Plasma gun (Fallout 4)

The plasma gun is a weapon in Fallout 4. Variants include the plasma pistol, plasma rifle, plasma scattergun and plasma thrower.
==Background==
==Characteristics==
The plasma gun is a versatile urban warfare weapon that can be used as a pistol, sniper rifle, semi-auto rifle, assault rifle, shotgun or even a flamethrower (which fires automatically but isn't recognized as being automatic, meaning the player can combine it with Rifleman or more importantly Gunslinger). It is usually encountered later in the game and found on technologically advanced opponents, although at even higher levels it can be found on raiders and legendary enemies.
Compared to the previous iterations, Fallout 4's plasma projectiles travel much faster and cause both ballistic damage and energy damage as opposed to only energy damage. It is capable of high damage output (inflicting more than 100 damage in both ballistic and energy damage), but its plasma cartridge ammunition spawns less frequently, and bolts are slower in comparison to other weapons, which outside of V.A.T.S. can lead to accuracy issues. 
Plasma guns are the lightest ranged weapon class in the game, closely followed by laser weaponry. A fully upgraded plasma gun in a rifle configuration weighs just over 8 pounds while a top tier laser gun in a rifle configuration weighs around 9 pounds.
===Weapon modifications===
Slot 	Mod 	Description 	Weapon prefix 	 	 	Range change	 	 	 	 	Perk needed	Components 	Form ID
Capacitor	Standard capacitor 	Standard. 	– 	– 	–	– 	–	–	–	–	– 	Adhesive x1Circuitry x2Crystal x2Nuclear material x2Screw x4Steel x7 	
Capacitor	Beta wave tuner 	Adds burning damage. Improved range. 	Incendiary 	+3/3s 	–	+2 	–	–	+0.3 	+9 	– 	Adhesive x2Circuitry x3Crystal x3Nuclear material x3Screw x4Steel x7 	
Capacitor	Boosted capacitor 	Improved damage. Reduced ammo capacity. 	Boosted 	+6 +6 	–	– 	–	-3 	+0.3 	+20 	– 	Adhesive x3Circuitry x6Crystal x5Nuclear material x5Screw x4Silver x1Steel x8 	
Capacitor	Photon exciter 	Improved critical shot damage and accuracy. 	Excited 	– 	–	– 	+1 	–	+0.3 	+26 	– 	Adhesive x2Circuitry x3Crystal x2Nuclear material x3Screw x4Steel x4 	
Capacitor	Photon agitator 	Superior critical shot damage. Better accuracy and ammo capacity. 	Agitated 	– 	–	– 	+1 	+6 	+0.6 	+26 	Science! 2 	Adhesive x4Circuitry x6Crystal x5Nuclear material x5Screw x4Silver x2Steel x8 	
Capacitor	Gamma wave emitter 	Adds better burning damage. Better range and ammo capacity. 	Fiery 	+5/3s 	–	+3 	–	+6 	+0.6 	+31 	Science! 2 	Adhesive x5Circuitry x6Crystal x5Nuclear material x5Screw x4Silver x3Steel x8 	
Capacitor	Maximized capacitor 	Better damage. 	Maximized 	+12 +12 	–	– 	–	–	+0.6 	+42 	Science! 2 	Adhesive x6Aluminum x8Circuitry x8Crystal x6Gold x1Nuclear material x6Screw x4 	
Capacitor	Boosted photon agitator 	Superior critical shot damage and ammo capacity. Better accuracy. Improved damage. 	Boosted agitated 	+6 +6 	–	– 	+1 	+9 	+0.9 	+48 	Science! 3 	Adhesive x6Aluminum x8Circuitry x8Crystal x6Gold x2Nuclear material x6Screw x4 	
Capacitor	Boosted gamma wave emitter	Adds better burning damage. Superior ammo capacity. Better range. Improved damage. 	Boosted 	+6 +6 +5/3s	–	+3 	–	+9 	+0.9 	+54 	Science! 3 	Adhesive x7Aluminum x8Circuitry x8Crystal x6Gold x3Nuclear material x6Screw x4 	
Capacitor	Overcharged capacitor 	Superior damage. Improved ammo capacity. 	Overcharged 	+18 +18 	–	– 	–	+3 	+0.9 	+65 	Science! 4 	Adhesive x8Aluminum x11Circuitry x10Crystal x8Gold x4Nuclear material x8Screw x4 	
Barrel 	Short barrel 	Standard. 	– 	– 	–	– 	–	–	–	–	– 	Adhesive x1Circuitry x1Fiber optics x1Glass x2Screw x2Steel x3 	
Barrel 	Splitter 	Fires multiple projectiles. Improved damage. Poor accuracy. 	Scattergun 	– 	–	– 	-55 	–	-0.1 	+6 	– 	Adhesive x2Circuitry x2Fiber optics x1Glass x3Screw x4Steel x6 	
Barrel 	Automatic barrel 	Improved rate of fire, range and sighted accuracy. Worse recoil. Reduced ammo capacity. Poor hip-fire accuracy. 	Automatic 	-9 -10 	+57 	+84 	-14 	-3 	+1.1 	+11 	Science! 1 	Adhesive x2Circuitry x3Crystal x4Fiber optics x2Gears x5Oil x2Screw x5Silver x2Steel x8 	
