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For an overview of plasma pistol models throughout the Fallout series, see plasma pistol.
Plasma pistol
PlasmaPistol
Plasma pistol icon
Requirements
SkillEnergy Weapons 0
Strength Req.2
Attack statistics
Dmg/Attack
33 (39.3)
DPS
57.8 (96.2)
DPS (reload)
47.4 (78.2)
Crit Dmg
33
Crit % Mult
x1.5
Attacks/Sec
1.8 (2.5)AP30
Projectiles1Spread0.5
Ammo & reloading
Ammo TypeEnergy cell
Ammo/Shot
2
Shots/Reload
16
Ammo Cap.32
Reload Time
2 (1.5)
Other
Weight3Value200
Item HP150
Repair
Plasma pistol
Energy pistols
Editor ID?
Base ID00004343
Perk Effects
Perks (dam.)
Lord Death
(+1.3)
Perks (Att.)
Fast Shot
(+0.4)
Perks (Rel.)
Rapid Reload
(-0.5s)
 
Gametitle-FNV
Gametitle-FNV

Plasma pistols are uncommon energy weapons that can be found and utilized in Fallout: New Vegas.

Background[]

The following section is transcluded from plasma pistol. To modify, please edit the source 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 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.

Characteristics[]

Plasma pistols are a powerful energy-based pistol, firing super-heated bolts of green plasma waste. These bolts are able to punch through most critters, as well as many types of armor with ease, when compared to the more commonly found and cheaper laser pistols.

Plasma pistols are a big step-up from the regular laser pistol; they deal more than twice the damage per shot, while remaining fairly accurate, and cheap to use in V.A.T.S. Furthermore, these pistols are considered an improved holdout weapon, and can be concealed so long as one's Sneak skill is 50 or greater.

However, similar to the other plasma-based weapons, plasma pistols suffer from common drawbacks, such as seen with their consummation of two energy cells with every shot, eating through ammunition at a much faster pace. Additionally, upon use, plasma pistols also suffer from a large green burst of plasma upon discharging the weapon, which partially obstructs the first-person view, and the plasma bolts travel at a very slow rate, resulting in the need to lead the shot.

A fully repaired plasma pistol can fire 746 shots, which roughly translates to around 23 magazine expenditures before breaking.

Variants[]

GRA plasma pistol Gun Runners' ArsenalGametitle-FNV GRA, a customizable variant of plasma pistols.

Locations[]

Notes[]

Prior to patch 1.2.0.314, plasma pistols dealt 22 points of damage on both normal and critical hits.

Bugs[]

  • 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.
  • When firing this weapon with an odd amount of ammunition, when you come to your last round (ammunition reads 1/0) you can fire a plasma bolt despite it normally taking two energy cells.

Sounds[]

SingleShotVB ReloadVB
JamVB
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