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

The shock baton is a melee weapon of alien origin which is added to Fallout 3 in the Mothership Zeta add-on.


The shock baton handles, and upon impact sounds very similarly to the police baton 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 Mothership Zeta (add-on) - 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 (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 Mothership Zeta (add-on)20
Electro-Suppressor Mothership Zeta (add-on)25
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.


Shock baton icon.png