Barrel 	Sniper barrel 	Superior damage and range. Worse recoil. Poor ammo capacity and hip-fire accuracy. 	Long 	+15 +15 	–	+108 	-5 	-21 	+1.1 	+17 	Science! 2 	Adhesive x3Circuitry x4Crystal x5Fiber optics x3Screw x6Silver x3Steel x11 	
Barrel 	Flamer barrel 	Flame-thrower conversion. 	Thrower 	-13 -13 	+57 	-84 	-74 	+270 	+0.3 	+23 	Science! 2 	Adhesive x3Circuitry x4Crystal x5Fiber optics x3Screw x6Silver x5Steel x11 	
Barrel 	Improved short barrel 	Improved damage. 	Improved 	+2 +2 	–	+6 	–	–	–	+28 	Science! 2 	Adhesive x4Aluminum x3Circuitry x3Crystal x4Fiber optics x1Screw x3Silver x4 	
Barrel 	Improved splitter 	Fires multiple projectiles. Better damage. Poor accuracy. 	Scattergun 	+3 +3 	–	– 	-43 	–	-0.1 	+34 	Science! 3 	Adhesive x5Aluminum x6Circuitry x4Crystal x5Fiber optics x2Screw x5Silver x5 	
Barrel 	Improved automatic barrel 	Superior rate of fire. Improved damage, range and sighted accuracy. Worse recoil. Reduced ammo capacity. Poor hip-fire accuracy.	Improved automatic	-7 -7 	+80 	+84 	-18 	-3 	+1.1 	+39 	Science! 3 	Adhesive x6Aluminum x8Circuitry x5Crystal x3Fiber optics x4Gears x8Glass x6Gold x4Oil x2Screw x6Spring x6	
Barrel 	Improved sniper barrel 	Exceptional damage. Superior range. Worse recoil. Poor ammo capacity and hip-fire accuracy. 	Improved long 	+20 +20 	–	+114 	-5 	-21 	+1.1 	+45 	Science! 3 	Adhesive x6Aluminum x11Circuitry x6Crystal x8Fiber optics x6Gold x5Screw x7 	
Grip 	Standard grip 	Standard. 	– 	– 	–	– 	–	–	–	–	– 	Adhesive x1Screw x2Steel x3 	
Grip 	Comfort grip 	Improved recoil and hip-fire accuracy. 	Comfort grip 	– 	–	– 	+3 	–	+0.1 	+9 	– 	Adhesive x2Plastic x4Screw x3 	
Grip 	Standard stock 	Exceptional sighted accuracy. Better recoil and aim with scopes. Improved bash. 	Rifle 	– 	–	– 	+6 	–	+0.9 	+31 	Science! 2 	Adhesive x5Screw x7Steel x11 	
Grip 	Marksman's stock 	Exceptional sighted accuracy. Superior recoil and aim with scopes. Improved bash. 	Marksman's 	– 	–	– 	+6 	–	+1.2 	+42 	Science! 3 	Adhesive x5Fiberglass x10Rubber x1Screw x6Spring x3 	
Grip 	Recoil compensating stock 	Exceptional sighted accuracy and recoil. Better aim with scopes. Improved bash. 	Recoil compensated	– 	–	– 	+7 	–	+1.3 	+54 	Science! 3 	Adhesive x8Aluminum x13Rubber x2Screw x10Spring x8 	
Sights 	Standard sights 	Standard. 	– 	– 	–	– 	–	–	–	–	– 	Adhesive x1Steel x2 	
Sights 	Short scope 	Improved magnification. Superior sighted accuracy. 	Scoped 	– 	–	– 	+15 	–	+0.6 	+20 	– 	Adhesive x2Glass x1Screw x2Steel x3 	
Sights 	Reflex sight 	Better focus and sighted accuracy. 	Tactical 	– 	–	– 	+6 	–	+0.3 	+26 	Science! 1 	Adhesive x2Aluminum x2Glass x1Nuclear material x2Screw x2Silver x1 	
Sights 	Medium scope 	Better magnification. Superior sighted accuracy. 	Scoped 	– 	–	– 	+22 	–	+0.7 	+42 	Science! 2 	Adhesive x3Glass x2Screw x2Steel x4 	
Sights 	Long scope 	Superior magnification and sighted accuracy. 	Scoped 	– 	–	– 	+35 	–	+0.9 	+54 	Science! 2 	Adhesive x4Glass x4Screw x4Steel x5 	
Sights 	Short night vision scope 	Night vision. Improved magnification. Superior sighted accuracy. 	Night-vision 	– 	–	– 	+15 	–	+0.6 	+70 	Science! 3 	Adhesive x4Aluminum x6Circuitry x1Fiber optics x1Glass x2Nuclear material x2Screw x2Silver x2 	
Sights 	Medium night vision scope 	Night vision. Better magnification. Superior sighted accuracy. 	Night-vision 	– 	–	– 	+22 	–	+0.7 	+82 	Science! 3 	Adhesive x4Aluminum x7Circuitry x2Fiber optics x2Glass x4Nuclear material x4Screw x2Silver x2 	
Sights 	Long night vision scope 	Night vision. Superior magnification and sighted accuracy. 	Night-vision 	– 	–	– 	+35 	–	+0.9 	+93 	Science! 3 	Adhesive 5Aluminum x8Circuitry x3Fiber optics x2Glass x5Nuclear material x6Screw x4 	
Sights 	Short recon scope 	Tracks targets. Improved magnification. Superior sighted accuracy. 	Recon 	– 	–	– 	+15 	–	+1 	+110 	Science! 4 	Adhesive x6Aluminum x9Circuitry x4Crystal x6Fiber optics x2Nuclear material x7Screw x5 	
Sights 	Long recon scope 	Tracks targets. Superior magnification and sighted accuracy. 	Recon 	– 	–	– 	+35 	–	+1 	+110 	Science! 4 	Adhesive x6Aluminum x9Circuitry x4Crystal x6Fiber optics x2Nuclear material x7Screw x5 	
==Variants==
* Experiment 18-A - a unique plasma rifle with the Rapid Legendary effect. It is sold by the synth requisition officer in the Institute.
