For an overview of alien blaster models, see alien blaster. |
The alien blaster pistol is a unique weapon in Fallout 4.
Characteristics[]
The weapon is very futuristic in appearance, with a chrome and red paint job. It fires blue bolts of energy and deals 50 damage without any pistol perks. Initially, it can only fire alien blaster rounds, but, with Science! rank 4, it can be modified to instead fire fusion cells, albeit at the cost of a reduction in base damage by 2 points.
The downside to the alien blaster is its large shot size and slow projectile speed - these make it possible for shots to miss or clipping against cover whereas a ballistic shot would have gone through.
The alien blaster pistol's shortcomings can be amended through using it in V.A.T.S. as well as using it at close range, due to its low AP cost, good accuracy, good DPS and great range (with ranks of Gunslinger assisting in the latter two). The slow travel time of the projectiles also makes them hit grenades in V.A.T.S better than energy weapons with faster projectile speed as those fire too early and miss the grenade, while the slower blaster bolts hit the grenade at the right time.
Weapon modifications[]
Slot | Mod | Description | Weapon prefix | Range change | Perk needed | Components | Form ID | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Barrel | Short barrel | Standard. | – | – | – | – | – | – | – | – | – | Aluminum x3 Circuitry x3 Glass x4 Plastic x6 Screw x3 |
001888E8 |
Long barrel | Superior range and sighted accuracy. Better recoil. Poor hip-fire accuracy. | Long | – | – | +84 | – | – | +0.5 | +30 | Science! 3 | Adhesive x5 Aluminum x4 Circuitry x3 Fiber optics x2 Fiberglass x8 Glass x3 Screw x3 |
001888E6 | |
Grip | Standard grip | Standard. | – | – | – | – | – | – | – | – | – | Aluminum x3 Plastic x4 Screw x3 |
001A8A48 |
Sharpshooter's grip | Better recoil and hip-fire accuracy. | Sharpshooter's | – | – | – | +3 | – | +0.2 | +68 | Science! 2 | Adhesive x4 Aluminum x6 Fiberglass x5 Rubber x4 Screw x4 |
001C509D | |
Magazine | Standard mag | Uses standard alien blaster rounds. | – | – | – | – | – | – | – | – | – | Adhesive x1 Aluminum x2 Circuitry x1 Fiber optics x3 Screw x3 |
001C50A7 |
Fusion magazine | Reduced damage and ammo capacity. Changes ammo type to Fusion Cells. | Converted | -2 | – | – | – | +21 | – | +143 | Science! 4 | Adhesive x4 Aluminum x5 Circuitry x5 Fiber optics x3 Gold x3 Nuclear material x4 Screw x3 |
001C50A4 | |
Sights | Standard sights | Standard. | – | – | – | – | – | – | – | – | – | Adhesive x1 Aluminum x2 Plastic x2 |
001A8A49 |
Short scope | Improved magnification. Superior sighted accuracy. | Scoped | – | – | – | +12 | – | +0.4 | +53 | Science! 2 | Adhesive x2 Glass x2 Plastic x4 Screw x2 |
001888E7 | |
Short night vision scope | Night vision. Improved magnification. Superior sighted accuracy. | Night-vision | – | – | – | +12 | – | +0.4 | +188 | Science! 3 | Adhesive x5 Circuitry x3 Crystal x3 Fiber optics x3 Fiberglass x5 Nuclear material x3 Screw x3 Silver x3 |
001C50A0 |
Variants[]
- Hub's Alien Blaster - a variant given by Dara Hubbell if Trip to the Stars is completed with the Hubologists alive. It has the Lucky legendary effect.
Location[]
The alien blaster pistol is used by an alien, who only spawns in the world after the occurrence of an event where a UFO crashes in the Commonwealth, east of Oberland station and north of Vault 81.
From the crash site, one must follow a trail of green liquid leading to a cave northeast of the site where the alien is hiding. It will fire the blaster as the player character approaches but can be killed even at a low level and the weapon taken from its body. There is also a "garbled radio beacon" radio signal that can help locate the cave if the green trail cannot be located.
Notes[]
- The alien blaster pistol's projectiles are considered silent for detection but does not benefit from any bonuses to damage dealt with sneak attacks granted by Mister Sandman or other sources.
- The description of the fusion magazine mod says "Reduced damage and ammo capacity. Changes ammo type to fusion cells." However, the ammo capacity actually increases to 63.
- Attaching the fusion magazine mod does not change the model or appearance of the weapon in any way; the blaster's reload animation will even still depict an alien blaster round being loaded into the weapon.
- Despite its model's unique appearance, the alien blaster pistol's night vision scope has the same HUD overlay and cross-hairs as the respective mod has on any other weapon.
- The alien blaster round ammo type used by default is limited in quantity to the amount looted from the corpse of the alien; it cannot be found on any other enemy, nor will any vendors ever sell it in their inventories. This means one will eventually be forced to attach the fusion magazine mod if they wish to continue using the weapon.
- Enemies killed with the alien blaster pistol turn into piles of ash, similar to using laser weapons. However, the ash is colored blue rather than red, similar to enemies killed by Institute lasers.
- Taking Scrounger rank 4 does not affect the weapon in any way.
- A non-player version of the alien blaster pistol, based on the appearance of its counterpart in Fallout 3, is wielded by the animatronic aliens found in the Galactic Zone in the Nuka-World add-on. The weapon even has proper graphics animations for first/third-person view and reloading the weapon if one uses console commands to acquire it.