|Dmg/Attack||20 (30) + 2 (7.1) for 5s |
|DPS||46.2 (69.2) + 2 (7.1) |
|Crit Dmg||4||Crit % Mult||x1|
The shock baton is a melee weapon of alien origin in the Fallout 3 add-on Mothership Zeta.
It handles and, upon impact, sounds very similarly to the police baton but with a shock damage bonus. It occasionally will turn defeated enemies into an ash pile. They are carried by aliens usually found in the "beginning" stages of the mothership, like in the holding cells, steamworks, or engineering core. This weapon is also used by the alien prison guards to torture the captives into making the recordings, heard as the "zaps" in the tapes.
- Electro-Suppressor , a unique variant that deals more base damage than the shock baton. Though it lacks shock damage, a critical hit will knock the target down.
- 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, DLC05WeapBatonB and DLC05WeapBatonC. They are otherwise identical to normal shock batons and are even affected by the Xenotech Expert perk, but cannot be used to repair shock batons or their variants. Though not placed anywhere in the add-on, these weapons have been known to show up on occasion for reasons unknown.
||20 + 2
||46.2 + 2
- The shock baton is carried by many aliens on board Mothership Zeta and can also be found on shelves or in containers aboard the mothership.
- Shock batons are used by the first two aliens you encounter in the holding cell, making it the first alien weapon you will be able to pick up.