle-FNV.pngGametitle-FNV GRA.png

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

Characteristics[edit | edit source]

The microfusion cell model No. 1040 MFC, a medium-sized energy production unit, is a self-contained fusion plant with an output of 1040.8 VDC 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.

Production[edit | edit source]

Recycling[edit | edit source]

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:
Range
Level
Microfusion cell (1)
Materials:Requirements:Produces:
Range
Science: 50 (actually requires 70)¹
Level
Microfusion cell (1)

¹ Due to the Vigilant Recycler perk having Science 70 as a prerequisite, efficient recycling can not be made at the skill level set.

Conversion[edit | edit source]

Conversion (type)[edit | edit source]

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:
Range
Level
Microfusion cell (1)
Materials:Requirements:Produces:
Range
Level
Microfusion cell (2)
Conversion (variant)[edit | edit source]

The player character can also combine partially charged cells together to make more powerful variants that improve damage and bypass more enemy DT but will burn out the weapon's components faster.

Materials:Requirements:Produces:
Microfusion cell (3)
Range
Level
Microfusion cell over charge (2)
Materials:Requirements:Produces:
Microfusion cell (5)
Range
Level
Microfusion cell max charge (2)
Materials:Requirements:Produces:
Microfusion cell (3)
Range
Science: 55 (actually requires 70)¹
Level
Microfusion cell optimized (GRA) (2)

¹ Due to the Vigilant Recycler perk having Science 70 as a prerequisite, none of the optimized recipes can be made at the skill level set.

Weapons using this ammunition[edit | edit source]

Icon cut content.pngThe following is based on developer test content cut from Fallout: New Vegas.
Icon cut content.pngEnd of information based on developer test content cut from Fallout: New Vegas.

Variants[edit | edit source]

Microfusion cell, bulk[edit | edit source]

Bulk microfusion cells are less potent than the standard version but are cheaper to purchase. The reduced charge results in only 85% of normal weapon damage and no Damage Threshold negation (standard microfusion cells negate 2 points), but also reduces the strain on the weapon as well, reducing weapon degradation rate to 85% of normal. The bulk design also means a significantly reduced chance of recovering a drained microfusion cell (only 20% compared to the standard 35%).

Microfusion cell, over charge[edit | edit source]

This ammunition is more powerful than standard microfusion cells. It increases the damage output of weapons by 25% and has a -5 Damage Threshold effect on enemies (standard microfusion cells give -2 to DT), but degrades weapons 50% faster than normal and only has a 25% chance to recover a drained microfusion cell (the normal recovery rate is 35%).

Microfusion cell, max charge[edit | edit source]

This is the most powerful of the microfusion cell variants. Max charge microfusion cells increase weapon damage output to 1.5 times normal and have an armor-piercing effect of -10 Damage Threshold, but causes weapons to degrade at 2.5 times the normal rate and drained microfusion cells can only be recovered 10% of the time.

Microfusion cell, optimized[edit | edit source]

Added in the Gun Runners' Arsenal add-on, the optimized microfusion cell causes 30% more damage, has an armor-piercing effect of -5 Damage Threshold and weighs only 60% of the weight of all other microfusion cells in Hardcore mode. A drained microfusion cell can be recovered at the same rate as standard ammunition (35%). The only drawback is a 10% increase in weapon degradation. It requires Vigilant Recycler and can only be crafted at a workbench. This type of microfusion cell is superior in all properties compared to overcharged microfusion cells.

Comparison[edit | edit source]

Ammunition type Damage modifier Damage Threshold modifier Condition penalty Spread modifier Bonus effect Craftable Percentage chance of empty casing
Microfusion cell, standardx 1- 2x 1x 1Yes35% chance
Microfusion cell, bulkx 0.85x 1x 0.85x 1No20% chance
Microfusion cell, over chargex 1.25- 5x 1.5x 1Yes25% chance
Microfusion cell, optimized Gun Runners' Arsenalx 1.3- 5x 1.1x 160% of standard weightYes35% chance
Microfusion cell, max chargex 1.5- 10x 2.5x 1Yes10% chance

Locations[edit | edit source]

  • REPCONN headquarters - A large stockpile of microfusion cells can be found behind an Average locked door on the first floor. Over 600 microfusion cells can be found throughout the rest of the building.
  • Quartermaster Bardon in the Hoover Dam offices stocks large quantities.
  • The Great Khan armorer, southeast of Red Rock Canyon in the Great Khan armory stocks large quantities.
  • Hidden Valley bunker - If the Courier gains Accepted or higher status 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, 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 the Courier to call in and request a supply crate which usually contains a number of microfusion cells.
  • In Vault 22, over 100 microfusion cells can be found in the reactor room, inside two lockers in the common areas.
  • Cliff Briscoe in the Dino Bite gift shop sometimes stocks large quantities.
  • Dead Money Campanas del Sol - There are 80 in an open tool cabinet, in a ruined room on the west side of the second floor.
  • Old World Blues (add-on) Magnetohydraulics complex - There are 260 at the bottom of the underwater section.

Notes[edit | edit source]

  • 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. The holorifle uses a single and whole microfusion cell with each shot like normal ammunition, while the laser rifle is visibly loaded with one microfusion cell which lasts for 24 shots, but expels a cell from the inventory with every shot fired. The Gauss rifle and pulse gun are visibly loaded with one microfusion cell but expend multiple cells from the inventory with each shot.
    • Furthermore, all of the microfusion cell-powered weapons have a chance of dropping a drained cell with every shot, no matter if it the single-loaded cell lasts for multiple shots like the laser rifle, or if multiple cells are expended per shot like the Gauss rifle (such weapons also only drop a single drained cell per shot).
  • 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 watt-hours, not volts.
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