| ||For pulse and other grenade types seen in the various Fallout games, see Grenade.|
|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 therefore are 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.