« Mine à impulsion (Fallout 3) » : différence entre les versions

Kims (discussion | contributions)
m 1 version importée : Import de masse des armes de Fallout 3
Kims (discussion | contributions)
m 1 version importée : Import de masse des armes de Fallout 3
(Une version intermédiaire par le même utilisateur non affichée)
Ligne 5 : Ligne 5 :
|icône=Pulse mine icon.png
|icône=Pulse mine icon.png
|image=PulseMine.png
|image=PulseMine.png
|compétence=Explosives
|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 target comes within a short distance to it until it is disarmed or it detonates. The time until detonation depends on the [[Explosifs (Fallout 3)|Explosifs]] skill of the person setting it off. Both soft and armored/robot targets will activate the fuse.
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 blast deals little damage to non-robot targets in proximity to the detonating device.
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 perk [[Light Step (Fallout 3)|Light Step]].
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 dropped into a [[Fallout 3 characters|non-player character's]] pants (inventory) via theft.
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 ==
* Found in [[Mine box (Fallout 3)#Boxes with pulse mines|mine boxes]].
* 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 found in les terres désolées, at least armed. A single live one can be found in the [[National Archives]] Rotunda.
* 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 [[Opération : Anchorage]]!
* {{Icône|FO3OA}} Two in the [[Outcast outpost]]'s armory, available after the completion of [[Operation: Anchorage! (quest)|Operation: Anchorage]]!


== Notes ==
== Notes ==
* Some robots, such as the [[Eyebot (Fallout 3)|eyebot]], hover above the ground and will not trigger pulse mines.
* 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 organic opponents without the potential to hurt the player significantly.
* Reverse pick-pocketing pulse mines and pulse grenades will kill organique opponents without the potential to hurt the player significativement.
* The EMP does no damage to power armored NPCs, even though the armor is highly mechanical and relies on a power source to function.
* 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 ==


{{Navbox weapons FO3}}
[[Category:Fallout 3 Explosives skill weapons]]
 
[[Catégorie:Fallout 3 Explosives skill weapons]]
 
[[de:Impulsmine]]
[[es:Mina electromagnética (Fallout 3)]]
[[ru:Импульсная мина (Fallout 3)]]
[[uk:Імпульсна міна (Fallout 3)]]
[[zh:脈衝地雷 (Fallout 3)]]


[[Catégorie:Arme de Fallout 3]]
[[Catégorie:Arme de Fallout 3]]

Version du 6 juin 2026 à 13:15

Pour an overview of all mines, voir Land mine.
Statistiques de combat
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
Munitions et rechargement
Tirs par magasin
0.0
Durée de rechargement
0.0
Autres propriétés
Poids
0.5
Valeur
40
Technique
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

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.