For an overview of plasma pistol models, see plasma pistol. For an overview of plasma rifle models, see plasma rifle. |
The plasma gun is a weapon in Fallout 4. Variants include the plasma pistol, plasma rifle, plasma scattergun and plasma thrower.
Background[]
Plasma rifles or plasma casters are high tech weapons firing superheated bolts of plasma, powered by either microfusion cells, heavy energy cells, plasma cartridges, or plasma cores which find numerous applications in military and industrial fields. The bolts form into toroids in the plasma chamber, which are then sent down a superconducting barrel,[1][2][3] propelled by, and in some models stabilized by, electromagnetic claws upon exiting it.[4]
However, the plasma bolt chamber can be hotwired in order to accelerate the bolt formation process, effectively turbocharging the rifle.[5] The primary damage mechanism of plasma rifles is thermal transfer, causing serious burns to soft targets and melting hard ones. In extreme cases, the plasma can cause spontaneous dissolution of the target, including separation of soft tissues from hard ones or wholesale molecular destabilization that turns the target into a viscous green fluid.
Bulky, industrial plasma casters manufactured by Winchester Arms were once popular. While they performed admirably, they were expensive and required specialized training to use. Later developments by the United States Army would lead to a more compact design that was cheaper to produce and easier to train for, suitable for urban warfare.[6]
This plasma rifle is a lightweight urban warfare weapon created as part of a desire to replace the aging Winchester P94 "Plasma Caster" design.[6] This design was produced and fielded in number prior to the Great War of October 23, 2077. This however was not the end of the design nor manufacture[7] of this weapon platform. Prior to the nuclear Armageddon, REPCONN Aerospace (as a subsidiary of RobCo Industries) would successfully develop an improvement from their spaceflight research, with significantly advanced factions tinkering with the design post Armageddon.[8]
Characteristics[]
The plasma gun is a versatile urban warfare weapon that can be used as a pistol, sniper rifle, semi-auto rifle, assault rifle, shotgun or even a flamethrower (which fires automatically but isn't recognized as being automatic, meaning the player can combine it with Rifleman or more importantly Gunslinger). It is usually encountered later in the game and found on technologically advanced opponents, although at even higher levels it can be found on raiders and legendary enemies.
Compared to the previous iterations, Fallout 4's plasma projectiles travel much faster and cause both ballistic damage and energy damage as opposed to only energy damage. It is capable of high damage output (inflicting more than 100 damage in both ballistic and energy damage), but its plasma cartridge ammunition spawns less frequently, and bolts are slower in comparison to other weapons, which outside of V.A.T.S. can lead to accuracy issues.
Plasma guns are the lightest ranged weapon class in the game, closely followed by laser weaponry. A fully upgraded plasma gun in a rifle configuration weighs just over 8 pounds while a top tier laser gun in a rifle configuration weighs around 9 pounds.
Weapon modifications[]
Slot | Mod | Description | Weapon prefix | Range change | Perk needed | Components | Form ID | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Capacitor | Standard capacitor | Standard. | – | – | – | – | – | – | – | – | – | Adhesive x1 Circuitry x2 Crystal x2 Nuclear material x2 Screw x4 Steel x7 |
001A8AAB |
Beta wave tuner | Adds burning damage. Improved range. | Incendiary | +3/3s | – | +2 | – | – | +0.3 | +9 | – | Adhesive x2 Circuitry x3 Crystal x3 Nuclear material x3 Screw x4 Steel x7 |
