Plasma caster (Fallout 76)

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For an overview of plasma rifle models throughout the Fallout series, see Plasma rifle.
Plasma Caster
F76 Winchester P94 Plasma Rifle.jpg
TypeRifle
Damage
Damage TypeEnergy/ballistic
Attacks
Ammo TypePlasma cartridge
 
Gametitle-F76.png
Gametitle-F76.png

The plasma caster is an upcoming weapon in Fallout 76.

Background[edit | edit source]

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]

Characteristics[edit | edit source]

Crafting[edit | edit source]

Modifications[edit | edit source]

Barrel[edit | edit source]

Name Description Damage Recoil Fire rate Range Accuracy Capacity Weight Value Cost Perks required
Flamer Barrel Flame-thrower conversion. +25% Fixed AP cost: 30/attack Fixed: 14.62 m (47.97 ft) 300 +10% +10% 2 Asbestos

4 Circuitry

5 Crystal

3 Fiber Optics

3 Adhesive

5 Silver

11 Steel

6 Screw

True Flamer Barrel Superior hip-fire accuracy. +25% Fixed AP cost: 30/attack Fixed: 14.62 m (47.97 ft) +25% (hipfire)

+10% (sighted)

-3% aiming time

300 +40% +50% 2 Asbestos

4 Circuitry

5 Crystal

3 Fiber Optics

3 Adhesive

5 Silver

11 Steel

6 Screw

Stablilized Flamer Barrel Superior Recoil. +25% -25% Fixed AP cost: 30/attack Fixed: 14.62 m (47.97 ft) 300 +40% +50% 2 Asbestos

4 Circuitry

5 Crystal

3 Fiber Optics

3 Adhesive

5 Silver

11 Steel

6 Screw

Aligned Flamer Barrel Improved recoil and hip-fire accuracy. +25% -12.5% Fixed AP cost: 30/attack Fixed: 14.62 m (47.97 ft) +12.5% (hipfire)

+5% (sighted)

-1.5% aiming time

300 +30% +15% 2 Asbestos

4 Circuitry

5 Crystal

3 Fiber Optics

3 Adhesive

5 Silver

11 Steel

6 Screw

Science Master 1
Short Barrel Standard. +20% (sighted) +10% +10% 1 Circuitry

1 Fiber Optics

2 Glass

1 Adhesive

3 Steel

2 Screw

True Short Barrel Improved Range. Superior hip-fire accuracy. +25% (hipfire)

+10% (sighted)

-3% aiming time

+50% +40% 1 Circuitry

1 Fiber Optics

2 Glass

1 Adhesive

3 Steel

2 Screw

Stabilized Short Barrel Improved Range. Superior Recoil. -25% +40% +40% 1 Circuitry

1 Fiber Optics

2 Glass

1 Adhesive

3 Steel

2 Screw

Aligned Short Barrel Improved range, recoil and hip-fire accuracy. -12.5% AP cost: -5% +12.5% (hipfire)

+5% (sighted)

-1.5% aiming time

+30% +15% 1 Circuitry

1 Fiber Optics

2 Glass

1 Adhesive

3 Steel

2 Screw

Science Master 1
Splitter Fires five projectiles. Improved damage. Poor accuracy. +10% AP cost: +100% +10% +10% 2 Circuitry

1 Fiber Optics

3 Glass

2 Adhesive

6 Steel

4 Screw

True Splitter Superior hip-fire accuracy. +10% AP cost: +100% +25% (hipfire)

+10% (sighted)

-3% aiming time

+50% +40% 2 Circuitry

1 Fiber Optics

3 Glass

2 Adhesive

6 Steel

4 Screw

Stabilized Splitter Superior Recoil. +10% -25% AP cost: +100% +40% +40% 2 Circuitry

1 Fiber Optics

3 Glass

2 Adhesive

6 Steel

4 Screw

Aligned Splitter Improved recoil and hip-fire accuracy. +10% -12.5% AP cost: +100% +12.5% (hipfire)

+5% (sighted)

