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Grenade (Pulse)

From The Vault

Grenade (Pulse) is a Throwing weapon in Fallout , Fallout 2, Fallout 3 and Fallout Tactics. It is a device designed to damage or disable common robots and sentry turrets with a short range electromagnetic pulse. It is significantly less effective against humans, mutants and animals.

Contents

[edit] Fallout and Fallout 2

Grenade (Pulse)
File:GRENADEQ.gif
Damage 100 - 150
Damage Type EMP
Attack Modes Throw: 4 AP
Range: 15
Minimum Strength 4
Hands Required 1
Weight 1 pound
Cost $250

An electromagnetic pulse grenade, discharging a strong EMP blast that doesn't affect biological creatures. Contact fuse.

[edit] Location

Found in Sierra Army Depot, and the basement of New Reno Arms, among other places. Rare.

[edit] Notes

These high-tech grenades are your silver bullet against robots. If at all possible, angle your throw to use a wall as a backstop in case of bouncing - the blast is large, but it's worth putting it where you can't miss.

The player, unlike other critters, has no inherent EMP resistance, and will take full damage from pulse grenades if not wearing any armor.

[edit] Fallout 3

Grenade (Pulse)
skill: Explosives
damage: 1+10 AoE+200 vs. Robots (13,15,18)
crit % mult: 1
crit dmg: 0
AP: 24
item HP: 5
weight: .5
value: 40
base id: 00004331
Damage when used with Demolition Expert

In Fallout 3, a Pulse Grenade does only minor damage to biological creatures unless delivered via a Shady Sands Shuffle, which always results in a grisly death. Against robots, however, the Pulse Grenade is devastating. In addition to the major damage, most robots are disabled for a few seconds by the EMP burst, leaving them open to attack. Upon exploding, Pulse Grenades create both an electromagnetic field and an explosive field strong enough to toss nearby objects about.

[edit] Random Locations

[edit] Known Locations

  • In Vault 92: Pulse Grenades (3) in the Living Quarters section, in the room next to Data Storage.
  • In the Robot Repair Center (near Canterbury Commons): Pulse Grenades (6) in Frank's Safe in the offices to the left on the first floor.
  • South of Wheaton Armory: Pulse Grenades (4) in an unlocked Grenade Box in the L-shaped raised hut near the Armory gate.
  • Operation Anchorage: One Pulse Grenade can be found in the technology cache.
  • One can be found in the Preservation Shelter outside the Flooded Metro
  • In the Museum of Technology: Pulse Grenades (2) in the locked gun locker near the planetarium. Can be obtained through the Jiggs' Loot unmarked quest.
  • One Pulse Grenade can be stolen from the Capitol Preservation Society - it is sitting next to the doghouse with a Frag Grenade. Fetch?
  • In Evergreen Mills Bazaar there is a bar to the immediate right of the enterence with two side-by-side refridgerators. Jump up on the shelves to look behind the refrigerators and find Pulse Grenades (4) in a small crate.
  • (3) Pulse Grenades can be found in the Nuka-Cola Factory. They are on a shelf in the Storage and Mixing Vats section, just behind the friendly Protectron robot.

[edit] Brotherhood Outcast Research Data

Found in Fort Independence:

- - - Weapons Research - - -

Subject -> Pulse Grenade
Researcher -> L. J. Rogers

Analysis -> The Pulse Grenade is the most effective weapon against robotics. Upon detonation, an intense electromagnetic pulse is emitted, severely crippling any robotics within the explosion radius. They are extremely handy against the many robots and turrets found throughout the Capitol Wasteland.

[edit] Fallout Tactics

Grenade (Pulse)
File:GRENADEQ.gif
Damage 100 - 150
Damage Type EMP
Attack Modes Throw: 6 AP
Range: 15
Minimum Strength 4
Hands Required 1
Weight 1 lbs.
Cost N/A

Description: An electromagnetic pulse grenade, discharging a strong EMP blast that doesn't affect biological creatures. Contact fuse.

[edit] Note

Very effective against robots, and therefore penultimate end-game weapon for grenadier character. It`s not exactly abundant, but there is enough available between loot pickups and quartermasters to have a steady supply of robot-killing power in all missions past Newton recovery.

[edit] Weapon Lists

Weapons of Fallout
Weapons of Fallout 2
Weapons of Fallout 3
Weapons of Fallout Tactics
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