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Alien blaster (Fallout 3)

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Icon disambig.svg
For an overview of alien blaster models in the Fallout series of games, see Alien blaster.
Alien blaster
F3Firelance.png
Alien blaster icon.png
Requirements
skillEnergy Weapons
Attack statistics
dmg/attack
100 (130)
DPS
300 (390)
DPS (reload)
176.5 (229.4)
crit dmg
100
crit % mult
x100
attacks/sec
3AP20
projectiles1spread0
crit effect
Disintegration on death
Ammo & reloading
ammo typeAlien power cell
ammo/shot
1
shots/rel.
10
ammo cap.10
reload time
2.3
Other
weight2value500
item HP500
repair
Alien blaster
Firelance
base id00004322
Perk effects
perks (dam.)
 
Gametitle-FO3.png
Gametitle-FO3.png

The alien blaster is a weapon in Fallout 3.

Contents

[edit] Characteristics

The alien blaster is one of the most powerful weapons in the game because a critical hit is guaranteed. You will often be able to take down any foe you encounter with one well-aimed shot to the head.

This weapon also has the effect of disintegrating any enemy killed with a critical shot by it (which is every shot for creatures weaker than most super mutants), identical to a laser (with the exception that the disintegration effect is colored blue instead of red).

The alien blaster deals electrical damage, the only other weapons that do electrical damage are the Firelance, The Shocker, Jingwei's Shocksword, the Tesla cannon, the shock baton and the Captain's sidearm.

The weapon will break after 125 discharges, but will not jam until approximately 120 discharges; giving it only one chance to jam.

[edit] Variants

[edit] Comparison

Name Type Dmg/shot DPS Att/sec Crit mult Crit dmg Spread AP cost Ammo Ammo cap Weight Item HP Value Notes
Alien blaster Energy pistol 100 300 3 x100 100 0.0 20 Alien power cell 10 2 500 500 -
Firelance Energy pistol 80 + 2 FireIcon fire.png (5s) 240 + 2 FireIcon fire.png 3 x100 80 0.0 20 Alien power cell 10 2 200 750 -
Captain's sidearm Energy shotgun-pistol 35 105 3 x1 40 3.0 20 Alien power module 30 2 1000 500 Fires 6 projectiles; uses 3 modules every shot

[edit] Locations

[edit] Notes

  • Dogmeat can be used to recover the blaster from the crash site if you don't want to start the Mothership Zeta add-on, but still want to have it.
  • The neon glow turns off when the player enters sneak mode.
  • On Mothership Zeta none of the aliens make use of this weapon besides the captain (which is a unique version).
  • If you have the add-on Mothership Zeta while trying to take the Alien Blaster, you will be sucked up into the mothership. You can not get the Alien Blaster until you complete the add-on.

[edit] Bugs

  • The shots fired from the Alien Blaster have been known to actually follow the target in V.A.T.S. if you miss. For example: if you go to Deathclaw Sanctuary, the Deathclaw that guards the entrance might randomly start flying up in the air. If you target it in V.A.T.S. while it's still on the ground the shot fired might follow the Deathclaw up into the sky when it starts flying.

[edit] Gallery

[edit] Sounds

SingleShotVB.png
ReloadVB.png
JamVB.png