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

 
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Gametitle-FO3.png

The alien blaster is a weapon in Fallout 3.

Characteristics[edit | edit source]

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).

Durability[edit | edit source]

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.

Variants[edit | edit source]

Comparison[edit | edit source]

Legend
Weapon name (current weapon is highlighted)- Weapon name (melee or unarmed)Attacks in V.A.T.S.- Attacks in V.A.T.S.
Weapon name (current weapon is highlighted)- Weapon name (gun, energy or explosive)Action point cost- Action point cost
Damage per attack (damage per projectile)- Damage per attack (damage per projectile)Damage per action point- Damage per action point
Damage per second- Damage per secondWeapon spread- Weapon spread
Area of effect damage- Area of effect damageMagazine capacity (shots per reload)- Magazine capacity (shots per reload)
Effect damage & duration- Effect damage & durationDurability (number of attacks before breaking)- Durability (number of attacks before breaking)
Bonus effects- Bonus effectsWeight- Weight
Attacks per second- Attacks per secondValue in caps- Value in caps
Critical chance % multiplier- Critical chance % multiplierValue to weight ratio- Value to weight ratio
Critical damage- Critical damageSkill required- Skill required
Critical effect damage & duration- Critical effect damage & durationStrength required- Strength required
With all mods attached- With all mods attached
Weapon name (current weapon is highlighted)Damage per attack (damage per projectile)Damage per secondEffect damage and durationAttacks per secondCritical Chance % multiplierCritical damageAction Point costDamage per action pointWeapon spreadMagazine capacity (shots per reload)Durability (number of attacks before breaking)WeightValue in capsValue to weight ratio
Alien blaster 100
3003x1001002050.0101252500250
Firelance 80
242+2Fire/5s3x10080204.50.010632750375
Captain's Sidearm Mothership Zeta (add-on)35
(5.8x6)
1053x140201.83.030(10)7142500250

Locations[edit | edit source]

Notes[edit | edit source]

  • 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.

Sounds[edit | edit source]

SingleShotVB.png
ReloadVB.png
JamVB.png

Gallery[edit | edit source]

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