Microfusion Cell (Fallout: New Vegas)

The microfusion cell is a type of ammunition in Fallout: New Vegas.

Characteristics
The microfusion cell model No. 1040 MFC, a medium-sized energy production unit, is a self-contained fusion plant with an output of 1040.8 VDC used as ammunition for energy weapons. It is the primary energy source for rifle-type energy weapons, and is commonly available within the Mojave Wasteland. Microfusion cells are more powerful than energy cells, but are less capable of rapid discharge than electron charge packs. Microfusion cells can also be rigged into improvised grenade weapons.

Recycling
After firing, there is a chance that spent microfusion cells will turn into drained microfusion cells. These are automatically placed in the player character's inventory. Drained microfusion cells can then be recycled back into usable ammunition at a workbench.

¹ Due to Vigilant Recycler having Science 70 as a prerequisite, efficient recycling can not be made at the skill listed in the workbench.

Conversion (type)
Microfusion cells can be converted into, and from, other energy weapon ammunition types (i.e. electron charge packs and energy cells) at a workbench, with the appropriate Science skill.

Conversion (variant)
The player character can also combine partially charged cells together to make more powerful variants, which improve damage and bypass more of the DT of enemies but will burn out weapon components faster.

¹ Due to Vigilant Recycler having Science 70 as a prerequisite, none of the optimized recipes can be made at the skill listed in the workbench.

Microfusion cell, bulk
Bulk microfusion cells carry less charge than standard microfusion cells but are substantially cheaper to compensate. The reduced charge results in 85% damage and no Damage Threshold negation (standard cells negate 2 points), but also reduces the strain on the weapon to 85% as well. The bulk design also means a significantly reduced chance of recovering the drained cell (only 20% compared to the standard 35%).

Microfusion cell, over charge
Over charged microfusion cells give a damage multiplier of (x1.25 or 125%) and negate 5 points of an opponent's Damage Threshold. This comes at the cost of having the weapon deteriorate at a faster rate (x1.50 or 150%) as well as only a 25% chance of recovering the drained cell.

Microfusion cell, max charge
The max charged version of the microfusion cell deals the highest possible damage (x1.5 or 150%) at the expense of highly increased weapon degradation (x2.50 or 250%) and only a 10% chance of recovering the drained cell. Using this ammunition type also negates 10 points of an opponent's Damage Threshold.

Microfusion cell, optimized
Added in the add-on Gun Runners' Arsenal, this version provides an optimal balance of power and efficiency, superior in all properties compared to over charged cells. Damage is multiplied by (x1.3 or 130%) and Damage Threshold penetration is equal to the overcharged cell at 5 points. It weighs less than the standard microfusion cell yet has the same 35% chance of recovering the drained cell. The only drawback is a minor increase in weapon degradation (x1.1 or 110%). It requires Vigilant Recycler and can only be crafted at a workbench.

Locations

 * A large stockpile of microfusion cells can be found at REPCONN headquarters, behind an Average locked door on the first floor. Over 600 microfusion cells can be found throughout the building.
 * Quartermaster Bardon in the Hoover Dam offices stocks large quantities.
 * The Great Khan armorer, southeast of Red Rock Canyon stocks large quantities.
 * Hidden Valley bunker. If the Courier gains Accepted or higher status with the Brotherhood of Steel, they will be approached by a BoS initiate telling them that they have placed recycled ammunition in a box at the bottom of the entrance stairs into the L1 area. The box will be replenished randomly with microfusion cells, electron charge packs, and small energy cells, providing a continuous supply of energy weapons ammunition.
 * The Silver Rush sells very large quantities, and also has a lot of the ammo "on display" that can be stolen.
 * Having an NCR emergency radio, and an Energy Weapons skill higher than the Guns skill, will allow the Courier to call in and request a supply crate which usually contains a number of microfusion cells.
 * In Vault 22, over 100 microfusion cells can be found in the reactor room, inside two lockers in the common areas.
 * Cliff Briscoe in the Dino Bite gift shop sometimes stocks large quantities.
 * Campanas del Sol - There are 80 in an open tool cabinet, in a ruined room on the west side of the second floor.
 * Magnetohydraulics complex - There are 260 at the bottom of the underwater section.