For an overview of all mines, see Land 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.
Gameplay
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.
Boxes with Pulse Mines
One Pulse Mine guaranteed, 75% chance of 2 to 6 mines:
- Two in the National Archives Secure Wing East.
Notes
- Some robots (Mister Handies/Gutsies, Eyebots) 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.
- The EMP does no damage to power armored NPCs, even though the armor is highly mechanical and relies on a power source to function.