Mine à impulsion (Fallout 3)

Version datée du 6 juin 2026 à 13:09 par Kims (discussion | contributions) (Import Nukapedia — traduction FR)
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.