For an overview of plasma pistol variants, see plasma pistol.
For the Gun Runners' Arsenal version of this weapon, see Plasma pistol (GRA).

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

Background

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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 and forms a plasma pinch; though rather slow, the pinch carries high levels of both thermal and kinetic energy.

Characteristics

The plasma pistol is a powerful energy-based pistol, firing 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.

Durability

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

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 damageAction 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 pistol 33
57.81.75x1.533301.10.532(16)745320066.702
Plasma pistol Gun Runners' Arsenal33
57.81.75x1.533301.10.532(16)745320066.702
Plasma pistol With all weapon mods attached Gun Runners' Arsenal40
701.75x1.533301.30.532(21.3)74531075358.302

Locations

Bugs

Icon pc.png Icon ps3.png Icon xbox360.png 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]

Sounds

SingleShotVB.png
ReloadVB.png
JamVB.png

Gallery

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