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. Per shot, the Destabilizer is much weaker than it appears to be, and deals less damage than an Alien Atomizer. Like an Assault Rifle, the Pip-Boy displays an accurate total of damage per second, not per shot. 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.

The Destabilizer can fire 1666 bolts before breaking.

Location
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.
 * The Destabilizer fires single shots within VATS, making the normal Disintegrator far superior in VATS from a damage/AP standpoint.
 * Although the texture is the same as the Alien Disintegrator, it's held in a different way on the player's back when holstered.

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