The shock baton is a short, fast swinging, blunt weapon with a shock damage bonus. A Critical Hit will turn defeated enemies into an ash pile.
The shock baton can successfully strike about 250 times from full condition before breaking.
- Electro-Suppressor - a unique variant that deals more base damage than the shock baton. This variant lacks the shock damage, but critical hits will knock targets down.
- 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, DLC05WeapBatonB and DLC05WeapBatonC. They are otherwise identical to normal shock batons and are even affected by the Xenotech Expert perk, but cannot be used to repair shock batons or their variants. Though not placed anywhere in the add-on, these weapons have been known to show up on occasion for reasons unknown.
|- 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|
- Note: Melee damage is doubled in V.A.T.S.
The shock baton is carried by many aliens on board Mothership Zeta, and can also be found on alien shelves or in alien containers. They are used by the first two aliens encountered in the holding cells, making it the first alien weapon that the Lone Wanderer may pick up. This weapon is also used by the alien prison guards to torture the captives into making the recordings, heard as the "zaps" in the tapes.