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For an overview of alien blaster models in the Fallout series of games, see alien blaster.

The alien blaster is a weapon in Fallout 3.


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.

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 can fire a total of about 125 shots, the equivalent of 13 reloads, from full condition before breaking, but will not jam until approximately 120 discharges.



Icon melee- Weapon name (melee or unarmed)Icon sequence- Attacks in V.A.T.S.
Icon gun- Weapon name (gun, energy or explosive)Icon action- Action point cost
Icon damage- Damage per attack (damage per projectile)Icon dap- Damage per action point
Icon dps- Damage per secondIcon spread- Weapon spread
Icon explosion- Area of effect damageAssault carbine extended magazines- Magazine capacity (shots per reload)
Icon effect- Effect damage & durationIcon repair- Durability (number of attacks before breaking)
Icon bonus effect- Bonus effectsIcon weight- Weight
Icon attack- Attacks per secondIcon merchant- Value in caps
Icon chance- Critical chance % multiplierIcon ratio- Value to weight ratio
Icon critical damage- Critical damageIcon ability- Skill required
Icon crit effect- Critical effect damage & durationIcon fist- Strength required
Icon plus- With all mods attached
Icon gunIcon damageIcon dpsIcon effectIcon attackIcon chanceIcon critical damageIcon actionIcon dapIcon spreadAssault carbine extended magazinesIcon repairIcon weightIcon merchantIcon ratio
Alien blaster 100
Firelance 80
242+2Icon fire/5s3x10080204.50.010632750375
Captain's Sidearm Gametitle-FO3 MZ35



  • Dogmeat can be used to help recover the blaster and scattered ammo from the crash site without triggering the Mothership Zeta questline.
  • The blue neon glow turns off when the player character enters sneak mode.
  • On Mothership Zeta none of the aliens use this weapon besides the captain (which is a unique version).
  • In an early piece of concept art (see below), the weapon was portrayed as a small alien ship, with an added grip to be used as a handgun.
  • The alien blaster can be given to Protector Casdin for the usual payment options.
  • With Mothership Zeta installed, the Lone Wanderer will be abducted before being able to pick up the alien blaster from the crash site, though it can be picked up after they return.
  • The spent alien power cell will appear dimmer when reloading, as if drained of power. The replacement that the Lone-Wanderer reloads the blaster with will appear with the same blue glow as normal.




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