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Alien disintegrator

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Alien disintegrator
Alien disintegrator.png
Alien disintegrator icon.png
SkillEnergy Weapons
Attack statistics
65 (86.3)
130 (172.5)
DPS (reload)
126.2 (167.5)
Crit Dmg
Crit % Mult
Crit Effect
Disintegration on death.
Ammo & reloading
Ammo TypeAlien power module
Ammo Cap.100
Reload Time
Item HP1000
Alien disintegrator
Editor ID?
Base IDxx000842
xx00a9aa (version B)
xx00a9ab (version C)
Perk Effects
Perks (dam.)
Gametitle-FO3 MZ.png
Gametitle-FO3 MZ.png

The alien disintegrator is an energy weapon in the Fallout 3 add-on Mothership Zeta.


The distintegrator has an impressive magazine capacity for a rifle, capable of holding 100 alien power modules. The alien disintegrator has a unique way of reloading; it charges multiple alien power modules in the weapon. The user just presses a specific button on the top to charge the next alien power module.

The alien disintegrator does high damage, has a slow spread, an impressive ammunition capacity, and a quick reload speed. Although it has good accuracy, its accuracy is not as good as that of the alien atomizer. However, it remains reliable for middle and short-range combat. A disintegrator can fire 518 bolts before breaking.


  • Destabilizer Mothership ZetaGametitle-FO3 MZ.png, the unique variant of the disintigrator that is fully automatic.


Name Type Dmg/shot DPS Att/sec Crit mult Crit dmg Spread AP cost Ammo Ammo cap Weight Item HP Value Notes
Alien disintegrator Energy rifle 65 130 2 x2.0 50 1.0 30 Alien power module 100 7 1000 300 -
Destabilizer Energy rifle 30 135 4.5 x0.44 20 1.5 20 Alien power module 100 7 1500 1199 Fully automatic


  • Alien disintegrators are often in possession of aliens.
  • They can also be found in containers throughout the ship.

Behind the scenes

  • The alien disintegrator appearance is that of a space-age blunderbuss, which was a common appearance in 1950's pulp fiction/sci-fi magazines.


  • Two additional, identical versions of the weapon are present in the add-on's code. Examined in the G.E.C.K., they differ only by their IDs, DLC05WeapRifleB and DLC05WeapRifleC. They are otherwise identical to normal alien disintegrators and are even affected by the Xenotech Expert perk, but cannot be used to repair normal alien disintegrators or its variant. Though not placed anywhere in the add-on, these weapons have been known to show up on occasion for reasons unknown.