Alien Blaster | ||||||||||||||||||||||||||||||||||||||
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If the conspiracy theorists are to be believed, Earth has been visited by an alien species on several occasions. Windows xp sp3 2019. These 'Zetans' are said to be armed with powerful energy beam weapons that can completely disintegrate enemies.
![Blaster Blaster](/uploads/1/2/3/7/123718782/248925213.jpg)
The alien blaster is a unique weapon in Fallout 76.
- 4Modifications
Background[edit | edit source]
A rare occurrence to find one that's still functional, the alien blaster is an advanced piece of alien weaponry (by Earthling standards) that fires high energy bolts of blue plasma.
Characteristics[edit | edit source]
Combined with a high damage output and rate of fire, as well as a moderate range for a pistol, the alien blaster easily surpasses all other unmodified energy pistols, as well as unmodified conventional pistols for that matter. The only initial downside is the fact that ammunition is limited to the finite number of rounds found in the cave where the alien is hiding. However, this is easily remedied with the fusion mag modification which changes the ammunition type to fusion cells.
Crafting
![Fallout Fallout](/uploads/1/2/3/7/123718782/960281937.jpg)
Components | Requirements | Products |
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10 Aluminum 3 Fiber Optics 2 Adhesive 9 Screw |
The above template is generated from Template:POST Weapon Ranged AlienBlaster. For corrections, edit the target template.
This isPandaman's stage. Inside Laboon. One piece grand battle gamecube. Crocus’ houseis seen, and occasionally he appears and shoots the fighters.
Modifications[edit | edit source]
Barrel[edit | edit source]
Mod | Effects | Crafting | ||
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Long Barrel | (E) Superior range and sighted accuracy. Better recoil. Poor hip-fire accuracy.
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Short Barrel | (E) Standard.
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Grip[edit | edit source]
Mod | Effects | Crafting | ||
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Sharpshooter's Grip | (E) Better recoil and hip-fire accuracy.
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Standard Grip | (E) Standard. |
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Magazine[edit | edit source]
Mod | Effects | Crafting | ||
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Fusion Mag | (E) Reduced damage and ammo capacity. Changes ammo type to Fusion Cells.
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Standard Mag | (E) Uses standard Alien Blaster Rounds.
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Sights[edit | edit source]
Mod | Effects | Crafting | ||
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Standard Sights | (E) 0.9deg round nema 14 stepper motor. Standard.
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Locations[edit | edit source]
- At the crash site by the big area on the map it has a big orange glow to it and it's hard to miss.
- Toxic Valley: Located to the southeast of the dry toxic lake bed, in an opened safe, next to a rusty key. The safe is just under the surface of the toxic water.
- The safe is next to the gentleman in the carbon fiber power armor
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Retrieved from 'https://fallout.gamepedia.com/index.php?title=Alien_blaster_(Fallout_76)&oldid=2128372'
The following codes are used with the 'player.additem' cheat code for Fallout 3. For more details on entering 'Fallout 3' cheat codes see the main 'Fallout 3' PC cheats page, which also links to all of the 'Fallout 3' item codes and how to find every achievement bobblehead.
