Destabilizer (Mothership Zeta)

The  is an energy rifle of alien origin which is added to Fallout 3 with the Mothership Zeta. It is the unique version of the Alien Disintegrator.

Characteristics
The is a unique fully automatic version of the Alien Disintegrator, and has the highest listed base damage out of all the Energy weapons in the game, and can be increased another 20% with the Xenotech Expert perk. Despite this, it does less damage per shot than the Disintegrator. It does, however, have a higher damage per second, making it better for clearing rooms, should the player not mind using far more ammo. It is slightly less accurate than the Disintegrator, and only fires a single round in VATS, despite being automatic. This, coupled with the 's not significantly lower AP cost, makes the Disintegrator a better candidate for VATS-heavy usage.

Obtaining
This weapon is found in the Weapons Lab's shooting range, after beaming up from the Space Walk and proceeding through the Observation Deck. It is in the same room as where the Xenotech Expert perk is obtained. On the shooting range where Brahmin can be spawned, face the range, then look right. The Destabilizer should be on a low shelf next to you. It is the only item on that shelf. Be sure to pick this up the first time you go through because the ways of getting back are limited as you go through the ship due to teleporters being the only mean of transportation.

Appearances
The appears in the Mothership Zeta add-on for Fallout 3.

Bugs

 * Like its normal counterpart, the has a Small Guns icon when assigned to a hotkey in the Pip-Boy.
 * The has a bugged reload animation; however, instead of the jam animation, such as in the Disintegrator, the Plasma Pistol's reload animation is played when the  is reloaded.
 * Sometimes once you obtain the Destabilizer and look at it from you Pip-Boy, it will say that it does 130 damage. Though it fires normally and does the normal 30 damage (without Xenotech Expert perk) it still says that it does 130 damage.

Videos
thumb|left