Q-35 Matter Modulator

The  is an upgraded and unique version of the plasma rifle.

Characteristics
It can be repaired using plasma rifles. Instead of using 2 Microfusion cells like the standard model, Q-35 Matter Modulator only uses 1. Also, rate of fire is about 2x faster than Plasma Rifles, and it degrades slower than a regular plasma rifle. It cannot be modded but it doesn't need to be since it's plasma bolts already have similar velocity to that of a regular Plasma Rifle upgraded with a magnetic accelerator. It also has a dark red and black color scheme as opposed to the normal grey.

Locations
Access to the gun without lockpick 75/100 or Science 100. To get the gun without combat, you need a luck of 7 or 6 and wear the Naughty Nightwear from Mick and Ralph's in Freeside (around 300 caps). Get into the REPCONN building and take the tour. The tour guide will open the room to the planetarium (Lockpick 50) and go to the room back in the left. Walk upstairs and there is a keycard for the main floor. Go back to the entrance and enter the room at the right (4 dead fiends in front of it) and walk up. Go to Floor 2. In the room on the left is a terminal (easy) to add facial data recognition, add your face to the database. At the far end of the floor is a stairs which will guide you upstairs. There is a Mr. Handy who asks for the password, with luck 7 you say Ice Cream or with 6 wear the nightwear. Otherwise you have 30 seconds. Where the roof collapsed there are lying 2 BoS paladins (holotape for accessing Hidden Valley) and next to the collapsed roof at the other side is a skeleton with a briefcase with 200 pre-war money (for a total of 2000 caps max, as they can sell for up to 10 caps each) and keycard for Floor 3. Get to floor 2 again and find the door for floor 1 access (not the main door) you use the keycard and in the next room the floor has been collapsed, walk in to it and in the right corner you see the q-35 matter modulator! thumb|300px|right|In this video you can see how to get the gun without 50 to 100 lockpick, 100 science or combat! The only thing you need is a luck of 6, 300 caps and a science of 25!

'EVEN SHORTER ROUTE' When you enter the room with the matter modulator in the glass case (before opening the case), simply place explosives in the corner between the case and the wall (rocket launcher or grenade launcher works well), and blow it up. If done correctly, the rifle will simply lay down with a portion of the gun outside of the case. Search the floor around the case and eventually you will find the option to pick up the rifle. *backup save recommended* Or Sometimes Boone will pickup the weapon. (or in first person put the crosshair on the gun then hold R2 and rotate your view until the option to pick up appears)

Long Route

In the REPCONN Headquarters in the shipping room there is a very hard locked container, which posses the weapon. However there is another entrance to the room from above which requires 75 lock-pick.

The REPCONN Headquarters is solely occupied by Robco Mr. Handy's and Sentry-bots on the third floor. The initial entry is friendly, with a Mr. Handy offering a tour. Take it. At the end of the tour there will be a planetarium. When the tour has concluded follow the walkway left and go into a maintenance room. Within the maintenance room there is a red employee security pass identifying you as a female employee.

The above is absolutely accurate. The following is entered from memory. It is recommended to have several Pulse Grenades on hand for the Sentry-bots if all does not go according to plan.

To the right of the main entrance (facing the interior) is an employee's only section. You will immediately be greeted by another Mr. Handy. If you possess the above mentioned security key they will mention that your face does not match records and to get that clarified with security. Otherwise, you are allowed to continue on that floor. Take some time and hack the terminals (see info on hacking terminals, similar to Fallout 3 but a little trickier). Read the information on all the terminals you can access. Among the information will be employee notices, inter office memos about a Robco hostile takeover and other mundane info.

You can go a little further along the entry wall in the employee section and find a security terminal by an armored door. If you have a high enough science skill and are successful at hacking it, you are closer to a shortcut for obtaining the Q-35. There is also a locked room that contains ammo for the plasma and laser rifles, a plasma rifle, plasma pistol and other goodies.

Along the same wall is a destroyed part of the building. This is a back-door to the executive levels via climbing up through the debris. The room containing the Q-35 (suspended in a vertical corner chamber) is partially destroyed and is accessible by either coming down through the executive offices or through another hard security terminal.

The second floor has more Mr. Handy's that greet you as the female employee or warn you to leave if you do not possess the pass key. There are more terminals. One of the terminals has an entry that says, "Print Executive Security pass" or something to that effect. This is most likely a way to access the third floor executive level without setting off the security system and getting the attention of the Sentry-bots. However, it does not always work.

On the third floor, when entered through the stairwell, you are greeted by yet another Mr. Handy. You will be warned that it is for executives only. A speech option is provided. If you have a luck of 7 or higher you can pass the option and possibly gain unrestricted access, if not you are given 30 seconds to vacate. If the third floor is entered in opposition to this warning, an alarm will sound and three Sentry-bots will enter the floor. One in the main section and two will remain in the back offices.

You should also note that on the floor by some debris to the right of the entrance are two dead Brotherhood of Steel members wearing T-51b Power Armor. Just past the debris is a skeleton of the Robco representative that was at the building to oversee the Robco takeover. His briefcase contains information (I think it was the pass code for the room containing the Q-35).

In the far side of the executive level are offices and partially destroyed flooring. Climbing down through the flooring will lead you to the room containing the Q-35.

(Soon after entering, lock-pick the door to the right, and hack the computer inside to add your face recognition, on second floor hack again on the room to the left side of the entrance, on third floor check the skeleton briefcase for the 3rd floor ID before the 30 seconds end, you can explore around freely after that, the room to Q-35 is accessed from second floor, jumping down inside the locked door room near the entrance, you need the ID from first floor behind the planetarium to open it or if you don't have enough science to do the hacks. Alternatively, if you have 100 science, you can just enter from the first floor at the massive door with a terminal right in front of entrance)

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Bugs

 * Instead of floating in mid-air the Q-35 Modulator is lying on the floor of containment pod and it cannot be picked up (Can instead be obtained by going in third person and aiming down, turning the cursor around until you see the pick up mark.)Confirmed on PS3.

There's a way to get it, though. The trick is that you have to grab it from the back of the rifle. If the rifle is on the bottom of the container, and some of it "inside" the container, use frag grenades to move it. After one of those explosions, the rifle will be completely outside of the bottom (horizontally, but still inside the container), so you may check after every explosion. Get into 3rd person (L2 in ps3) and grab it from the back (move a little till you get the dialog, and be patient).


 * The condition of the gun will repair itself when you load your game from the last save point but you need to have the weapon equiped (Xbox 360)

Appearances
The appears in Fallout: New Vegas.

Behind the Scenes
http://en.sevenload.com/videos/jje9dWA-Looney-Tunes-Haredevil-Hare
 * The name is a reference to Marvin the Martian's component that he requires to complete his planet destroying weapon in the 1948 Looney Tunes episode, "Haredevil Hare."