Weapon Codes
- .32 Pistol - 0000080A
- .44 Magnum - 00050F92
- 10mm Pistol - 0001A334
- 10mm Sub Machine Gun - 00004321
- Alien Blaster - 00004322
- Ant's Sting - 000C553E
- Assault Rifle - 0001FFEC
- Baseball Bat - 0000421C
- BB Gun - 000C0327
- Black Bart's Bane - 0006B535
- Blackhawk - 000303A2
- Board of Education - 000C310F
- Bottlecap Mine - 0000433A
- Brass Knuckles - 00004324
- Breaker - 000CB546
- Buzzsaw - 0003BC6F
- Chinese Assault Rifle - 00046BDD
- Chinese Officer's Sword - 0006415D
- Chinese Pistol - 00004325
- Combat Knife - 00064093
- Combat Shotgun - 00004327
- Combat Shotgun - 0003713D
- Dart Gun - 0000432A
- Deathclaw Gauntlet - 0000432B
- Electrical Zap - 00022FF1
- Eugene - 0006B538
- Excalibat - 000C80BC
- Fat Man - 0000432C
- Fire Hydrant - 00021367
- Flamer - 00039550
- Frag Grenade - 00004330
- Frag Mine - 00028172
- GasTrap Dummy - 000001F6
- Gatling Laser - 0000432E
- Hand Laser - 00018B9E
- Hunting Rifle - 00004333
- Jack - 000C6E5B
- Knife - 00004334
- Laser - 0007B237
- Laser Pistol - 00004335
- Laser Rifle - 00004336
- Laser Rifle - 00074795
- Lead Pipe - 00004337
- Liberty Laser - 00033FE2
- LibertyPrimeWeapBomb - 0005932F
- Mesmeron - 00004339
- Mesmetron - 000BF5A4
- Minigun - 0000433F
- Mirelurk Bait Grenade - 00030664
- Miss Launcher - 000B2644
- Missile Launcher - 00057E8F
- Nail Board - 000A01DD
- Nuka-Grenade - 00004342
- Plasma Grenade - 00004332
- Plasma Gun - 0003954F
- Plasma Mine - 0000433D
- Plasma Pistol - 00004343
- Plasma Rifle - 00004344
- Police Batton - 00004345
- Pool Cue - 00004346
- Power Fist - 00004347
- Protectron's Gaze - 000C553F
- Pulse Grenade - 00004331
- Pulse Mine - 0000433E
- Radioactive Spit - 00058717
- Railway Rifle - 00004348
- Repellent Stick - 0002D3B7
- Reservist's Rifle - 00092966
- Ripper - 00004349
- Rock-it Launcher - 0000434B
- Rolling Pin - 00029769
- Sawed-Off Shotgun - 0000434C
- Scoped .44 Magnum - 0000434D
- Shishkebab - 0000434E
- Silenced 10mm Pistol - 00004350
- Sledgehammer - 00063FA2
- Sniper Rifle - 00004353
- Spiked Knuckels - 00004354
- Super Sledge - 000B0E7C
- Switchblade - 000289C3
- Tire Iron - 00004328
Special Weapon Codes
- 10mm SMG Sydneys 'Ultra' - 0006E7CC
- A3-21's Plasma Rifle - 0006B539
- Burnmaster (Unique Flamer) - 000C80BD
- Butch's Toothpick - 00078440
- Chinese Pistol (Zhu-Rong v418 ) - 00060C2C
- Clover's Cleaver - 000C80B8
- Col. Autumn's 10mm Pistol - 0006B531
- Col. Autumn's Laser Pistol - 000ABBE4
- Curse Breaker - 000C80BB
- Experimental MIRV - 0003422B
- Fawkes' Super Sledge - 0007843F
- Firelance - 000C80BA
- Fisto! - 000CB601
- Highwayman's Friend - 00078442
- Law Dog - 0006B532
- Lincoln's Repeater - 0003C07A
- Love Tap - 000C80B9
- O'Grady's Peacemaker - 0007843D
- Occam's Razor - 000CB602
- Ol' Painless - 00066C76
- Plunkett's Valid Points - 000CAFA9
- Shriek - 0007F598
- Slasher Knife - 0002869C
- Smuglers End (Laser Pistol) - 0006B536
- Stabhappy - 000C80BE
- Sydney's 10mm 'Ultra' SMG - 0005DEEE
- The Break - 00066C77
- The Kneecapper - 0006B53A
- The Shocker - 000BFF62
- The Tenderizer - 000A874B
- The Terrible Shotgun - 0006B534
- Vengeance (Gatling Laser) - 000CB547
- Vampire's Edge - 00078441
- Victory Rifle - 000CB548
- Wazer Wifle - 00061793
Ammunition Codes
- .308 Caliber Round - 0006B53C
- .32 Caliber Round - 000207F7
- .44 Round Magnum - 0002937E
- 10mm Round - 00004241
- 5.56mm Round - 00078CC4
- 5mm Round - 0006B53D
- Alien Powercell - 00029364
- BB - Ammo - 0002935B
- Bottlecap Mines - 0000433A
- Dart - 00047419
- Electron Charge Pack - 0006B53E
- Energy Cell - 00020772
- Flamer Fuel - 00029371
- Frag Grenades - 00004330
- Frag Mines - 0000433C
- Mesmetron Power Cell - 0006A80D
- Microfusion Cell - 00004485
- Mini Nuke - 00020799
- Missile - 000B8791
- Pulse Grenades - 00004331
- Railway Spikes - 00029384
- Shotgun Shell - 00028EEA
- Sonic Energy - 00056634
Also, possibly bring back limb severing for the minigun. The way I see it, a machine gun that fires that many bullets should be quite literally capable of sawing someone in half. (I'm pretty sure the Brotherhood of Steel took my head off with a minigun back in Fallout 1.)
