Grenade (Pulse)

A Pulse Grenade is a device designed to damage or disable robots and electronics with a short range electromagnetic pulse. It is significantly less effective against humans, mutants and animals. Power Armor is specifically hardened against EMP, and Pulse Grenades are ineffective against it.

Fallout and Fallout 2
An electromagnetic pulse grenade, discharging a strong EMP blast that doesn't affect biological creatures. Contact fuse.

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

Fallout 3
In Fallout 3, a Pulse Grenade does only minor damage to biological creatures (around 5-10 points) but is very effective against robots. Most, if not all (Liberty Prime being the exception)robots are disabled temporarily by the EMP burst, leaving them vulnerable to attack. Upon exploding, Pulse Grenades create an electromagnetic field and an explosive field strong enough to toss nearby objects about.

The only way to use these grenades effectively against biological enemies is to pull a Shady Sands Shuffle. This will kill them instantly, regardless of damage resistance or other factors.

Talon Company mercenaries usually carry some Pulse Grenades with them. These grenades are the most cost effective ways of dealing with robots. Save them when possible.

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.

Brotherhood Outcast Research Data
Found in Fort Independence:

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

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.

Weapon Lists
Granat EMP