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The alien disintegrator is an energy weapon in the Fallout 3 add-on Mothership Zeta.

Background[]

The alien disintegrator is an energy weapon created by aliens, and is the primary rifle used by the alien soldiers onboard Mothership Zeta in 2277, along with the alien atomizer.

Characteristics[]

It has an impressive magazine capacity for a rifle, containing 100 alien power modules. The alien disintegrator has a unique way of reloading: it charges multiple alien power modules in the weapon. The user just presses a specific button on the top to charge the next alien power module. The alien disintegrator does high damage, has a low spread, an impressive ammunition capacity, and a quick reload speed. Although it has good accuracy, its accuracy is not as good as that of the alien atomizer. However, it remains reliable for middle and short-range combat.

Durability[]

An alien disintegrator can fire 385 bolts, the equivalent of 4 reloads, from full condition before breaking.

Variants[]

  • Destabilizer - A fully automatic version of the alien disintegrator. However, it deals very little damage per shot compared to the alien disintegrator and reloads more slowly.

Comparison[]

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 secondAttacks 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 disintegrator 65
1302x250302.21.0100385730042.9
Destabilizer 30
1354.5x0.4420251.21.5100125071200171.4

Locations[]

Behind the scenes[]

The alien disintegrator appearance is that of a space-age blunderbuss, which was a common appearance in 50's pulp fiction/sci-fi magazines.

Bugs[]

PCPC 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, DLC05WeapRifleB and DLC05WeapRifleC. They are otherwise identical to normal alien disintegrators and are even affected by the Xenotech Expert perk, but cannot be used to repair normal alien disintegrators or its variant. Though not placed anywhere in the add-on, these weapons have been known to show up on occasion for reasons unknown. [verified]

Sounds[]

SingleShotVB ReloadVB
JamVB

Gallery[]

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