-1.5% aiming time

+30% +15% 2 Circuitry

1 Fiber Optics

3 Glass

2 Adhesive

6 Steel

4 Screw

Science Master 1
Sniper Barrel Superior damage and range. Worse recoil. Poor ammo capacity and hip-fire accuracy. +50% +50% AP cost: +35% +100% +20% (sighted) -70% +40% +30% 4 Circuitry

5 Crystal

3 Fiber Optics

3 Adhesive

3 Silver

11 Steel

6 Screw

True Sniper Barrel Superior hip-fire accuracy. +50% +50% AP cost: +35% +100% +30% (sighted)

+25% (hipfire)

-3% aiming time

-70% +80% +60% 4 Circuitry

5 Crystal

3 Fiber Optics

3 Adhesive

3 Silver

11 Steel

6 Screw

Stablilized Sniper Barrel Superior damage and range. Worse recoil. Poor ammo capacity and hip-fire accuracy. +50% +25% AP cost: +35% +100% +20% (sighted) -70% +80% +60% 4 Circuitry

5 Crystal

3 Fiber Optics

3 Adhesive

3 Silver

11 Steel

6 Screw

Aligned Sniper Barrel Improved recoil and hip-fire accuracy. +25% +50% AP cost: +35% +100% +12.5% (hipfire)

+25% (sighted)

-1.5% aiming time

-70% +60% +35% 4 Circuitry

5 Crystal

3 Fiber Optics

3 Adhesive

3 Silver

11 Steel

6 Screw

Science Master 1
Automatic Barrel Improved rate of fire, range and sighted accuracy. Worse recoil. Reduced ammo capacity. Poor hip-fire accuracy. -15%

Fully automatic

-50% AP cost: -25% -10% +60% +35% 3 Circuitry

4 Crystal

2 Fiber Optics

2 Adhesive

5 Gear

2 Oil

2 Silver

8 Steel

5 Screw

True Automatic Barrel Superior hip-fire accuracy. -15%

Fully automatic

-50% AP cost: -25% +25% (hipfire)

+10% (sighted)

-3% aiming time

-10% +60% +30% 3 Circuitry

4 Crystal

2 Fiber Optics

2 Adhesive

5 Gear

2 Oil

2 Silver

8 Steel

5 Screw

Stabilized Automatic Barrel Superior Recoil. -15%

Fully automatic

-75% AP cost: -25% -10% +60% +30% 3 Circuitry

4 Crystal

2 Fiber Optics

2 Adhesive

5 Gear

2 Oil

2 Silver

8 Steel

5 Screw

Aligned Automatic Barrel Improved recoil and hip-fire accuracy. -15%

Fully automatic

-50% AP cost: -25% +12.5% (hipfire)

+5% (sighted)

-1.5% aiming time

-10% +40% +5% 3 Circuitry

4 Crystal

2 Fiber Optics

2 Adhesive

5 Gear

2 Oil

2 Silver

8 Steel

5 Screw

Science Master 1

Stock[edit | edit source]

Name Description Damage Recoil AP cost Range Accuracy Capacity Weight Value Cost Perks required
Standard Grip Standard -10% 2 Adhesive

4 Plastic

True Stock Superior hip-fire accuracy. +25% (hipfire)

+10% (sighted)

-3% aiming time

+40% +30% 2 Adhesive

4 Plastic

Aligned Stock Improved recoil and hip-fire accuracy. -12.5% -5% +12.5% (hipfire)

+5% (sighted)

-1.5% aiming time

+30% +15% 2 Adhesive

4 Plastic

Science Master 1
Precise Stock Improved Bash damage and hip-fire accuracy. +20% -25% +20% +12.5% (hipfire)

+5% (sighted)

-1.5% aiming time

+50% +20% 2 Adhesive

4 Plastic

Science Master 1
Stabilized Stock Superior Recoil. -55% +20% +40% (sighted) +40% +30% 2 Adhesive

4 Plastic

Forceful Stock Improved Bash damage and recoil. +75% (bash) -30% +20% +40% (sighted) +30% +15% 2 Adhesive

4 Plastic

Science Master 1
Bruising Grip Superior Bash damage. +150% (bash) -10% +5% (hip fire) +40% +30% 2 Adhesive

4 Plastic

Receiver[edit | edit source]

