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|weight hardcore =0.1
 
|weight hardcore =0.1
 
|value =3
 
|value =3
  +
|edid =<tt>AmmoMicroFusionCell</tt>
 
|baseid ={{ID|00004485}}
 
|baseid ={{ID|00004485}}
 
|item name2 =Microfusion cell, bulk
 
|item name2 =Microfusion cell, bulk
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|value4 =5
 
|value4 =5
 
|baseid4 ={{ID|0015830b}}
 
|baseid4 ={{ID|0015830b}}
|item name5 =Microfusion cell, optimized {{icon|FNVGRA|link=Gun Runners' Arsenal}}
+
|item name5 =Microfusion cell, optimized {{Icon|FNVGRA|link=Gun Runners' Arsenal}}
 
|weight5 =0
 
|weight5 =0
 
|weight hardcore5 =0.06
 
|weight hardcore5 =0.06
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==Characteristics==
 
==Characteristics==
 
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 cell (Fallout: New Vegas)|energy cells]], but are less capable of rapid discharge than [[Electron charge pack (Fallout: New Vegas)|electron charge packs]]. Microfusion cells can also be rigged into [[MFC grenade (Mad Bomber) (GRA)|improvised grenade weapons]].
 
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 cell (Fallout: New Vegas)|energy cells]], but are less capable of rapid discharge than [[Electron charge pack (Fallout: New Vegas)|electron charge packs]]. Microfusion cells can also be rigged into [[MFC grenade (Mad Bomber) (GRA)|improvised grenade weapons]].
 
===Weapons using this ammunition===
 
{{Columns|2|
 
* [[Gauss rifle (Fallout: New Vegas)|Gauss rifle]]
 
** [[YCS/186]]
 
* ''[[Holorifle]]'' {{icon|FNVDM|link=Dead Money}}
 
* ''[[LAER]]'' {{icon|FNVOWB|link=Old World Blues (add-on)}}
 
** ''[[Elijah's advanced LAER]]'' {{icon|FNVOWB|link=Old World Blues (add-on)}}
 
* [[Laser rifle (Fallout: New Vegas)|Laser rifle]]
 
** [[AER14 prototype]]
 
* [[MFC cluster (Mad Bomber) (GRA)]] {{icon|FNVGRA|link=Gun Runners' Arsenal}}
 
* [[MFC grenade (Mad Bomber) (GRA)]] {{icon|FNVGRA|link=Gun Runners' Arsenal}}
 
* [[Multiplas rifle]]
 
* [[Plasma caster]]
 
** [[The Smitty Special (GRA)]] {{icon|FNVGRA|link=Gun Runners' Arsenal}}
 
* [[Plasma rifle (Fallout: New Vegas)|Plasma rifle]]
 
** [[Q-35 matter modulator]]
 
* [[Tri-beam laser rifle (Fallout: New Vegas)|Tri-beam laser rifle]]
 
** [[Tri-beam laser rifle (GRA)]] {{icon|FNVGRA|link=Gun Runners' Arsenal}}
 
}}
 
{{FNVTCC}}
 
{{Columns|2|
 
* [[Plasma rifle always crit]]
 
* [[Plasma rifle weak]]
 
* [[The Disintegrator]]
 
* [[The Faderator]]
 
}}
 
{{FNVTCC|end}}
 
   
 
===Production===
 
===Production===
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|workspace =[[Workbench]]
 
|workspace =[[Workbench]]
 
|skill =[[Science]]
 
|skill =[[Science]]
|level =50
+
|level =50¹
 
|perk1 =[[Vigilant Recycler]]
 
|perk1 =[[Vigilant Recycler]]
 
|material1 =[[Drained microfusion cell]]
 
|material1 =[[Drained microfusion cell]]
 
|material#1 =3
 
|material#1 =3
 
}}
 
}}
  +
<small>
  +
:¹ Due to Vigilant Recycler having Science 70 as a pre-requisite, efficient recycling can not be made at the skill listed in the workbench.</small>
   
 
====Conversion====
 
====Conversion====
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|workspace =[[Workbench]]
 
|workspace =[[Workbench]]
 
|skill =[[Science]]
 
|skill =[[Science]]
|level =55/(70)¹
+
|level =55¹
 
|perk1 =[[Vigilant Recycler]]
 
|perk1 =[[Vigilant Recycler]]
 
|material1 =Microfusion cell
 
|material1 =Microfusion cell
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}}
 
}}
 
<small>
 
<small>
: 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.</small>
+
: 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.</small>
  +
 
==Weapons using this ammunition==
 
{{Columns|2|
 
* [[Gauss rifle (Fallout: New Vegas)|Gauss rifle]]
 
** [[YCS/186]]
 
* ''[[Holorifle]]'' {{Icon|FNVDM|link=Dead Money}}
 
* ''[[LAER]]'' {{Icon|FNVOWB|link=Old World Blues (add-on)}}
 
** ''[[Elijah's advanced LAER]]'' {{Icon|FNVOWB|link=Old World Blues (add-on)}}
 
* [[Laser rifle (Fallout: New Vegas)|Laser rifle]]
 
