|For an overview of alien blaster models in the Fallout series of games, see alien blaster.|
Unlike the alien blaster, the Captain's Sidearm uses alien power modules instead of alien power cells. It has a silver finish to it, unlike the rusted alien blaster that can be found in the Capital Wasteland, and actually shoots out a spread of energy like a shotgun. Shooting the sidearm into the air will show the spread of the energy. Each time it is fired, it uses 3 rounds and sends 6 energy projectiles. Although it looks like a pristine alien blaster, it can only be repaired by alien atomizers, alien epoxy, or vendors.
The Captain's Sidearm can fire a total of about 714 times, the equivalent of 24 reloads, from full condition before breaking.
- Alien atomizer - The common variant of the alien atomizer found on Mothership Zeta.
- Atomic pulverizer - Although only slightly more powerful than the atomizer, the pulverizer uses only 12 AP per shot.
- Alien blaster - The base variant of the alien blaster.
- 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.
|- Weapon name (melee or unarmed)||- Attacks in V.A.T.S.|
|- Weapon name (gun, energy or explosive)||- Action point cost|
|- Damage per attack (damage per projectile)||- Damage per action point|
|- Damage per second||- Weapon spread|
|- Area of effect damage||- Magazine capacity (shots per reload)|
|- Effect damage & duration||- Durability (number of attacks before breaking)|
|- Bonus effects||- Weight|
|- Attacks per second||- Value in caps|
|- Critical chance % multiplier||- Value to weight ratio|
|- Critical damage||- Skill required|
|- Critical effect damage & duration||- Strength required|
|- With all mods attached|
Xenotech Expert perk. This may have been intentional because of its unique effects. [verified]This weapon does not receive a bonus from the