« Mine à impulsion (Fallout 3) » : différence entre les versions
Import depuis Nukapedia — traduction FR |
m 1 version importée : Import de masse des armes de Fallout 3 |
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| (2 versions intermédiaires par le même utilisateur non affichées) | |||
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|icône=Pulse mine icon.png | |icône=Pulse mine icon.png | ||
|image=PulseMine.png | |image=PulseMine.png | ||
|compétence= | |compétence=Explosifs | ||
|dégâts=1 | |dégâts=1 | ||
|dégâts explosion=10 | |dégâts explosion=10 | ||
| Ligne 17 : | Ligne 17 : | ||
|valeur=40 | |valeur=40 | ||
|editorid=WeapMinePulse | |editorid=WeapMinePulse | ||
|baseid={{ID|00433e}} | |baseid={{ID|00433e}}}} | ||
}} | |||
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''' 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. | ||
== Caractéristiques == | == Caractéristiques == | ||
The pulse mine will begin beeping when a | The pulse mine will begin beeping when a cible comes within a short distance to it until it is disarmed or it détonation. The time until detonation depends on the [[Explosives (Fallout 3)|Explosives]] skill of the person setting it off. Both soft and blindé/robot cibles will activate the fuse. | ||
On detonation, the pulse mine creates an electromagnetic field affecting any functioning [[robot]]s and [[Automated turret (Fallout 3)|turrets]]. The | On detonation, the pulse mine creates an electromagnetic field affecting any functioning [[robot]]s and [[Automated turret (Fallout 3)|turrets]]. The explosion deals little dégâts to non-robot cibles in proximity to the detonating device. | ||
The pulse mine can be disarmed with a high enough Explosives skill or simply avoided with the | The pulse mine can be disarmed with a high enough Explosives skill or simply avoided with the aptitude [[Light Step (Fallout 3)|Light Step]]. | ||
The pulse mine will become live and likely to cause instant death after it's | The pulse mine will become live and likely to cause instant death after it's lâché into a [[Fallout 3 characters|non-player character's]] pants (inventory) via theft. | ||
== Emplacements == | == Emplacements == | ||
* | * trouvé in [[Mine box (Fallout 3)#Boxes with pulse mines|mine boxes]]. | ||
* [[Talon Company]] [[Talon Company merc|mercenaries]] may carry some pulse mines with them. | * [[Talon Company]] [[Talon Company merc|mercenaries]] may carry some pulse mines with them. | ||
* [[Enclave soldier (Fallout 3)|Enclave soldiers]] and [[Enclave officer|officers]] are often supplied with one. | * [[Enclave soldier (Fallout 3)|Enclave soldiers]] and [[Enclave officer|officers]] are often supplied with one. | ||
* They are also almost never | * They are also almost never trouvé in les terres désolées, at least armed. A single live one peut être trouvé in the [[National Archives]] Rotunda. | ||
* Four on the shelf in the [[National Guard depot]]'s armory. | * Four on the shelf in the [[National Guard depot]]'s armory. | ||
* {{Icône|FO3OA}} Two in the [[Outcast outpost]]'s armory, available after the completion of [[ | * {{Icône|FO3OA}} Two in the [[Outcast outpost]]'s armory, available after the completion of [[Operation: Anchorage! (quest)|Operation: Anchorage]]! | ||
== Notes == | == Notes == | ||
* Some robots, | * Some robots, tel que the [[Eyebot (Fallout 3)|eyebot]], hover above the ground and will not trigger pulse mines. | ||
* Reverse pick-pocketing pulse mines and pulse grenades will kill | * Reverse pick-pocketing pulse mines and pulse grenades will kill organique opponents without the potential to hurt the player significativement. | ||
* The EMP does no | * The EMP does no dégâts to power blindé NPCs, even though the armor is très mechanical and relies on a power source to function. | ||
== Gallery == | == Gallery == | ||
[[Category:Fallout 3 Explosives skill weapons]] | |||
[[ | |||
[[Catégorie:Arme de Fallout 3]] | [[Catégorie:Arme de Fallout 3]] | ||
Version du 6 juin 2026 à 13:15
| Dégâts par attaque |
0.0 |
|---|---|
| Dégâts par projectile |
0.0 |
| Dégâts par seconde |
0.0 |
| Dégâts par seconde (avec rechargement) |
0.0 |
| Multiplicateur de critique |
x 0.00 |
| Attaques par seconde |
0.0 |
| Effet |
+200 against robots |
| Tirs par magasin |
0.0 |
|---|---|
| Durée de rechargement |
0.0 |
| Poids |
0.5 |
|---|---|
| Valeur |
40 |
| Editor ID |
WeapMinePulse |
|---|
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.
Caractéristiques
The pulse mine will begin beeping when a cible comes within a short distance to it until it is disarmed or it détonation. The time until detonation depends on the Explosives skill of the person setting it off. Both soft and blindé/robot cibles will activate the fuse.
On detonation, the pulse mine creates an electromagnetic field affecting any functioning robots and turrets. The explosion deals little dégâts to non-robot cibles in proximity to the detonating device.
The pulse mine can be disarmed with a high enough Explosives skill or simply avoided with the aptitude Light Step.
The pulse mine will become live and likely to cause instant death after it's lâché into a non-player character's pants (inventory) via theft.
Emplacements
- trouvé in mine boxes.
- Talon Company mercenaries may carry some pulse mines with them.
- Enclave soldiers and officers are often supplied with one.
- They are also almost never trouvé in les terres désolées, at least armed. A single live one peut être trouvé in the National Archives Rotunda.
- Four on the shelf in the National Guard depot's armory.
Two in the Outcast outpost's armory, available after the completion of Operation: Anchorage!
Notes
- Some robots, tel que the eyebot, hover above the ground and will not trigger pulse mines.
- Reverse pick-pocketing pulse mines and pulse grenades will kill organique opponents without the potential to hurt the player significativement.
- The EMP does no dégâts to power blindé NPCs, even though the armor is très mechanical and relies on a power source to function.