001A8AA2 | |
Boosted capacitor | Improved damage. Reduced ammo capacity. | Boosted | +6 +6 |
– | – | – | -3 | +0.3 | +20 | – | Adhesive x3 Circuitry x6 Crystal x5 Nuclear material x5 Screw x4 Silver x1 Steel x8 |
001A8AA6 | |
Photon exciter | Improved critical shot damage and accuracy. | Excited | – | – | – | +1 | – | +0.3 | +26 | – | Adhesive x2 Circuitry x3 Crystal x2 Nuclear material x3 Screw x4 Steel x4 |
001A8AA4 | |
Photon agitator | Superior critical shot damage. Better accuracy and ammo capacity. | Agitated | – | – | – | +1 | +6 | +0.6 | +26 | Science! 2 | Adhesive x4 Circuitry x6 Crystal x5 Nuclear material x5 Screw x4 Silver x2 Steel x8 |
001A8AA5 | |
Gamma wave emitter | Adds better burning damage. Better range and ammo capacity. | Fiery | +5/3s | – | +3 | – | +6 | +0.6 | +31 | Science! 2 | Adhesive x5 Circuitry x6 Crystal x5 Nuclear material x5 Screw x4 Silver x3 Steel x8 |
001A8AA3 | |
Maximized capacitor | Better damage. | Maximized | +12 +12 |
– | – | – | – | +0.6 | +42 | Science! 2 | Adhesive x6 Aluminum x8 Circuitry x8 Crystal x6 Gold x1 Nuclear material x6 Screw x4 |
001A8AA9 | |
Boosted photon agitator | Superior critical shot damage and ammo capacity. Better accuracy. Improved damage. | Boosted agitated | +6 +6 |
– | – | +1 | +9 | +0.9 | +48 | Science! 3 | Adhesive x6 Aluminum x8 Circuitry x8 Crystal x6 Gold x2 Nuclear material x6 Screw x4 |
001A8AA8 | |
Boosted gamma wave emitter | Adds better burning damage. Superior ammo capacity. Better range. Improved damage. | Boosted | +6 +6 +5/3s |
– | +3 | – | +9 | +0.9 | +54 | Science! 3 | Adhesive x7 Aluminum x8 Circuitry x8 Crystal x6 Gold x3 Nuclear material x6 Screw x4 |
001A8AA7 | |
Overcharged capacitor | Superior damage. Improved ammo capacity. | Overcharged | +18 +18 |
– | – | – | +3 | +0.9 | +65 | Science! 4 | Adhesive x8 Aluminum x11 Circuitry x10 Crystal x8 Gold x4 Nuclear material x8 Screw x4 |
001A8AAA | |
Barrel | Short barrel | Standard. | – | – | – | – | – | – | – | – | – | Adhesive x1 Circuitry x1 Fiber optics x1 Glass x2 Screw x2 Steel x3 |
001A8AA0 |
Splitter | Fires multiple projectiles. Improved damage. Poor accuracy. | Scattergun | – | – | – | -55 | – | -0.1 | +6 | – | Adhesive x2 Circuitry x2 Fiber optics x1 Glass x3 Screw x4 Steel x6 |
00136314 | |
Automatic barrel | Improved rate of fire, range and sighted accuracy. Worse recoil. Reduced ammo capacity. Poor hip-fire accuracy. | Automatic | -9 -10 |
+57 | +84 | -14 | -3 | +1.1 | +11 | Science! 1 | Adhesive x2 Circuitry x3 Crystal x4 Fiber optics x2 Gears x5 Oil x2 Screw x5 Silver x2 Steel x8 |
00136316 | |
Sniper barrel | Superior damage and range. Worse recoil. Poor ammo capacity and hip-fire accuracy. | Long | +15 +15 |
– | +108 | -5 | -21 | +1.1 | +17 | Science! 2 | Adhesive x3 Circuitry x4 Crystal x5 Fiber optics x3 Screw x6 Silver x3 Steel x11 |
00136315 | |
Flamer barrel | Flame-thrower conversion. | Thrower | -13 -13 |
+57 | -84 | -74 | +270 | +0.3 | +23 | Science! 2 | Adhesive x3 Circuitry x4 Crystal x5 Fiber optics x3 Screw x6 Silver x5 Steel x11 |
001B6378 | |
Improved short barrel | Improved damage. | Improved | +2 +2 |
– | +6 | – | – | – | +28 | Science! 2 | Adhesive x4 Aluminum x3 Circuitry x3 Crystal x4 Fiber optics x1 Screw x3 Silver x4 |
001A8AA1 | |
Improved splitter | Fires multiple projectiles. Better damage. Poor accuracy. | Scattergun | +3 +3 |
– | – | -43 | – | -0.1 | +34 | Science! 3 | Adhesive x5 Aluminum x6 Circuitry x4 Crystal x5 Fiber optics x2 Screw x5 Silver x5 |
00027F97 | |
Improved automatic barrel | Superior rate of fire. Improved damage, range and sighted accuracy. Worse recoil. Reduced ammo capacity. Poor hip-fire accuracy. | Improved automatic | -7 -7 |