Name Description Damage Recoil Fire rate Range Accuracy Capacity Weight Value Cost Perks required
Prime Capacitor Superior Damage. Bonus Damage to Scorchbeasts and Scorched. +25% 5 Ultracite

4 Crystal

2 Adhesive

4 Nuclear Material

14 Steel

8 Screw

2 Pure Violet Flux

2 Pure Crimson Flux

Science Master 1
Standard Capacitor Standard. 2 Crystal

1 Adhesive

2 Nuclear Material

7 Steel

4 Screw

Beta Wave Emitter Adds better burning damage. Better range and ammo capacity. +burning +0.2 (mult) +20% +10% +5% 2 Crystal

1 Adhesive

2 Nuclear Material

7 Steel

4 Screw

Calibrated Beta Wave Tuner Adds burning damage. Improved critical shot damage. +burning

+34% critical

+0.2 (mult) +20% +50% +35% 2 Crystal

1 Adhesive

2 Nuclear Material

7 Steel

4 Screw

Science Master 1
Refined Beta Wave Tuner Adds burning damage. Improved hip-fire accuracy. +burning +0.2 (mult) +25% (hipfire)

+10% (sighted)

-3% aiming time

+20% +50% +35% 2 Crystal

1 Adhesive

2 Nuclear Material

7 Steel

4 Screw

Science Master 1
Calibrated Capacitor Superior critical shot damage. +34% critical +10% (hipfire) +40% +30% 2 Crystal

1 Adhesive

2 Nuclear Material

7 Steel

4 Screw

Vicious Capacitor Improved hip-fire accuracy, critical shot damage. +17% critical +18% (hipfire) +70% +30% 2 Crystal

1 Adhesive

2 Nuclear Material

7 Steel

4 Screw

Science Master 1
True Capacitor Superior hip-fire accuracy. +25% (hipfire)

+10% (sighted)

-3% aiming time

+40% +30% 2 Crystal

1 Adhesive

2 Nuclear Material

7 Steel

4 Screw

Sights[edit | edit source]

Name Description Damage Recoil AP cost Range Accuracy Capacity Weight Value Cost Perks required
Standard Sights Standard. 1 Adhesive

2 Steel

Long Scope Superior magnification (10x). +25% (sighted) +50% +30% 4 Glass

4 Adhesive

5 Steel

4 Screw

Long Night Vision Scope Night vision. Superior magnification (10x). +25% (sighted) +80% +30% 8 Aluminum

3 Circuitry

2 Fiber Optics

5 Glass

5 Adhesive

6 Nuclear Material

4 Screw

Medium Scope Better magnification (4x). +25% (sighted) +40% +25% 2 Glass

3 Adhesive

4 Steel

2 Screw

Medium Night Vision Scope Night vision. Better magnification (4x). +25% (sighted) +60% +25% 7 Aluminum

2 Circuitry

2 Fiber Optics

4 Glass

4 Adhesive

4 Nuclear Material

2 Silver

2 Screw

Reflex Sight Better focus (1.5x zoom) and sighted accuracy. +15% (sighted)

-10% aiming time

+25% +10% 2 Aluminum

1 Glass

2 Adhesive

2 Nuclear Material

1 Silver

2 Screw

Short Scope Improved magnification (4x). Superior sighted accuracy. +30% +25% (sighted)

+20% aiming time

+20% +20% 1 Glass

2 Adhesive

3 Steel

2 Screw

Short Night Vision Scope Night vision. Improved magnification (4x). +30% +25% (sighted)

+20% aiming time

+40% +25% 6 Aluminum

1 Circuitry

1 Fiber Optics

2 Glass

4 Adhesive

2 Nuclear Material

2 Silver

2 Screw

Short Recon Scope Tracks targets. Improved magnification (2x). +20% +25% (sighted) +60% +25% 9 Aluminum

4 Circuitry

6 Crystal

2 Fiber Optics

6 Adhesive

7 Nuclear Material

5 Screw

Locations[edit | edit source]

References

  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 Vault13.net
  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. The cover of the Future Weapons Today periodical as seen in Fallout: New Vegas has a section prominently promoted entitled "Urban Plasma Rifles."