| ||For an overview of pulse pistols in the Fallout series of games, see pulse pistol.|
Huh. Figured it would have more buttons and dials and stuff, you know? Oh, well. It's still the electronic equivalent of a disease from Gomorrah.”— Veronica Santangelo
Codenamed the "CIRCUITBREAKER", this pulse pistol is a prototype weapon developed for the United States Armed Forces by an unknown manufacturer. It was transported by Staff Sergeant Daniels to Vault 34 by orders of Colonel Roy Blackwell, for safekeeping until the manufacturer could retrieve the prototype for production.
The pulse gun is an electromagnetic pulse (EMP) based weapon, similar in principle to that of pulse grenades and pulse mines, it delivers additional bonus damage to robots and those wearing power armor.
When fired, the pulse pistol suffers from a small delay before discharging, due to it building up the charge for the pulse. This results in the need to continue aiming on target after pulling the trigger to ensure a hit. As a weapon, the pulse pistol is only effective against robots and power armor opponents, since it only delivers a small amount of impact damage otherwise.
Because of the amount of impact damage and the EMP bonus damage being constant, it is essentially unaffected by different ammunition types, perks, chems and energy weapon skill level. Additionally, the pulse pistol is also ineffective against NCR salvaged power armor, mainly due to the fact that the armor has had all its joint servomotors removed and is no longer power armor in the traditional sense.
The pulse gun can fire a total of about 495 times using standard cells, the equivalent of 99 reloads, from full condition before breaking.
Located inside a locked chest in the Vault 34 armory. The door to the armory must be unlocked using the terminal in the Overseer's office. The chest can be opened with a lockpick skill of 100, or with Col. Blackwell's key found in a filing cabinet in Pearl's barracks at Nellis Air Force Base.
- If the pulse gun is to be used frequently, bulk energy cells can be quite useful. The EMP effect isn't altered by the ammunition while the gun will take longer to break.
- A single shot in Hardcore mode will use 0.39 Pounds of ammunition, costing at a combined value of 10 caps per shot.
- The pulse gun uses 5 energy cells per blast, yet it's only possible to get a single empty energy cell from firing it, much like other energy weapons which use more than 1 cell per shot.
- When aiming with true iron sights on, you will still have a crosshair.
| || |