If the plasma weapon equivalent of a shotgun is called a Multiplas, then surely a full-auto variant names itself – but spelled with a Z to make it that extra little bit special. This weapon was inspired by the Heat Blast modification for the Plasma Rifle from the 2016 videogame Doom.
I started with the base game Q-35 Matter Modulator mesh and retextured it using the default Plasma Rifle texture before adding the front end assembly from the Plasma Rifle Mag Accelerator.
The following properties, perks and challenges apply to this weapon:
This weapon sets off an area-of-effect blastwave when it overheats, knocking down NPCs and damaging their health. Each time the weapon fires, its heat buildup increases by 5%. Once its heat buildup reaches 100%, the blast is triggered, which damages the weapon's condition. \[ WeaponConditionDamage = \frac {100} {0.5 \times EnergyWeapons}\] This means that the higher your Energy Weapons skill, the less damage the gun takes when the blast triggers.
The gun can still fire while overheated, but this also damages the weapon's condition (-2% per shot), and the blast won't be ready to trigger again until the weapon has cooled down to below 50% heat buildup.
The weapon automatically cools down over time, shedding 7% of its heat buildup per second.
This weapon must be purchased from Dr. Quarton, and cannot otherwise be obtained without console commands.
The terminal entry in Dr. Quarton's laboratory notes the following:
Project #E-1264-P - "Autoplaz" Experiments with converting a Plasma Rifle to enable fully-automatic fire have only been semi-successful. While the weapon does cycle reliably, the end result is very unstable. When enough excess heat builds up in the system, it unleashes it all at once in a large blast. Large enough to ruffle some feathers without doubt. Since I haven't yet been able to find a way around this problem, I've added some thermal sensors to the reaction chamber and wired them to a small piezoelectric speaker as a stopgap measure, to warn the user when safe operating temperatures have been exceeded.
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Effects | Superheated Blastwave | ||
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Requirements | |||
Strength | 3 | Skill | Energy Weapons 35 |
Ammunition | |||
Ammo Type | Electron Charge Pack | ||
Capacity | 30 | ||
Ammo Use Per Shot | 1 | Regen Rate | N/A |
Attack Stats | |||
Base Damage | 32 | DPS | 256 |
Damage Per Projectile | 32 | # of Projectiles | 1 |
Crit Damage | 32 | Crit % Multiplier | x2 |
AP | 25 | Min. Spread | 1.5 |
Limb Damage Multiplier | 1 | Rate of Fire | 8 |
Other Stats | |||
Weight | 8 | Value | 4500 |
Item HP | 75 | Sight FOV | 55 |
Repair | Plasma Rifles | ||
FormID | ##FE0031 | ||
Weapon Mods | |||
N/A | |||
GECK Data | |||
Animation Type | TwoHandAutomatic | ||
Hand Grip | DEFAULT | ||
Attack Animation | AttackLoop | ||
Reload Animation | ReloadB | ||
Noise Level | Loud |