For a overview of mine variants that appear in Fallout games, see mine. |
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.
Characteristics
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.
Locations
- Talon Company mercenaries may carry some pulse mines with them.
- Enclave Soldiers and officers are often supplied with one.
- They are also almost never found in the Wasteland, at least armed. A single live one can be found in the National Archives Rotunda.
Notes
- 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.