* Sentinel's Plasmacaster, a unique plasma pistol with the Instigating Legendary effect. It is sold by Proctor Teagan aboard the the Prydwen after completing A New Dawn.
* AX90 Fury - a unique plasma rifle with the Mutant Slayer's Legendary effect. AX90 Fury is mentioned in the Fallout 4 Vault Dweller's Survival Guide as sold by Teagan but was cut from the final game.
==Locations==
* Vendors start selling plasma guns starting at level 16.
** If the Sole Survivor enters Nuka-World and is below level 16, Aaron Corbett can sell this weapon.
** Arturo Rodriguez sells at least two at higher levels.
* Legendary plasma guns start dropping at level 24.
* Level 3 weapon shops in settlements always have three for sale.
* Higher level Gunners are sometimes equipped with plasma guns.
==Notes==
* Kills with plasma guns have a chance to convert the target into a pile of green goo, similar to the Fallout 3 and New Vegas counterparts.
* Anything killed by plasma weapons has a chance to drop nuclear material on death. This chance increases if the target has been converted to goo.
* No plasma guns, regardless of modifications, benefit from Penetrator because they are not a hit scan weapon. 
* In V.A.T.S., plasma weaponry may exhibit strange behavior, such as curving around obstacles. This is more noticeable when executing a critical hit.
* The plasma gun is one of the most efficient weapons in Survival mode, offering massive damage and using very lightweight ammunition. Per pound, without damage boosting perks, and with the sniper barrel, the weapon can deal around 4,410 points of damage per pound of cartridges (by comparison, a .50 hunting rifle deals 870). A Tesla rifle is a similarly effective weapon, boasting 3,000 damage per pound of fusion cells.
* While the Institute has access to plasma weaponry, even to the point of selling these weapons to the Sole Survivor via the synth requisition officer, none of their synths or coursers actually use these; instead, they are equipped with standard-issue Institute lasers, shock batons or (rarely) conventional weapons.
==Bugs==
* The plasma thrower is bugged and has a high (though not 100%) chance of dealing no damage each time the trigger is pulled. This occurs while using V.A.T.S. or immediately after using V.A.T.S.
** This bug only seems to happen in V.A.T.S. or immediately after exiting V.A.T.S., however if one isn't close enough to one's target it will not deal damage, being much like a flamethrower.
* The plasma thrower is completely bugged in V.A.T.S. The weapon is shown to attack in short flame bursts, however, only the first puff of plasma in V.A.T.S. will deal damage, one shot will be used regardless of how many attacks are queued up, and every attack queued after the first will supercharge the critical meter.
* With the rifle variants, firing and then swimming will cause the weapon to be held like a bat and prevent firing the weapon. To fix it, just unequip and re-equip the rifle.
* Depending on which variant (Rifle or Pistol) you acquire before turning the weapon into a Plasma Thrower, it will only get damage buffs from (Gunslinger or Rifleman) and will not get buffs from Commando. 
==Gallery==
Plasma gun concept art.png|Concept art from The Art of Fallout 4
Fallout4 plasma scattergun.png|The plasma scattergun variant with a scope
Fallout4 plasma thrower.png|The plasma thrower variant in a pistol configuration
Plasma gun.png|The plasma rifle variant fitted with a sniper barrel
Fallout4 plasma sniper rifle.png|The plasma rifle variant fitted with a sniper barrel and a scope
FO4 Plasma Rifles loading screen.png|Loading screen slide
FO4 Plasma Gun Splatter Effects.png|Plasma splatter effects
==References==
Category:Fallout 4 weapons
ru:Плазменный (Fallout 4)
uk:Плазмова зброя (Fallout 4)