** [[AER14 prototype]]
 
* [[MFC cluster (Mad Bomber) (GRA)]] {{Icon|FNVGRA|link=Gun Runners' Arsenal}}
 
* [[MFC grenade (Mad Bomber) (GRA)]] {{Icon|FNVGRA|link=Gun Runners' Arsenal}}
 
* [[Multiplas rifle]]
 
* [[Plasma caster]]
 
** [[The Smitty Special (GRA)]] {{Icon|FNVGRA|link=Gun Runners' Arsenal}}
 
* [[Plasma rifle (Fallout: New Vegas)|Plasma rifle]]
 
** [[Q-35 matter modulator]]
 
* [[Tri-beam laser rifle (Fallout: New Vegas)|Tri-beam laser rifle]]
 
** [[Tri-beam laser rifle (GRA)]] {{Icon|FNVGRA|link=Gun Runners' Arsenal}}
 
}}
 
{{FNVTCC}}
 
{{Columns|2|
 
* [[Plasma rifle always crit]]
 
* [[Plasma rifle weak]]
 
* [[The Disintegrator]]
 
* [[The Faderator]]
 
}}
 
{{FNVTCC|end}}
   
 
==Variants==
 
==Variants==
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* 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.
 
* 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.
 
* 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.
* [[Magnetohydraulics complex]] - 260 at the bottom of the underwater section. {{icon|FNVOWB|link=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. {{icon|FNVDM|link=Dead Money}}
+
* {{Icon|FNVDM|link=Dead Money}} [[Campanas del Sol]] - 80 in an open tool cabinet, small ruined room with crates and shelves, on the 2nd second floor, west side.
 
* {{Icon|FNVOWB|link=Old World Blues (add-on)}} [[Magnetohydraulics complex]] - 260 at the bottom of the underwater section.
*[[Cliff Briscoe]] in the [[Dino Bite gift shop]] sometimes stocks large quantities.
 
   
 
==Notes==
 
==Notes==
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** 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).
 
** 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.
 
* 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.
+
* 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.
+
* 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.
   
 
{{Navbox ammo FNV}}
 
{{Navbox ammo FNV}}
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[[Category:Fallout: New Vegas craftable ammunition]]
 
[[Category:Fallout: New Vegas craftable ammunition]]
 
[[Category:Gun Runners' Arsenal ammunition]]
 
[[Category:Gun Runners' Arsenal ammunition]]
  +
  +
[[es:Célula de microfusión (Fallout: New Vegas)]]
 
[[ru:Микроядерная батарея (Fallout: New Vegas)]]
 
[[ru:Микроядерная батарея (Fallout: New Vegas)]]

Revision as of 21:34, 3 February 2020

 
Gametitle-FNVGametitle-FNV GRA
Gametitle-FNVGametitle-FNV GRA

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

Characteristics

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

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:
Range
Level
Microfusion cell (1)
Materials:Requirements:Produces:
Range
Science: 50¹
Level
Microfusion cell (1)

¹ Due to Vigilant Recycler having Science 70 as a pre-requisite, efficient recycling can not be made at the skill listed in the workbench.

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:
Range
Level
Microfusion cell (1)
Materials:Requirements:Produces:
Range
Level
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)
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: 55¹
Level
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.

Weapons using this ammunition

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 and no Damage Threshold negation (standard cells negate 2 points), but also reduces the strain on the weapon to 85% as well. The bulk design also means a significantly reduced chance of recovering the drained cell (only 20% compared to the standard 35%).

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%) as well as only a 25% chance of recovering the drained cell.

Microfusion cell, max charge

The max charged version of the microfusion cell deals the highest possible damage (x1.5 or 150%) at the expense of highly increased weapon degradation (x2.50 or 250%) and only a 10% chance of recovering the drained cell. 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 version provides an optimal balance of power and efficiency, superior in all properties compared to overcharged cells. Damage is multiplied by (x1.3 or 130%) and Damage Threshold penetration is equal to the overcharged cell at 5 points. It weighs less than the standard microfusion cell yet has the same 35% chance of recovering the drained cell. The only drawback is a minor increase in weapon degradation (x1.1 or 110%). It requires Vigilant Recycler and can only be crafted at a workbench.

Comparison

Legend
Ammunition type- Ammunition TypeWeapons spreadWeapons spread modifier
Damage Modifier- Weapon Damage modifierBonus effectAmmo bonus effect
Damage Threshold modifier- Target Damage Threshold modifierCraftable- Ammo is craftable
Condition penalty- Weapon condition modifierPercentage chance of empty casing- Percentage change of empty casing, hull or drained cell/pack/tank
Ammunition typeDamage modifierDamage Threshold modifierCondition penaltySpread modifierBonus effectCraftablePercentage chance of empty casing
microfusion cell, standardx 1- 2x 1x 1Yes35% chance
microfusion cell, bulkx 0.85x 1x 0.85x 1No20% chance
overchargex 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

  • 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.
  • Cliff Briscoe in the Dino Bite gift shop sometimes stocks large quantities.
  • Dead Money Campanas del Sol - 80 in an open tool cabinet, small ruined room with crates and shelves, on the 2nd second floor, west side.
  • Old World Blues (add-on) Magnetohydraulics complex - 260 at the bottom of the underwater section.

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. 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.