Plasma Rifle
Plasma Rifle | ||
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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. | ||
Damage | 45 - 60 | |
Single | AP: 5, Range: 30. | |
Aimed Attack | Yes. Single AP +1(2) AP | |
n/a | ||
n/a | ||
Damage type | Plasma | |
Weapon Perk | None | |
Ammo | Micro Fusion Cells | |
Ammo capacity | 10 | |
Strength required | 6 | |
Type | Two-handed | |
Possible buffs for Weapons | ||
Deterioration | {{{deterioration}}} | |
Weight | 5443 grams | |
Base price | 7030 caps |
Crafting Table | |
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File:Plasma x 1 | |
Requirements | Profession: Energy Expert: 2 Blueprints |
Blueprints | No |
Resources | 1 x and 2 x and 6 x and 2 x and 5 x |
Tools | |
XP | 1400 info maybe outdated |
Plasma rifle is one of the best Energy Weapons, doing so far the best criticals damage in the game.
Advantages and disadvantages
- Penetrate is a weapon perk which reduces your target's DT to 1/3 of its nominal value.
Plasma rifle in turned based is often used with Fast Shot builds, however, for real time, it is used with critical shot builds. Its damage rolls up to 20-300(needs confirmation) per critical, most effective on Metal Armor Mark II or below. On the other hand, against Tesla Armor, Combat Armor, Combat Armor Mark II or Brotherhood Armor, it isn't as effective but large criticals are still possible.
Obtaining
Plasma rifles are hard to obtain, but they are not rare.
- Sold in merchants in such towns as: San Francisco, Broken Hills, Gecko, Gun Runners, Necropolis, and the Hub
- Crafting it. (Profession: Energy Expert 2 and a blueprint required).
- Slaying Enclave patrol for it.