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. Its rate of fire is about 2x faster than plasma rifles, and it degrades slower than a regular plasma rifle, it also has about 50% extra DPS. It cannot be modded since its 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.

Variants

 * Plasma rifle
 * Van Graff plasma rifle

Locations
REPCONN Headquarters, behind the very hard locked door at first floor. The very hard terminal next to the door can also be used.

Accessing the weapon without 100 in Science or 100 Lockpick:.
 * Floor 1
 * Take the tour. The tour guide will open the room to the planetarium (average locked door if you do not like the Long tour or the robot is dead) and go to the room back in the left. Walk upstairs and there is a key card 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 the stairs. Go to Floor 2.
 * Floor 2
 * In the room on the left is an easy terminal to add facial data recognition (optional if you have the key card). At the southwest corner of the second floor is a staircase which will guide you to Floor 3.
 * Floor 3
 * There is a Mr. Handy who asks for the password, with a Luck 7 you can say Ice Cream.(also with a intelligence of 2 you can say ice cream) Otherwise you have 30 seconds to find the next key card (see below) before an alarm sounds, all the Mr. Handy robots turn hostile, and hostile heavy combat bots appear from hidden compartments in the walls. Where the roof collapsed there are lying 2 Brotherhood Paladins (holotape for accessing Hidden Valley) and next to the collapsed roof at the other side (go all the way around) is a skeleton with a briefcase with 200 pre-War money and key card for Floor 3.
 * Back to Floor 2
 * Get to floor 2 again and find the door for floor 1 access (not the main door).
 * Back to Floor 1
 * Use the keycard on the door and in the next room (where the floor has collapsed) walk in to it and in the right corner you see the Q-35 matter modulator!

If you can't find the correct door on the 2nd floor, you can also unlock the very hard door on the main floor now with the key card to enter the same room.

If you do not meet some of the stat/skill requirements mentioned above, you can simply kill all the hostile robots.

If the gun is not there make sure to check your companions inventory as they may have taken it before you get to it.

Behind the Scenes

 * The name is a reference to Marvin the Martian's "Eludium Q-36 Explosive Space Modulator" that he requires to complete his planet destroying weapon in the 1948 Looney Tunes episode, "Haredevil Hare."

Bugs

 * The gun may load incorrectly and become stuck in the floor. If this occurs, enter 3rd person mode, crouch (may or may not help, try both), point your reticule at the floor (straight down) and rotate your character until you see the take sign; press "take" and the gun should be in your inventory. It helps if you put your back against one of the walls adjacent to the orange container and then try and find a contact point for the weapon.
 * If you still cannot pick it up, back away, throw a grenade or dynamite near the area, then try again. Weapons have no effect if gun found on ground, reloading may not solve issue.
 * It can end up laying on the floor of the container with intact shields, one pulse grenade fixes this, it knocks out the shields and the lower blast power wont throw it all around.
 * For some reason you can't see the green electricity inside the green tubes, but if you take a stealth-boy the green electricity starts to shine and glow.
 * The DPS in the pipboy isn't accurate, the weapon doesn't fire anywhere near fast enough to achieve the DPS the pip-boy displays.