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The plasma caster is a weapon in Fallout: New Vegas.

Characteristics

The plasma caster is a powerful energy weapon, having a rather low AP cost and a high rate of fire. Compared to its rifle-based counterpart, it outclasses it in both damage and fire rate as well as ammunition consumption, using only one microfusion cell instead of two per shot.

At 20 pounds, it is the heaviest energy weapon in the base game and is only surpassed by Cleansing Flame with the Gun Runners' Arsenal add-on installed. It is rare and not very durable, so the Jury Rigging perk or weapon repair kits may be necessary for continued use of this weapon.

Durability

The plasma caster can fire a total of 395 times using standard packs, the equivalent of 40 reloads, from full condition before breaking.

Ammunition typeDurability
ShotsReloads
Standard39540
Bulk46647
Optimized35936
Over charge26227
Max charge15516

Modifications

Variants

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 secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength 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 secondAttacks per secondCritical Chance % multiplierCritical damageAttacks in V.A.T.S.Action Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Plasma caster 65
1953x1651252.60.7103952070003501008
Plasma caster With all weapon mods attached 65
243.83.75x1651252.60.7103952095004751008
The Smitty Special Gun Runners' Arsenal35
2457x0.1353303.51.3201095202000010001008

Locations

Notes

  • When viewed in third-person, depending on what armor is worn, the plasma caster may not be visible on the player character when holstered. Half-way through the holstering animation, the weapon model simply disappears, similar to the incinerator and heavy incinerator. If visible, the player character holds it in one hand with the pronged tip clipping through the ground.
  • In the G.E.C.K., there is a plasma caster critical effect explosion that was cut out from the game. In the projectiles window, the explosion is already set but is unchecked.
  • There is only one fixed plasma caster location in the base game.

Behind the scenes

  • Joshua Sawyer was responsible for the inclusion of the weapon and Paul Fish modeled and textured it.[1]
  • The naming of this weapon "Plasma Caster" instead of "Plasma Rifle" was because Fallout 3 had already introduced a plasma rifle, and the weapon does not look like a rifle.[2]

Bugs

  • PCPC Playstation 3Playstation 3 Xbox 360Xbox 360 The weapon fails to fire a projectile properly when used in third-person view. After equipping it in third-person view, it may not work, even when switching to first-person view. Re-equipping it while in first-person view may solve this. [verified]
  • PCPC Sometimes, after quick loading, the weapon is held in one hand by the handle and moves with the player's arm movement when holstered, or appears next to the player's arm. This can be fixed by un-equipping and then re-equipping the plasma caster. [verified]
  • Xbox 360Xbox 360 When using the weapon in V.A.T.S., the projectile will often not fire unless very close to the target, and if standing under a roof, the projectile may collide with the structure. [verified]
  • Xbox 360Xbox 360 While equipped, the weapon may become stuck to player's hand when changing outfits. To fix this, simply un-equip it, then re-equip. [verified]
  • Xbox 360Xbox 360 If one has more than one plasma caster stored in the same container, they may stack on top of each other. They can be separated but if the second one is placed back into the container, they will still stack on top of each other. [verified]

Sounds

SingleShotVB.png

Gallery

References

  1. "whose idea was it to include the plasma caster its awesome!"
    Joshua Sawyer: "Mine, but it's just the P94 Plasma Rifle from the original Fallout, so I can't take any real credit for it. Paul Fish modeled and textured it."
    (J.E. Sawyer on Formspring March 3, 2011)
  2. "Why did you guys change the Winchester Plasma Rifle to Plasma Caster? Was it because of F3's PR to not repeat the name or because you didn't agree with the 'rifle' classification? I understand why you removed the Winchester but not why the rifle part."
    Joshua Sawyer: "Fallout 3 already had a Plasma Rifle. Additionally, it doesn't really look like a rifle, but it was mostly because of the existing name."
    (J.E. Sawyer on Formspring September 3, 2011)
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