Icon disambig
For an overview of plasma rifles in the various Fallout games, see plasma rifle.
That data we received from Xuan did the trick. We managed to get a stable build model. I don't think this weapon is ready for mass production yet, but it should show that we have a working prototype. We should be able to get these issues resolved in a later build.Matter modulator project holotape

The Q-35 matter modulator, (Quantum plasma modulation matter injection rifle version 35)[1] is a unique version of the plasma rifle in Fallout: New Vegas.


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,[2][3][4] propelled by, and in some models stabilized by, electromagnetic claws upon exiting it.[5] However, the plasma bolt chamber can be hotwired in order to accelerate the bolt formation process, effectively turbocharging the rifle.[6] 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.

Initially, the weapon was a bulky, industrial plasma caster, manufactured by Winchester Arms; while it performed admirably, it was expensive and required specialized training to use. However, later developments for the United States Army would lead to a more compact design that was cheaper to produce and easier to train for, perfectly suited for urban warfare.[7]

Also known as the Q-35 matter modulator, the V.35 quantum plasma modulation matter injection rifle was created by REPCONN Aerospace engineers as part of the Quantum Plasma Modulation Matter Injection Rifle project,[1] a research program overseen by Colonel Moretti of the United States Army,[8] who was looking for a replacement for the aging plasma rifle designs, especially the Winchester P94.[7][9]

The prototype was created by a team of engineers under the leadership of Senior Staff Engineer Xuan Duong, using design specifications stolen from Poseidon Energy for the canceled plasma rifle project Semele, in conjunction with designs from their own plasma engine, the failed quantum matter modulator of the Z43-521P rocket. Poseidon data allowed the REPCONN team to rectify issues with matter inversion by using a polarized quantum spin, simultaneously solving the issues with matter conversion in the Heisenberg compensation field, enabling the creation of the first prototype of a new line of plasma weapons.[8]

With the data from the SEMELE project, REPCONN was finally able to create a functional prototype after thirty-four failures. While prototype materials make it unsuitable for prolonged field use, the Q-35 has a longer refire rate on average, but a more consistent delay between shots, an increase in active bolt charge time, increased accuracy and a 30% increase in bolt energy.[1]

When the prototype was completed, unknown individuals conspired with REPCONN's CFO, Julia Masters, to intercept and secure the prototype while it was in transit to the Department of Defense.[10]


There are numerous differences between this weapon and the standard variant in terms of combat capability:

  • Uses one microfusion cell per shot instead of two.
  • Rate of fire is twice as fast.
  • Plasma bolts have a much higher velocity.
  • Degrades slower.
  • 50% extra damage per second (DPS).
  • Causes 7 less damage per shot but 15 more critical damage.
  • Uses 2 less AP in V.A.T.S.
  • Weighs 1 pound less than the standard variant.

As with most unique weapons, this weapon cannot receive modifications. Its projectile velocity is similar to that of its standard variant with the magnetic accelerator modification. It also has a dark red and black color scheme as opposed to the normal gray; the microfusion cells used as ammunition also follow the color scheme and appear red and black. This causes the cells to appear similar to electron charge packs.


The Q-35 matter modulator can fire a total of about 1,245 times using standard cells, the equivalent of 104 reloads, from full condition before breaking. Despite being considered "unsuitable for prolonged field use," it has the second highest item HP of all the rifle type energy weapons (the laser RCW having the highest), at 250 HP; more than triple the durability of a standard plasma rifle (which has 75 HP).

Ammunition typeDurability
Over charge82970
Max charge49542


Icon cut contentThe following is based on developer test content cut from Fallout: New Vegas and has not been confirmed by canon sources.
Icon cut contentEnd of information based on developer test content cut from Fallout: New Vegas.


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 rifle 47
Q-35 matter modulator 40
Van Graff plasma rifle 32
Multiplas rifle 105


The weapon is located on the REPCONN headquarters main floor, behind a Very Hard locked (100 Lockpick skill to open) door. A wall terminal (100 Science to hack) next to the door can also be used and can be unlocked with the keycard in a briefcase on the third floor, near the remains of the Brotherhood of Steel paladins.

Alternatively, taking the stairs (near the aforementioned door) to the second floor, turning left, continuing forward and taking the next three rights leads to a Hard locked door (75 Lockpick skill to open) which allows access to the room containing the weapon through a hole in the ground.


When viewed in the first person, the plasma arcs in the ampoules on the side may not be visible, and often not in the third person when at certain angles.

Behind the scenesEdit

The name is a reference to the fictitious "Illudium Q-36 Explosive Space Modulator" (sometimes "PU-36 Space Modulator" or "Uranium Q-36 Explosive Space Modulator"), a weapon that is always unsuccessfully deployed by the Warner Brothers' cartoon character Marvin the Martian in efforts to destroy planet Earth.[11]


  • Xbox 360Icon xbox360 If picked up, the gun could cause problems when loading a game. When loading it, the console reads "cannot open file because there are some mods that cannot be held." There is no known fix. [verified]
  • Playstation 3Icon ps3 The gun may be wedged in the wall, making it difficult to retrieve. Go up against the wall in third person, aim at the ground and grab the gun. Another option is to use C-4 to move the gun until it can be picked up. [verified]
  • PCIcon pc Playstation 3Icon ps3 Xbox 360Icon xbox360 Often, the gun will not be found floating in the middle of the capsule as shown in the images below. It will be on the floor beside the container. [verified]
  • PCIcon pc Playstation 3Icon ps3 Sometimes the gun will appear stuck in the bottom of the container, making it difficult to get. Leaving the building then re-entering may fix this. [verified]
  • Playstation 3Icon ps3 If the weapon is dropped, it may become invisible, making it hard to find. The "Pick up" text will still be visible, however. [verified]





  1. 1.0 1.1 1.2 Q-35 Release Notes - REPCONN headquarters terminal entries. [1]
  2. 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)
  3. Fort Independence terminal entries; research terminal, research log - plasma rifle
  4. Research note - plasma rifle
  5. Chris Taylor interview for
  6. 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)
  7. 7.0 7.1 The cover of the Future Weapons Today periodical as seen in Fallout: New Vegas has a section prominently promoted entitled "Urban Plasma Rifles."
  8. 8.0 8.1 REPCONN headquarters terminal entries; terminal, inter-office correspondence #3458503
  9. The Courier: "What kind of prototypes?"
    Arcade Gannon: "Plasma rifles. They were intended to replace the P94 plasma caster. There was some corporate espionage going on between Poseidon Energy's Project SEMELE and whatever was going on here."
    (Arcade Gannon's dialogue)
  10. REPCONN headquarters terminal entries; terminal, encrypted message
  11. J.E. Sawyer on Formspring
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