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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 deals electrical damage; the only other weapons that do electrical damage are the Firelance, The Shocker, Jingwei's shocksword, the Tesla cannon, the shock baton and the Captain's Sidearm.


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.


  • Firelance - Harder to obtain, yet slightly weaker than the blaster, the Firelance causes fire damage if the target survives the initial blast and is affected by the Pyromaniac perk.
  • Captain's Sidearm Gametitle-FO3 MZ - A unique, cleaner, shinier alien blaster used by the alien captain.


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.
  • 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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