![]() | This is a lore summary, presenting intradiegetic or in-universe information about the subject. For game characteristics and similar data, consult the table on the right. |
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A mine is an explosive trap device found in Fallout 3, Fallout: New Vegas, Fallout 4, and Fallout Tactics. When activated, 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.
In Fallout 3 and Fallout: New Vegas, the player's skill in Explosives will reduce the length of the fuse on a player's mines, and increase the time on enemy mines before detonating. In Fallout Tactics, the chance of spotting a mine before detonation increases with your ranks in Traps, as does your ability to successfully disarm them.
In Fallout and Fallout 2, mines could not be directly used by the player. However, some locations such as the Glow and Sierra Army Depot have working anti-personnel mines that will detonate if the player steps on them. They can be disarmed using the Traps skill, but could not be picked up or moved.
Variants[]
Bottlecap mine[]

Bottlecap mines are powerful improvised explosives which can be found in Fallout 3 and Fallout: New Vegas. The player can also construct this weapon themselves at a workbench if they find the necessary schematics and materials to do so.
Cryo mine[]

These devices evolved in two separate occasions, but the result was the same: once triggered, the mine explodes into a cloud of cryogenic gas that freezes nearby targets. Elliot Tercorien used his specialized cryoscience training and the cryogenic compound liquid from the Mothership Zeta cryo lab to create them,[1] while an unknown party was able to scavenge similar cryonic materials around Boston to create another version.
Fat mine[]

The fat mine is a powerful improvised explosive found in the Gun Runners' Arsenal add-on. Mini nukes are used to create the weapon.
Fragmentation mine[]

Frag mines are standard military-issue anti-personnel proximity explosives. These mines have no special function or noteworthy features, and simply deal explosive damage upon detonation. The red blinking light is an easy access activation/deactivation button.[2]
Gas bomb[]

The gas bomb is an improvised weapon found in the Dead Money add-on. It causes explosion and fire damage to enemies. Unlike other placed mines, it is thrown a short distance when used.
MFC cluster[]

The MFC cluster is an improvised weapon found in the Gun Runners' Arsenal add-on, which uses microfusion cells as explosives. When thrown, several small mines are scattered around the target area.
Nuke mine[]

The nuke mine is an extremely powerful anti-personnel weapon. In addition to its impressive explosion, it also distributes radioactive particles throughout the immediate area.
Pulse mine[]

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.
Plasma mine[]

Plasma mines are an uncommon, yet powerful Bounding mine, carried predominantly by soldiers of the Enclave. Upon activation, the top "cap" releases and springs up to about waist height where it releases high-energy plasma in a circular shape, inflicting a fair deal more damage than a standard frag mine.
Powder charge[]

It works very much like a frag mine in that it is deployed by placing it on a surface and will explode, after an audible warning beep, if a character who is hostile to whoever placed the charge approaches it.
Demolition charge[]

Functionally identical to standard frag mines, Demolition charges are much heavier, being intended for blasting and construction purposes.
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 have only a very short time to disarm this weapon.
T13 antipersonnel mine[]
![]() | The following is based on Fallout Tactics and some details might contradict canon. |
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T13 antipersonnel mines are an explosive trap found in Fallout Tactics. These small proximity bombs are designed primarily to take out human-sized targets, and lack the explosive power to effectively destroy larger objects, such as vehicles.
T45LE mine[]
![]() | The following is based on Fallout Tactics and some details might contradict canon. |
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T45LE mines are a larger class of proximity explosive in Fallout Tactics, and the first trap in the game to look like an actual landmine.
T45SE mine[]
![]() | The following is based on Fallout Tactics and some details might contradict canon. |
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TL45SE mines are smaller than LE mines, but pack a similar explosive charge.
'Puffer'[]
![]() | The following is based on Fallout Tactics and some details might contradict canon. |
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Puffers are not really a mine, strictly speaking, but the Beastlords use them in a similar fashion. This variety of fungus releases a cloud of highly-toxic spores when compressed, making it function in more or less the same way.
![]() | The following is based on Fallout New Vegas cut content and has not been confirmed by canon sources. |
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Meat mine[]

The meat mine was an improvised weapon that was to be included in Old World Blues add-on. It would act like a regular frag mine and be would have been used in A Brain's Best Friend as an alternate way to kill Gabe easily.
![]() | End of information based on Fallout New Vegas cut content. |
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Gallery[]
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Concept art by Adam Adamowicz
References
- ↑ The Lone Wanderer: "Do you think you can make use of that stuff you picked up in the Cryo Labs?"
Elliot Tercorien: "Yeah, I think so. Before I was shipped out to Anchorage, I was trained in cryoscience. We were hoping to apply that to medicine. The compounds we used weren't that different from this cryogenic liquid. I'm pretty sure I can make us some improvised weapons from it. I'm thinking something along the lines of cryo grenades and cryo mines... I don't know yet. Check back with me in about an hour and I'll see what I can do."
(Elliot Tercorien's dialogue) - ↑ The Courier: "The trick is to rush the mine and press the blinking red light."
Severus: "[SUCCEEDED] The light is a button that can interrupt detonation? We were too busy throwing ourselves to the ground to figure that out. To rearm the mine, we'd just press the button again - simple. The Profligates will regret that we learned this."
(Severus' dialogue)