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


A powerful, improvised, hand-thrown explosive. Assembled from scrap, per its name, a tin can is used for both the casing and for shrapnel, pistol powder is packed instead for primer, and duct tape wound around to serve as a hull to hold it all together.


The weapon cannot be found in the game, instead it must be crafted which requires taking the Mad Bomber perk.

Creation requirements

Gun Runners' Arsenal add-on
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.


  • The weapon can be used to complete the Gun Runners' Arsenal challenge Crackerjack Timing.
  • 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.


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