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 - 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.
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.