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Plasma Caster (Fallout: New Vegas)

FO76 publicteam xpd.pngFor an overview of the topic, see Plasma Caster.


The Plasma Caster is a weapon in Fallout: New Vegas.

Gameplay

The Plasma Caster is a powerful energy weapon with a low AP cost and a high rate of fire. It surpasses the Plasma Rifle in both damage and fire rate as well as ammunition consumption, using only one Microfusion Cell instead of two per shot. A Plasma Caster HS Electrode can be used to modify it, increasing the rate of fire 25%.

It weighs 20 pounds and is the heaviest energy weapon in the base game, only surpassed by Cleansing Flame with the Gun Runners' Arsenal add-on installed.

Durability

The Plasma Caster can fire a total of 395 times using standard cells, the equivalent of 40 reloads, from full condition before breaking.

Ammunition TypeDurability
ShotsReloads
Standard39540
Bulk46647
Optimized35936
Over charge26227
Max charge15516

Modifications

Variants

Comparison

Legend
Weapon name (current weapon is highlighted) Weapon name (melee or unarmed) Weapon name (current weapon is highlighted) Weapon name (gun, energy or explosive)
Damage per attack (damage per projectile) Damage per attack (damage per projectile) Damage per second Damage per second
Area of effect damage Area of effect damage Effect damage & duration Effect damage & duration
Bonus effects Bonus effects Attacks per second Attacks per second
Critical chance % multiplier Critical chance % multiplier Critical damage Critical damage
Critical effect damage & duration Critical effect damage & duration With all mods attached With all mods attached
Attacks in V.A.T.S. Attacks in V.A.T.S. Action point cost Action point cost
Damage per action point Damage per action point Weapon spread Weapon spread
Magazine capacity (shots per reload) Magazine capacity (shots per reload) Durability (number of attacks before breaking) Durability (number of attacks before breaking)
Weight Weight Value in caps Value in caps
Value to weight ratio Value to weight ratio Skill required Skill required
Strength required Strength required
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondAttacks per secondCritical Chance % multiplierCritical damageAttacks in V.A.T.S.Action Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratioSkill requiredStrength required
Plasma Caster 65
1953x1651252.60.7103952070003501008
Plasma Caster With all weapon mods attached 65
243.83.75x1651252.60.7103952095004751008
The Smitty Special Gun Runners' Arsenal35
2457x0.1353303.51.3201095202000010001008

Locations

Notes

  • When viewed in third-person, depending on what armor is worn, the Plasma Caster may not be visible on the player character when holstered. Half-way through the holstering animation, the weapon model simply disappears, similar to the Incinerator and Heavy Incinerator. If visible, the player character holds it in one hand with the pronged tip clipping through the ground.
  • In the G.E.C.K., there is a Plasma Caster critical effect explosion that was cut out from the game. In the projectiles window, the explosion is already set but is unchecked.
  • There is only one fixed Plasma Caster location in the base game.
  • Arcade Gannon mentions "the P94 plasma caster."[1]

Behind the scenes

  • Joshua Sawyer stated that the gun is based on the "P94 Plasma Rifle from the first Fallout." It was modeled and textured by Paul Fish.[Dev 1]
  • Sawyer commented that the decision to name the weapon "caster" instead of "rifle" was because "Fallout 3 already had a Plasma Rifle. Additionally, it doesn't really look like a rifle, but it was mostly because of the existing name."[Dev 2]
  • The Fallout Demo has an item identified as the Plasma Caster, Winchester Model P94.[2]

Bugs

  • PCPC Playstation 3Playstation 3 Xbox 360Xbox 360 The weapon fails to fire a projectile properly when used in third-person view. After equipping it in third-person view, it may not work, even when switching to first-person view. Re-equipping it while in first-person view may solve this.
  • PCPC Sometimes, after quick loading, the weapon is held in one hand by the handle and moves with the player's arm movement when holstered, or appears next to the player's arm. This can be fixed by un-equipping and then re-equipping the Plasma Caster.
  • Xbox 360Xbox 360 When using the weapon in V.A.T.S., the projectile will often not fire unless very close to the target, and if standing under a roof, the projectile may collide with the structure.
  • Xbox 360Xbox 360 While equipped, the weapon may become stuck to player's hand when changing outfits. To fix this, simply un-equip it, then re-equip.

Sounds

SingleShotVB.png

Gallery

References

  1. Courier: "What kind of prototypes?"
    Arcade Gannon: "Plasma rifles. They were intended to replace the P94 plasma caster. There was some corporate espionage going on between Poseidon Energy's Project SEMELE and whatever was going on here."
    (Arcade Gannon's dialogue)
  2. PRO ITEM.MSG (Fallout Demo): "{1500}{}{Plasma Caster}"
    "{1501}{}{A Winchester Model P94 Plasma Rifle. An industrial-grade energy weapon, firing superheated bolts of plasmadown a superconducting barrel. Powered by Micro Fusion Cells.}"
Developer Statements
  1. "whose idea was it to include the plasma caster its awesome!"
    Joshua Sawyer: "Mine, but it's just the P94 Plasma Rifle from the original Fallout, so I can't take any real credit for it. Paul Fish modeled and textured it."
    (J.E. Sawyer on Formspring March 3, 2011)
  2. "Why did you guys change the Winchester Plasma Rifle to Plasma Caster? Was it because of F3's PR to not repeat the name or because you didn't agree with the 'rifle' classification? I understand why you removed the Winchester but not why the rifle part."
    Joshua Sawyer: "Fallout 3 already had a Plasma Rifle. Additionally, it doesn't really look like a rifle, but it was mostly because of the existing name."
    (J.E. Sawyer on Formspring September 3, 2011)