This is an overview article, listing content appearing in multiple Fallout media. For information specific to a given game or TV series, consult the table on the right. |
Land mines are explosive devices used as weapons in Fallout 3, Fallout: New Vegas, Fallout 4, and Fallout 76. When armed, the mine is placed on the ground, where it will lie dormant until an enemy strays too close, upon which its proximity fuse will trip, detonating the mine shortly thereafter.
Characteristics[]
The player character's skill in Explosives will reduce the length of time before detonation for player character's mines, and increase the time on enemy mines before detonating in Fallout 3 and Fallout: New Vegas. In Fallout Tactics, the chance of spotting a mine before detonation increases with one's Traps rank, as does one's ability to successfully disarm them.
In Fallout and Fallout 2, mines cannot be directly used by the player character. However, some locations such as the Glow and Sierra Army Depot have working anti-personnel mines that will detonate if one steps on them. They can be disarmed using the Traps skill, but cannot be picked up or moved.
Variants[]
Anti-tank[]
Anti-tank mines are larger, intended to incapacitate or outright destroy both armored and unarmored vehicles. Much of the damage of an anti-tank mine is done from blast of the more powerful explosives. While anti-tank mines are primarily deployed to combat a vehicle threat, if triggered by personnel, is effective on large groups.
Bottlecap[]
Bottlecap mines are powerful improvised explosives. One can construct this weapon themselves at a workbench with the correct schematics and materials. It can be found armed or disarmed.
Cryo[]
Cryo mines are a specialized variation of normal proximity mines which can incapacitate whatever sets it off. While the mine itself does very little damage, it releases a spray of chilling liquid nitrogen, freezing its hapless victim (or victims) in place for several seconds.
Demolition charge[]
Demolition charges are explosives primarily designed for construction or civil engineering use, or for combat use by engineers to destroy fortifications or other hardened targets. They differ from anti-personnel mines in that they have no wounding fragments to disperse, and from anti-tank mines in that they are designed as general purpose explosives, rather than armor piercing.
Fat mine[]
The fat mine is a mine, created by converting a mini nuke into a placed improvised explosive device. Like other mines, it cannot be used in V.A.T.S. It is considered an improved holdout weapon.
Frag[]
Frag mines are standard military-issue anti-personnel proximity explosives, dealing explosive damage upon detonation. When approached by an enemy it emits a beep shortly before exploding. It can be disarmed while close to it by interacting with it. Like other land mines, it cannot be used in V.A.T.S.
Plasma[]
Plasma mines are an uncommon, yet powerful proximity explosive, carried predominantly by soldiers of the Enclave. They are magnetically-sealed devices release high-energy plasma upon detonation, inflicting a fair deal more damage than a standard frag mine.
Powder charge[]
The powder charge is a crude improvised explosive consisting of a sealed tin can packed with dynamite, with a sensor module duct-taped to the side. The weapon functions like other land mines and can be placed or disarmed in the same way.
Pulse[]
Pulse mines are a variation of normal proximity mines. The mine consists of a powerful EMP device wired to a proximity fuse and then secured inside a heavy metal casing. While only mildly harmful to organic targets, these mines deal severe damage to robotic enemies, stunning or even permanently disabling them.
Satchel charge[]
A powerful explosive found in the Lonesome Road add-on. It is placed like any other mine but has a very short fuse, when used by both player and enemies. Even players with a very high Explosives skill only have a very short time to disarm this weapon.