+80 | +84 | -18 | -3 | +1.1 | +39 | Science! 3 | Adhesive x6 Aluminum x8 Circuitry x5 Crystal x3 Fiber optics x4 Gears x8 Glass x6 Gold x4 Oil x2 Screw x6 Spring x6 |
00027F96 | |
Improved sniper barrel | Exceptional damage. Superior range. Worse recoil. Poor ammo capacity and hip-fire accuracy. | Improved long | +20 +20 |
– | +114 | -5 | -21 | +1.1 | +45 | Science! 3 | Adhesive x6 Aluminum x11 Circuitry x6 Crystal x8 Fiber optics x6 Gold x5 Screw x7 |
00027F95 | |
Grip | Standard grip | Standard. | – | – | – | – | – | – | – | – | – | Adhesive x1 Screw x2 Steel x3 |
00136317 |
Comfort grip | Improved recoil and hip-fire accuracy. | Comfort grip | – | – | – | +3 | – | +0.1 | +9 | – | Adhesive x2 Plastic x4 Screw x3 |
0020AAAF | |
Standard stock | Exceptional sighted accuracy. Better recoil and aim with scopes. Improved bash. | Rifle | – | – | – | +6 | – | +0.9 | +31 | Science! 2 | Adhesive x5 Screw x7 Steel x11 |
00136318 | |
Marksman's stock | Exceptional sighted accuracy. Superior recoil and aim with scopes. Improved bash. | Marksman's | – | – | – | +6 | – | +1.2 | +42 | Science! 3 | Adhesive x5 Fiberglass x10 Rubber x1 Screw x6 Spring x3 |
0020AAAE | |
Recoil compensating stock | Exceptional sighted accuracy and recoil. Better aim with scopes. Improved bash. | Recoil compensated | – | – | – | +7 | – | +1.3 | +54 | Science! 3 | Adhesive x8 Aluminum x13 Rubber x2 Screw x10 Spring x8 |
00136319 | |
Sights | Standard sights | Standard. | – | – | – | – | – | – | – | – | – | Adhesive x1 Steel x2 |
001A8AAC |
Short scope | Improved magnification. Superior sighted accuracy. | Scoped | – | – | – | +15 | – | +0.6 | +20 | – | Adhesive x2 Glass x1 Screw x2 Steel x3 |
001B6372 | |
Reflex sight | Better focus and sighted accuracy. | Tactical | – | – | – | +6 | – | +0.3 | +26 | Science! 1 | Adhesive x2 Aluminum x2 Glass x1 Nuclear material x2 Screw x2 Silver x1 |
0013631C | |
Medium scope | Better magnification. Superior sighted accuracy. | Scoped | – | – | – | +22 | – | +0.7 | +42 | Science! 2 | Adhesive x3 Glass x2 Screw x2 Steel x4 |
001B6370 | |
Long scope | Superior magnification and sighted accuracy. | Scoped | – | – | – | +35 | – | +0.9 | +54 | Science! 2 | Adhesive x4 Glass x4 Screw x4 Steel x5 |
001B636E | |
Short night vision scope | Night vision. Improved magnification. Superior sighted accuracy. | Night-vision | – | – | – | +15 | – | +0.6 | +70 | Science! 3 | Adhesive x4 Aluminum x6 Circuitry x1 Fiber optics x1 Glass x2 Nuclear material x2 Screw x2 Silver x2 |
001B6373 | |
Medium night vision scope | Night vision. Better magnification. Superior sighted accuracy. | Night-vision | – | – | – | +22 | – | +0.7 | +82 | Science! 3 | Adhesive x4 Aluminum x7 Circuitry x2 Fiber optics x2 Glass x4 Nuclear material x4 Screw x2 Silver x2 |
001B6371 | |
Long night vision scope | Night vision. Superior magnification and sighted accuracy. | Night-vision | – | – | – | +35 | – | +0.9 | +93 | Science! 3 | Adhesive 5 Aluminum x8 Circuitry x3 Fiber optics x2 Glass x5 Nuclear material x6 Screw x4 |
001B636F | |
Short recon scope | Tracks targets. Improved magnification. Superior sighted accuracy. | Recon | – | – | – | +15 | – | +1 | +110 | Science! 4 | Adhesive x6 Aluminum x9 Circuitry x4 Crystal x6 Fiber optics x2 Nuclear material x7 Screw x5 |
002492E2 | |
Long recon scope | Tracks targets. Superior magnification and sighted accuracy. | Recon | – | – | – | +35 | – | +1 | +110 | Science! 4 | Adhesive x6 Aluminum x9 Circuitry x4 Crystal x6 Fiber optics x2 Nuclear material x7 Screw x5 |
001B6375 |
Variants[]
- Experiment 18-A - a unique plasma rifle with the Rapid Legendary effect. It is sold by the synth requisition officer in the Institute.
- Sentinel's Plasmacaster, a unique plasma pistol with the Instigating Legendary effect. It is sold by Proctor Teagan aboard the the Prydwen after completing A New Dawn.
