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The Vault - Fallout Wiki
Icon disambig.svg
For an overview of plasma rifle models throughout the Fallout series, see Plasma rifle.
Plasma rifle
Plasma rifle icon.png
Regular and fully modified
SkillEnergy Weapons 25
Strength Req.3
Attack statistics
47 (55.9)
65.8 (109.6)
DPS (reload)
48.7 (80.2)
Crit Dmg
Crit % Mult
1.4 (2)AP30
Ammo & reloading
Ammo TypeMicrofusion cell
Ammo Cap.24
Reload Time
3 (2.3)
Item HP75
Plasma rifle
Energy rifles (other)
Editor ID?
Base ID00004344
Perk Effects
Perks (dam.)
Lord Death
Perks (Att.)
Fast Shot
Perks (Rel.)
Rapid Reload

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


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

Plasma rifles or plasma casters are high tech weapons firing superheated bolts of plasma, powered by either microfusion cells or heavy energy cells, 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.[6]

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]

This plasma rifle is a lightweight urban warfare weapon created as part of a desire to replace the aging Winchester P94 "Plasma Caster" design.[7] This design was produced and fielded in number prior to the Great War of October 23, 2077. This however was not the end of the design nor manufacture[8] of this weapon platform. Prior to the nuclear Armageddon REPCONN Aerospace – as a subsidiary of RobCo Industries – would successfully develop an improvement from their spaceflight research. With significantly advanced factions tinkering with the design post Armageddon.[9]


It is described by Simon to be "as slow as a mule but with a kick to match," in contrast to the laser rifle.

Compared to its Fallout 3 counterpart, the New Vegas plasma rifle has a much lower damage-per-second rating with only a token improvement in damage. Factoring in the transition from a damage resistance system to a damage threshold system, along with its increased ammo consumption of two microfusion cells per shot instead of one, the New Vegas plasma rifle is vastly underpowered compared to its Fallout 3 iteration.

A plasma rifle can be repaired by copies of itself and it's variants or any two handed energy rifle with the Jury Rigging perk.

An unmodified plasma rifle's bolts travels at 7500 units per second, which is about 117 yards (~107 meters) per second or 240 mph (386 km/h). This is much slower than typical bullet muzzle velocities.



Icon cut content.pngThe following is based on Fallout New Vegas cut content and has not been confirmed by canon sources.
Icon cut content.pngEnd of information based on Fallout New Vegas cut content.


Name Type Dmg/shot DPS Att/sec Crit mult Crit dmg Spread AP cost Ammo Ammo cap Weight Item HP Value Stat Req. Notes
Plasma rifle Energy rifle 47 65.8 1.4 x2 47 0.2 30 Microfusion cell 24 8 75 1300 Energy Weapons:25 Strength:3 Uses 2 MFC per shot
Q-35 matter modulator Energy rifle 40 96 2.4 x2 63 0.2 28 Microfusion cell 12 7 250 3000 Energy Weapons:25 Strength:2 -

Van Graff plasma rifle Energy rifle 32 44.8 1.4 x2 32 0.2 30 Microfusion cell 24 8 75 1300 Energy Weapons:0 Strength:3 Uses 2 MFC per shot
Multiplas rifle Energy shotgun 105 105 1 x1 35 1.5 35 Microfusion cell 30 7 50 2500 Energy Weapons:50 Strength:3 Uses 3 MFC per shot


  • Durable Dunn's sacked caravan - two of the thugs bodies have plasma rifles.
  • Fiends sometimes carry this weapon.
  • Hidden Valley bunker - one can be stolen, in a room near the command center.
  • Horowitz Farmstead - one can be found simply lying on the ground southwest of the at the Griffin Wares Sacked Caravan.
  • Jacobstown - during the quest Unfriendly Persuasion, some of the mercenaries may carry this weapon.
  • Nipton - one may be found in in the Town Hall, in a gun cabinet in the room (locked - average) behind the Mayor's desk.
  • Novac - one can be bought from Cliff Briscoe.
  • Powder ganger members in the various farmsteads south of Vegas and near Vault 19 may occasionally carry plasma rifles or laser rifles.
  • REPCONN headquarters - one can be found on the northeastern side of the building, behind a couple of average locked doors, and in a small room also with a lot of microfusion cells and three ammunition boxes.
  • Silver Rush - one easy way to obtain a plasma rifle is to buy one or steal one from the very easy locked crate out front, but be warned the guard will turn hostile if you choose this path.
  • Silver Rush - each Van Graff Thug carries one, if you let the Silver Rush explode (during Birds of a Feather) you will be able to receive multiple plasma rifles, as well as combat armor.
  • Simon has a plasma rifle.
  • Several Van Graff thugs have plasma rifles if the player chooses to exterminate the Van Graffs during Heartache by the Number.
  • The Fort - one can be found in the underground bunker when you help Caesar by destroying a hidden bunker from Mr. House which is in the first door.
  • Yangtze Memorial - a plasma rifle can be obtained at level 1 by buying a shovel from Chet in Goodsprings. It is buried in the middle of three graves next to the memorial.


  • Prior to patch, the plasma rifle dealt 30 points of damage on normal hits, and 32 points of damage on critical hits.



SingleShotVB.png ReloadVB.png


  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 terminals; Research Terminal, Research Log - Plasma Rifle
  3. Research Note - Plasma rifle
  4. Chris Taylor interview for
  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. Weapon behavior in the game.
  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. Energy weapon forge
  9. In Fallout 3 and Fallout 4 both the Institute and the Brotherhood of Steel are origins of such designs acquirable by the player character. See the variations list on the overview article.