![]() When aiming with true iron sights on, the crosshair will still be shown.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.A single shot in Hardcore mode will use 0.39 pounds of ammunition, costing a combined value of 10 caps per shot.The EMP effect isn't altered by the ammunition while the gun will take longer to break. If the pulse gun is to be used frequently, bulk energy cells can be quite useful.Prior to patching, it could be bought from the Silver Rush and, in an extremely rare encounter, found on Fiends, albeit in poor condition.Blackwell's key found in a filing cabinet in Pearl's barracks at Nellis Air Force Base. ![]() The chest can be opened with a lockpick skill of 100, or with Col. The door to the armory must be unlocked using the terminal in the overseer's office. Located inside a locked chest in the Vault 34 armory. ![]() The pulse gun can fire a total of about 495 times using standard cells, the equivalent of 99 reloads, from full condition before breaking. Additionally, the pulse gun 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. As a weapon, the pulse gun is only effective against robots and opponents in power armor, since it only delivers a small amount of impact damage otherwise.īecause 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. This results in the need to continue aiming at a target after pulling the trigger to ensure a hit. When fired, the pulse gun suffers from a small delay before discharging, due to its building up the charge for the pulse. It delivers additional bonus damage to robots and those wearing power armor. The pulse gun is an electromagnetic pulse (EMP) based weapon.
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