Pulse mine (Fallout 3)

24,183pages on
this wiki
Add New Page
Talk0 Share
Icon disambig
For an overview of all mines, see Land mines.

The pulse mine consists of a proximity fuse and miniaturized EMP device enclosed in a gray metal casing screwed to the base. Armed status is indicated by four red diodes situated on top of the cover.


The pulse mine will begin beeping when a target comes within a short distance to it until it is disarmed or it detonates. The time until detonation depends on the Explosives skill of the person setting it off. Both soft and armored/robot targets will activate the fuse.

On detonation, the pulse mine creates an electromagnetic field affecting any functioning robots and turrets. The blast deals little damage to non- robot targets in close proximity to the detonating device.

The pulse mine can be disarmed with a high enough Explosives skill or simply avoided with the Perk: "Light Step".

The pulse mine will become live and likely to cause instant death after it's dropped into a non-player character's pants (inventory) via theft.


Boxes with pulse minesEdit

One plasma mine garanteed, 75% chance of 2 to 6 mines.


  • Note that some robots hover above the ground, thus making this mine useless.
  • Reverse pick-pocketing pulse mines and pulse grenades will kill organic opponents without the potential to hurt the player significantly.
  • Interestingly the EMP does no damage to power armored NPCs, even though the armor is highly mechanical and relies on a power source to function.


Ad blocker interference detected!

Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Also on Fandom

Random Wiki