According to Fallout lore, plasma weapons are supposed to be the top tier of endgame weapons – the pinnacle of weapons technology before the Great War – so it struck me as strange that there were so few form factors to choose from. While the Plasma Caster is cool and all, I felt that a truly intimidating heavy plasma weapon should glow green, have a spinning barrel, and fire full auto.
I started with the base game Plasma Caster mesh and removed the front end. I then added the triple emitter from the Multiplas Rifle, the transparent energy chamber from the Tesla Cannon, and the green plasma crackle effect from the Plasma Rifle. Lastly, I rigged the weapon to use the firing animation from the Minigun.
The following properties, perks and challenges apply to this weapon:
This weapon's projectile produces a small plasma explosion on impact, similar to a Plasma Grenade but with a smaller blast radius.
Requirements | |||
---|---|---|---|
Strength | 8 | Skill | Energy Weapons 100 |
Ammunition | |||
Ammo Type | Electron Charge Pack | ||
Capacity | 100 | ||
Ammo Use Per Shot | 1 | Regen Rate | N/A |
Attack Stats | |||
Base Damage | 45 | DPS | 700 |
Damage Per Projectile | 45 | # of Projectiles | 1 |
Crit Damage | 45 | Crit % Multiplier | x1 |
AP | 25 | Min. Spread | 1.0 |
Limb Damage Multiplier | 1 | Rate of Fire | 10 |
Other Stats | |||
Weight | 20 | Value | 8500 |
Item HP | 80 | Sight FOV | 55 |
Repair | Turboplas | ||
FormID | ##F0006A | ||
Weapon Mods | |||
Plasma Caster HS Electrode | Increase Rate of Fire | 25% | |
GECK Data | |||
Animation Type | TwoHandHandle | ||
Hand Grip | DEFAULT | ||
Attack Animation | AttackSpin | ||
Reload Animation | ReloadC | ||
Noise Level | Loud |