Icon disambig.svg
For an overview of other frag grenades, see Frag grenade.

 
Gametitle-FNV GRA.png
Gametitle-FNV GRA.png

The tin grenade is a thrown explosive added with the Fallout: New Vegas add-on Gun Runners' Arsenal.

Characteristics[edit | edit source]

The tin grenade is an improvised thrown explosive device. It is created at a workbench and assembled from scrap. A tin can is used for both the casing and for shrapnel, pistol powder for the explosive and duct tape to hold it all together. The tin grenade can be used to complete the Gun Runners' Arsenal challenge Crackerjack Timing.

Crafting[edit | edit source]

This weapon can only be crafted by the Courier after having taken the Mad Bomber perk. It cannot be obtained otherwise.

Creation requirements

Materials:Requirements:Produces:
Range
Gun Runners' Arsenal add-on
Level
Tin grenade
(Mad Bomber) (GRA) (1)

¹ Craftable without a workbench via a dialogue option with Veronica, or with ED-E once Lonesome Road is installed.

Notes[edit | edit source]

  • Despite having a lower Explosives skill requirement, the tin grenade outperforms the MFC grenade for damage.
    • Though the crafting recipe has an Explosives skill requirement of 25, the prerequisite Mad Bomber perk requires 45 Explosives.
  • Along with gas bombs and MFC grenades, tin grenades are the only explosives that can be consistently used in the Dead Money add-on without other add-ons (that is, the ingredients are finite, but plentiful). Satchel charges can be crafted in Dead Money with the Lonesome Road add-on introduced.
  • It shares the same Pip-Boy icon as the powder charge, despite lacking a sensor module.

Bugs[edit | edit source]

PCIcon pc.png Playstation 3Icon ps3.png The shortcut key symbol is the one used for mines. [verified]

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