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Revision as of 00:39, 20 November 2018

 
Gametitle-FO4
Gametitle-FO4

The plasma gun is a weapon in Fallout 4. Variants include the plasma pistol, plasma rifle, plasma scattergun and plasma thrower.

Background

This section is transcluded from Plasma rifle. To change it, please edit the transcluded page.

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]


Characteristics

Plasma guns are a versatile urban warfare weapon that can be used as a pistol, sniper rifle, semi-auto rifle, assault rifle, shotgun or even a 'plasma flamethrower.' 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 a good weapon for facing high tier enemies, with its best burst damage output coming from a fully upgraded plasma rifle in a non-automatic format and proper investment in the Rifleman perk can feature monstrously high damage outputs (inflicting more than 100 damage in both ballistic and energy damage) with the only non-explosive weaponry capable of reliably exceeding it in damage output being the Gauss rifle. Unfortunately, the plasma bolts– despite being faster than in previous renditions– still have a noticeable lag time, potentially limiting the utility of plasma sniper rifles at distant moving targets unless VATs is used.

The best DPS, gun disarming and limb crippling capability comes from a player using a fully upgrade plasma flamer pistol with a maxed out Gunslinger perk, as the perk will increase the range of the flame as well as retain its fully automatic firing mode. With legendary mods such as bleeding or two-shot, it's capable of knocking super mutant behemoths down before they can get within significant range, or staggering multiple close-range assailants to the ground before they can return fire. It basically serves as the ultimate flamethrower-based weapon in game due to its' range, fire-rate with flamer barrel attachment, and the significant disarming effects of the gunslinger perk.

Not only is the weapon itself much rarer than other energy weapons, its plasma cartridge ammo is much more valuable as well. This reduces the viability of this weapon as an all-around firearm.

Due to the downsides of energy weapons like this and similar, such as the laser gun and gatling laser, all lacking of an ability to add a suppressor, this weapon even in its best form will continue to attract more attention to the player.

Plasma guns are the lightest ranged weapon class in the game, closely followed by laser weaponry. A fully upgraded plasma gun in a rifle type variation weighs just over 8 pounds while a top tier laser gun in a rifle configuration weighs around 9 pounds, making both weapons even more useful as a powerful backup weapon that can be carried around at all times without weighing its owner down too much.

Weapon modifications

Slot Mod Description Weapon prefix Damage per shot change Fire rate change Range change Accuracy change Magazine capacity (shots per reload) change Weight change Weapon value change in caps Perk needed Components Base 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 Fire +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 +7 Attack
+7 Energy
-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 Fire +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 +13 Attack
+13 Energy
+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 +7 Attack
+7 Energy
+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 +7 Attack
+7 Energy
+5/3s Fire
+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 +20 Attack
+20 Energy
+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 Attack
-10 Energy
+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 Attack
+15 Energy
+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 Attack
-13 Energy
+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 Attack
+2 Energy
+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 Attack
+3 Energy
-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 Attack
-7 Energy
+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 Attack
+20 Energy
+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

Locations

  • Vendors start selling plasma guns starting at level 16.
  • 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 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.
  • 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.
  • Despite plasma thrower variants firing and handling more similar to the flamer, the weapon gains damage and abilities from the Rifleman or Gunslinger perks rather than Heavy Gunner or Commando. It also has much greater damage and range than the flamer while weighing far less, though unfortunately at the price of burning through much more expensive and rare ammo at a ruinous rate.
  • The plasma gun is one of the most efficient weapons in Survival, 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

  • Playstation 4Playstation 4 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]
    • 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.
  • PCPC Playstation 4Playstation 4 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 super charge the critical meter.[verified]
  • Playstation 4Playstation 4 Xbox OneXbox One 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]
  • PCPC Playstation 4Playstation 4 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

  1. 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)
  2. Fort Independence terminal entries; research terminal, research log - plasma rifle
  3. Research note - plasma rifle
  4. Chris Taylor interview for Vault13.net
  5. 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. The cover of the Future Weapons Today periodical as seen in Fallout: New Vegas has a section prominently promoted entitled "Urban Plasma Rifles."