Pulse gun (Fallout: New Vegas)

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For an overview of pulse pistols in the Fallout series of games, see pulse pistol.
Pulse gun
Pulse gun.png
Pulse gun icon.png
Requirements
SkillEnergy Weapons 25
Strength Req.2
Attack statistics
Dmg/Attack
5 (6.7)
DPS
5.2 (9.7)
DPS (reload)
3.7 (6.8)
Crit Dmg
5
Crit % Mult
x1
Attacks/Sec
1 (1.4)AP20
Projectiles1Spread0.1
Effect+250 damage against robots
+110 damage against power armor (except NCR power armor)
Ammo & reloading
Ammo TypeEnergy cell
Ammo/Shot
5
Shots/Reload
5
Ammo Cap.25
Reload Time
2 (1.5)
Other
Weight2Value1800
Item HP100
Repair
Euclid's C-Finder
Energy pistols
Editor ID?
Base ID00090a6b
Perk Effects
Perks (dam.)
Lord Death
(+0.2)
Perks (Att.)
Fast Shot
(+0.2)
Perks (Rel.)
Rapid Reload
(-0.5s)
 
Gametitle-FNV.png
Gametitle-FNV.png

Huh. Figured it would have more buttons and dial and stuff, you know? Oh, well. It's still the electronic equivalent of a disease from Gomorrah.

Veronica Santangelo

The pulse gun is a weapon in Fallout: New Vegas.

Background[edit | edit source]

The following section is transcluded from pulse pistol. To modify, please edit the source page.

Codenamed the "CIRCUITBREAKER",[1] this pulse pistol is a prototype weapon developed for the United States Armed Forces, in order to provide a weapon that would be able to disable power armor, out of fear that the Chinese were developing their own versions. It was transported by Staff Sergeant Daniels to Vault 34 by orders of Colonel Roy Blackwell, for safe keeping until the manufacturer could retrieve the prototype for production.[1]

Characteristics[edit | edit source]

The pulse gun is an electromagnetic pulse (EMP) based weapon, similar in principle to that of pulse grenades and pulse mines. Though it delivers miniscule damage to regular targets, it delivers an outstanding amount of bonus damage to robots and those wearing power armor due to it's electromagnetic properties.

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.

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.

Location[edit | edit source]

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.

Prior to patching, it could be bought from the Silver Rush and, in an extremely rare encounter, found on a fiend, albeit in poor condition.

Notes[edit | edit source]

  • 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.
  • This weapon is potentially very useful when going to Big MT as encountering robots and other technology is commonplace.

Gallery[edit | edit source]

Sounds[edit | edit source]

SingleShotVB.png ReloadVB.png

References[edit | edit source]