- AX90 Fury - a unique plasma rifle with the Mutant Slayer's Legendary effect. AX90 Fury is mentioned in the Fallout 4 Vault Dweller's Survival Guide as sold by Teagan but was cut from the final game.
Locations[]
- Vendors start selling plasma guns starting at level 16.
- If the Sole Survivor enters Nuka-World and is below level 16, Aaron Corbett can sell this weapon.
- Arturo Rodriguez sells at least two at higher levels.
- Legendary plasma guns start dropping at level 24.
- Level 3 weapon shops in settlements always have three for sale.
- Higher level Gunners are sometimes equipped with plasma guns.
Notes[]
- Kills with plasma guns have a chance to convert the target into a pile of green goo, similar to the Fallout 3 and New Vegas counterparts.
- Anything killed by plasma weapons has a chance to drop nuclear material on death. This chance increases if the target has been converted to goo.
- No plasma guns, regardless of modifications, benefit from Penetrator because they are not a hit scan weapon.
- Although the flamer barrel effectively turns a plasma gun automatic, it gains no benefit from Commando.
- In V.A.T.S., plasma weaponry may exhibit strange behavior, such as curving around obstacles. This is more noticeable when executing a critical hit.
- The plasma gun is one of the most efficient weapons in Survival mode, offering massive damage and using very lightweight ammunition. Per pound, without damage boosting perks, and with the sniper barrel, the weapon can deal around 4,410 points of damage per pound of cartridges (by comparison, a .50 hunting rifle deals 870). A Tesla rifle is a similarly effective weapon, boasting 3,000 damage per pound of fusion cells.
- While the Institute has access to plasma weaponry, even to the point of selling these weapons to the Sole Survivor via the synth requisition officer, none of their synths or coursers actually use these; instead, they are equipped with standard-issue Institute lasers, shock batons or (rarely) conventional weapons.
Bugs[]
- This bug only seems to happen in V.A.T.S. or immediately after exiting V.A.T.S., however if one isn't close enough to one's target it will not deal damage, being much like a flamethrower.
The plasma thrower is bugged and has a high (though not 100%) chance of dealing no damage each time the trigger is pulled. This occurs while using V.A.T.S. or immediately after using V.A.T.S.[verified]
- The plasma thrower is completely bugged in V.A.T.S. The weapon is shown to attack in short flame bursts, however, only the first puff of plasma in V.A.T.S. will deal damage, one shot will be used regardless of how many attacks are queued up, and every attack queued after the first will supercharge the critical meter.[verified]
- With the rifle variants, firing and then swimming will cause the weapon to be held like a bat and prevent firing the weapon. To fix it, just unequip and re-equip the rifle.[verified]
- Depending on which variant (Rifle or Pistol) you acquire before turning the weapon into a Plasma Thrower, it will only get damage buffs from (Gunslinger or Rifleman) and will not get buffs from Commando. [verified]
Gallery[]
References[]
- ↑ Fallout and Fallout 2 item description: "{1500}{}{Plasma Rifle}"
"{1501}{}{A Winchester Model P94 Plasma Rifle. An industrial-grade energy weapon, firing superheated bolts of plasma down a superconducting barrel. Powered by Micro Fusion Cells. Min ST: 6.}"
Fallout Tactics: Brotherhood of Steel item description: "name_plasmaRifle = {Plasma Rifle}"
"desc_plasmaRifle = {A Winchester Model P94 Plasma Rifle. An industrial-grade energy weapon, firing superheated bolts of ionised gas down a superconducting barrel. Powered by Micro Fusion Cells.}"
(PRO ITEM.MSG (Fallout), PRO ITEM.MSG (Fallout 2) and Items.txt) - ↑ Fort Independence terminal entries; research terminal, research log - plasma rifle
- ↑ Research note - plasma rifle
- ↑ Chris Taylor interview for Vault13.net
- ↑ Fallout and Fallout 2 item description: "{23300}{}{Turbo Plasma Rifle}"
"{23301}{}{A modified Winchester P94 plasma rifle. The plasma bolt chamber has been hotwired to accelerate the bolt formation process. Min ST: 6.}"
(PRO ITEM.MSG (Fallout), PRO ITEM.MSG (Fallout 2) and Items.txt) - ↑ 6.0 6.1 The cover of the Future Weapons Today periodical as seen in Fallout: New Vegas has a section prominently promoted entitled "Urban Plasma Rifles."
- ↑ Energy weapon forge
- ↑ In Fallout 3 and Fallout 4 both the Institute and the Brotherhood of Steel are origins of such designs acquirable by the player character. See the variations list on the overview article.