As for the limb/head explosions.. perhaps the assault rifles should be given back the ability to explode limbs. Perhaps even the submachine gun. Not terribly realistic, but in the old Fallout games critical hits with burst weapons like assault rifles and SMGs had some very gory results, and the only thing that can compare to that in Fallout 3 is the limb explosions. Since the 'sensible dismemberment' mod decreases the chance of limb/head explosion from 50% to 20%, it will still not be a common sight.
Further suggestion:Recreate the pulse weapons from Fallout 2 - the Pulse Pistol http://fallout.wikia..32_Pulse_Pistol and the Pulse Rifle http://fallout.wikia..42B_Pulse_Rifle. In the old Fallout games lasers couldn't turn people into piles of ash, instead it was the pulse weapons (and the alien blaster) that did that. So if we added pulse weapons into Fallout 3, we could give the ash pile effect to them, and remove it from the lasers, and just have lasers dismembering people with no ash effect.
![Ammo Ammo](https://vignette.wikia.nocookie.net/fallout/images/0/00/F3Firelance.png/revision/latest?cb=20110207053519)
Basically what we need is a mod that adds a new custom weapon to the game, and for the time being it could just use the alien rifle model.
I was thinking pulse weapons would be good weapons for the Enclave to use, and perhaps one or two Brotherhood soldiers. (Would be very, very rare.) Meanwhile, some standard plasma rifles could be given to Super Mutants. Mods like Nailed to Death http://www.fallout3n..ile.php?id=1765 have changed the weapons of Super Mutants so you won't see Super Mutants using puny hunting rifles anymore, just big guns. I recall in Fallout 1 there were also Super Mutants armed with energy weapons, especially plasma rifles. So, rather than hunting rifles, we could make high level Super Mutants be armed with Big Guns, Plasma Rifles and Laser Rifles, and make Enclave more powerful by giving them Plasma Rifles, Laser Rifles, and the occasional super-duper deadly Pulse Rifle. Fallout 3's ash pile effect is great, but I'd rather see it on the proper weapons, the pulse weapons.
If we strictly kept to Fallout 2 canon the pulse rifle should use the same Microfusion Cell ammo as the laser and plasma weapons, but that might make the pulse rifle a bit overpowered and make laser and plasma weapons pointless, so I propose pulse weapons use 'pulse ammo', which would be rare ammo similar to the Alien Blaster Ammo. Bethesda did that with the Gattling Lasers, made them use 'Electron Charge Packs' rather than Microfusion Cells. The alternative would be to keep pulse weapons using Microfusion Cells, but make pulse weapons very rare, only appearing near the end of the game, make them very expensive to repair, and give them high weapon deterioriation.
One of the reasons I never cared for the alien blaster (and never went after the firelance) was that the ammo and repair part supply for both seemed .. lacking. Really lacking.
I don't remember any (or much) being in Mothership Zeta, either.
How much is there actually in the game (without the benefit the scavenger perk), both in the regular game and Mothership Zeta.
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John RudyJohn Rudy6,4711616 gold badges6464 silver badges110110 bronze badges
Fallout 4 Alien Blaster Location
1 Answer
According to the Wiki article for the ammo: Alien Power Cell
(That link also contains the locations.)
In the core game:
362 power cells.
Entirely:
A maximum of 1152 alien power cells can be found in all expansions, without the raider glitch.
In Mothership Zeta, there are:
365 power cells.
user56
Alien Blaster Fallout 3
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Alien Blaster
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