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weapons:energy:turboplaz

Turboplaz

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.

Parts Used

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.

Perks and Challenges

The following properties, perks and challenges apply to this weapon:

Usage Notes

This weapon's projectile produces a small plasma explosion on impact, similar to a Plasma Grenade but with a smaller blast radius.

Turboplaz
Requirements
Strength 8 Skill Energy Weapons 100
Ammunition
Ammo Type Microfusion Cell
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 Turboplaz
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
weapons/energy/turboplaz.txt · Last modified: 2022/09/08 06:51 by mc_tammer

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