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| || For an overview of all grenades, see Hand grenades.|
For an overview of other electromagnetic pulse grenades, see Electromagnetic pulse grenades.
|The following is based on Fallout Tactics and some details might contradict canon.|
An electromagnetic pulse grenade, generating an intense magnetic field on detonation. Doesn't affect biological creatures. Contact fuse.”
They are very effective against robots, and are therefore the penultimate end-game weapon for a grenadier character. They're not exactly abundant, but there are enough available between loot pickups (from Reaver patrols for instance) and quartermasters to have a steady supply of robot-killing power in all missions past Newton.
Pulse grenades leave a small bit of radiation in their wake.
- Carried by Tais and Reaver patrols.