FANDOM


Icon disambig
For an overview of plasma pistol variants in the Fallout series of games, see plasma pistol.
For the Gun Runners' Arsenal version of this weapon, see Plasma pistol (GRA).
 
Gametitle-FNV
Gametitle-FNV

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

BackgroundEdit

This section is transcluded from plasma pistol. To change it, please edit the transcluded page.

This plasma pistol has five tributary energy arcs connected to a central cathode, and the cathode functions as a point of focus, or the barrel. The energy is projected forward, probably by an electromagnetic propeller built around the cathode. The propelled energy forms a Plasma Pinch; though rather slow, the pinch carries high levels of both thermal and kinetic energy.

CharacteristicsEdit

The plasma pistol is a powerful energy-based pistol, firing a superheated bolts of green plasma, it is able to punch through most critters and low-level types of armor with ease.

The plasma pistol can cause 33 damage per shot in good condition before added perks, while remaining fairly accurate and cheap to use in V.A.T.S. Furthermore, it is considered an improved holdout weapon, and can be concealed so long as the Courier's Sneak skill is 50 or greater.

However, like the other plasma-based weapons, the plasma pistol suffers from common drawbacks, it consumes two energy cells with every shot, eating through ammunition at a much faster pace. Additionally, upon firing, the plasma pistol's projectile produces a large green burst of light which partially obstructs view, and the plasma bolts travel at a very slow rate resulting in the need to lead the shot.

DurabilityEdit

The plasma pistol can fire a total of about 745 times using standard cells, the equivalent of 47 reloads, from full condition before breaking.

Ammunition typeDurability
ShotsReloads
Standard74547
Bulk87855
Optimized67743
Over charge49531
Max charge29519

VariantsEdit

ComparisonEdit

Legend
Icon melee- Weapon name (melee or unarmed)Icon sequence- Attacks in V.A.T.S.
Icon gun- Weapon name (gun, energy or explosive)Icon action- Action point cost
Icon damage- Damage per attack (damage per projectile)Icon dap- Damage per action point
Icon dps- Damage per secondIcon spread- Weapon spread
Icon explosion- Area of effect damageAssault carbine extended magazines- Magazine capacity (shots per reload)
Icon effect- Effect damage & durationIcon repair- Durability (number of attacks before breaking)
Icon bonus effect- Bonus effectsIcon weight- Weight
Icon attack- Attacks per secondIcon merchant- Value in caps
Icon chance- Critical chance % multiplierIcon ratio- Value to weight ratio
Icon critical damage- Critical damageIcon ability- Skill required
Icon crit effect- Critical effect damage & durationIcon fist- Strength required
Icon plus- With all mods attached
Icon gunIcon damageIcon dpsIcon attackIcon chanceIcon critical damageIcon actionIcon dapIcon spreadAssault carbine extended magazinesIcon repairIcon weightIcon merchantIcon ratioIcon abilityIcon fist
Plasma pistol 33
57.81.75x1.533301.10.532(16)745320066.702
Plasma pistol Gametitle-FNV GRA33
57.81.75x1.533301.10.532(16)745320066.702
Plasma pistol Icon plus Gametitle-FNV GRA40
701.75x1.533301.30.532(21.3)74531075358.302

LocationsEdit

BugsEdit

PCIcon pc Playstation 3Icon ps3 Xbox 360Icon xbox360 Non-player characters who are given the plasma pistol will carry the correct ammunition (energy cells), but will carry drained microfusion cells instead of drained small energy cells. [verified]

SoundsEdit

SingleShotVB
ReloadVB
JamVB

GalleryEdit

Community content is available under CC-BY-SA unless otherwise noted.