關於an overview of pulse pistols in the Fallout series of games,參見pulse pistol

Huh. Figured it would have more buttons and dials 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.








它可以发射495发标准电池,用散装电池则可以发射584发rom full condition before breaking。Template:Durability table


  • 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.


  • 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 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.
  • The pulse gun is very similar in appearance and function to the Sonic Emitters from Old World Blues, both being anti-robot weapons. Cosmetically the only major differences are that the pulse gun lacks an oscilloscope, and uses more red in its finish. The pulse gun also deals far greater damage to robots than any of the sonic emitters without a critical hit. However, on a critical strike the Sonic emitter - robo-scorpion does nearly double the damage to power armor users and can roughly tie the pulse gun in damage dealt to robots. The Sonic emitters have a much higher base damage than the pulse gun making them feasible to fight non-robots and people not wearing power armor, where the pulse gun is nearly useless against non-machines.
  • Against robots specific to Old World Blues the pulse gun seems to use the Power Armor damage value rather than the robot damage value, making this weapon less potent than expected. This seems to apply to ALL Old World Blues specific robots, not just robo-scorpions. A possible explanation is given in the loading screen text of Old World Blues, stating that robots in Big MT have additional EMP shielding to counter industrial espionage.
  • The gun noticeably shakes during the charge up of a shot. It, however, does not affect aiming or the accuracy of shot.