Gametitle-FO3 MZ.png
Gametitle-FO3 MZ.png

The Electro-Suppressor is a weapon which is added to Fallout 3 in the Mothership Zeta add-on. It is a unique shock baton.

Characteristics[edit | edit source]

Unlike the regular shock baton, this weapon does not do shock damage. However, when it scores a critical strike, the target will fall to the ground. It does not depend on the use of V.A.T.S. for its knockdown effect, instead, it is triggered by every critical strike (though the stun only lasts for two seconds). Since it requires only 15 AP though, it is a good weapon to use with V.A.T.S. Although it has a high base damage it does not do as much overall damage as the shock baton due to the lack of shock damage, but the knockdown effect does give an opportunity to deal a few more blows.

Durability[edit | edit source]

The Electro-Suppressor can successfully strike about 200 times from full condition before breaking.

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 damageCritical effect damage and durationAction Point costDamage per action pointDurability (number of attacks before breaking)WeightValue in capsValue to weight ratio
Shock baton 20
48.2+2Electrical/5s2.31x14192.625027035
Electro-Suppressor 25
57.72.31x14Knockdown/2s153.320027035
Note: Melee damage is doubled in V.A.T.S.

Location[edit | edit source]

Enter the engine room during the generator-destruction phase of the main quest. Walk down the stairs and see a groove in the wall with a window. The weapon can be seen by looking through this window. Follow that corridor until it reaches the big open area. Take a sharp left upon getting to the open area, and then it will be the first left on the same wall. Go in that room and then follow the small corridor and at the end it will be lying on a table.

Bugs[edit | edit source]

  • PCIcon pc.png Playstation 3Icon ps3.png Xbox 360Icon xbox360.png This weapon does not receive a bonus from the Xenotech Expert perk. [verified]
  • Playstation 3Icon ps3.png In the Italian version of Fallout 3, the Electro-Suppressor will appear as "shock baton", making the game confuse it with the actual shock baton, thus making the Electro-Suppressor a regular shock baton. [verified]

Sounds[edit | edit source]

Shock baton icon.png

Gallery[edit | edit source]

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