For an overview of alien blaster weapons, see alien blaster. |
The following is based on the Wild Wasteland trait. |
The alien blaster is a unique weapon in Fallout: New Vegas.
Background[]
The weapon serves as the personal sidearm for the alien captain when it and the crew of its ship were forced to land in the Mojave Wasteland.
Characteristics[]
The alien blaster is one of the most powerful weapons in the game because a Critical Hit is guaranteed. This weapon will often be able to take down any foe with a single shot to the head. Enemies killed by a critical hit from this weapon are disintegrated into ash, identical to a laser with the exception that the disintegration effect is colored blue instead of red.
As with the alien blaster, the ammunition used by the pistol is also unique, meaning the 140-250 alien power cells found on the alien captain cannot be found anywhere else, nor does the alien captain respawn, limiting the use of the alien blaster.
Durability[]
The alien blaster can fire a total of about 2,495 shots, the equivalent of 250 reloads, from full condition before breaking, significantly more than the 222-272 cells that are normally available to be found.
Locations[]
The weapon is only available to characters that have the Wild Wasteland trait. If it was not chosen either in character creation during Ain't That a Kick in the Head nor by using the Sink Auto-Doc's psychological evaluation option , it will be unobtainable as the mercenary camp will instead be populated by mercenaries including one carrying the YCS/186 unique weapon.
The alien blaster is found on the alien captain, along with 140-250 alien power cells. The captain is aided by two other aliens, both of whom are armed with laser weapons, usually laser pistols.
Notes[]
- The alien captain will have this weapon in his inventory, but will not use it against the player character.
- Except for cut or unused weapons, the alien blaster has the highest in-game critical multiplier (100%) and therefore guarantees a Critical Hit regardless of the Luck stat or critical chance modifiers.
- This gun is physically identical to the alien blaster found in Fallout 3.
- Silently killing the alien captain makes it possible to take the alien blaster while the other aliens remain neutral.
- Taking the Wild Wasteland trait via the Sink Auto-Doc will not make the alien blaster obtainable if the mercenary camp was already visited and the YCS/186 obtained.
- The alien blaster works well with the Better Criticals perk. Considering every hit is a critical hit, every shot will have a 50% increase in critical hit damage.
- This is one of only two weapons in the game that has no spread, the other being Elijah's jury-rigged Tesla cannon .
- Companions will sometimes loot the alien blaster off the captain's body.
- The Alien blaster is unaffected by the true iron sights setting and will use the same aim animation regardless.
Bugs[]
- Sometimes, the alien captain does not carry the alien blaster. If this happens, loading a save from before you encounter the aliens solves this problem. [verified]
- ED-E's inventory; sometimes it will replace its standard weapon with the alien blaster as would any other companion but, as ED-E can't physically equip the weapon, it simply disappears from ED-E's inventory and its standard laser blasts become the distinctive blue energy blasts of the alien blaster. It's impossible to get the alien blaster back when this occurs without loading a save from before the weapon was given. [verified] Be careful when putting the alien blaster into
- Steady and entering VATS, all targets will have a 0% chance to hit, regardless of range or line of sight. [verified] When using