| Page Contents Current As of Patch: | 2022-10-05 |
| Tank Mine | |||
| |||
| User deployable anti-vehicular mine, activated by nearby enemy vehicles. | |||
| Usable By: | |||
| Resource Cost: | 50 | ||
| Damage | |||
| Max Indirect Damage: | 1250 before 3m | ||
| Min Indirect Damage: | 100 at 5m | ||
| Damage Type: | Tank Mines | ||
Tank Mines are an explosive available in the Engineer's utility slot. Similar to anti-personnel mines such as the Bouncing Betty, they function on proximity, and will detonate when an enemy vehicle or MAX passes near enough to them. They will also explode like normal if shot or blown up by an external source.
Tank Mines can be safely disarmed using a Nano-Armor Kit's alternate fire mode with the Aim hotkey (
by default), rewarding the defusing Engineer with XP and removing the explosive without a detonation.
Tank Mine damage will stack, so it is commonplace for several Tank Mines to be placed near each other, causing them to all detonate at once and deal extremely high damage to vehicles and MAXes. Tank Mines also deal considerable damage to non-MAX Infantry, though they will not automatically detonate when infantry walks over them.
Tank Mines will not automatically detonate if the vehicle or MAX does not move when they are placed beneath them.
Tank Mines, like other explosives, will persist through changing class. A player may switch to an Engineer, place several Tank Mines to fortify an area, then continue playing as a different class. Tank mines will also persist through death, unlike C4.
Tactics[]
Tank Mines are most effective when the enemy is not suspecting them. Place them on logistical routes, where Sunderers and ANTs will commonly travel, to decrease the likelihood the crew are looking out for them.
Tank Mines are also exceptional at taking out AMS Sunderers, due to their immense damage. By placing several beneath a Sunderer, a lone Engineer can quickly destroy a spawn point. Using Sticky Grenades can help the Engineer safely detonate the Tank Mines.
Used behind enemy lines they can be placed in front of vehicle spawn pads to deny the enemy the next vehicle pulled, however, this tactic is common enough that enemies may check for mines before pulling armour. An alternative technique is to lay the mines on the air ammo pads where enemy air units land to resupply, unfortunately, the Ammo Printer implant makes it less likely that aircraft will need to land for resupply so there may be slim pickings.
In a pinch, Tank Mines can also serve as anti-personnel mines. Throwing them down in a cluster of enemies may not immediately result in kills, but any nearby explosions may detonate the Tank Mines, causing a large amount of damage to nearby infantry.
Effectiveness[]
| Versus Infantry | |
| Infantry | Shots to Kill |
| 1(2) | |
| 1(2) | |
| 2(3) | |
| 1(2) | |
| Versus Vehicles | |||
| Vehicle | Armor Facing | Shots to Kill | |
| - | 1 (on fire @ 1) | ||
| Composite Armor 4 | - | 1 (on fire @ 1) | |
| - | 2 (on fire @ 1) | ||
| Composite Armor 4 | - | 2 (on fire @ 2) | |
| - | 3 (on fire @ 2) | ||
| Blockade Armor 4 | - | 3 (on fire @ 3) | |
| Deployment Shield 4 | - | 3 (Shield 3) | |
| - | 2 (on fire @ 2) | ||
| Front/Top | 2 (on fire @ 2) | ||
| Side | 2 (on fire @ 2) | ||
| Rear | 2 (on fire @ 2) | ||
| Front/Top | 2 (on fire @ 2) | ||
| Side | 2 (on fire @ 2) | ||
| Rear | 2 (on fire @ 2) | ||
| Front/Top | 3 (on fire @ 2) | ||
| Side | 3 (on fire @ 2) | ||
| Rear | 3 (on fire @ 2) | ||
| Front/Top | 2 (on fire @ 2) | ||
| Side | 2 (on fire @ 2) | ||
| Rear | 2 (on fire @ 2) | ||
| - | 1 (on fire @ 1) | ||
| Composite Armor 4 | - | 1 (on fire @ 1) | |
| Front/Side/Top/Rear | 2 (on fire @ 2) | ||
| Bottom | 2 (on fire @ 2) | ||
| Composite Armor 4 | Front/Side/Top/Rear | 3 (on fire @ 2) | |
| Bottom | 3 (on fire @ 2) | ||
| - | 1 (on fire @ 1) | ||
| Composite Armor 4 | - | 1 (on fire @ 1) | |
| - | 2 (on fire @ 2) | ||
| Composite Armor 4 | - | 2 (on fire @ 2) | |
| - | 6 (on fire @ 5) | ||
| Composite Armor 4 | - | 7 (on fire @ 5) | |
| - | 16 (Shield 2) | ||
Certification[]

"Tank Mines deal heavy damage to vehicles once deployed."
| Rank | Cost | Description |
|---|---|---|
| 1 | 100 |
Tank Mines aren affective solution to enemy ground vehicles; this certification allows you to carry 2 mines. |
| 2 | 200 |
Increases Tank Mine capacity by 1. |
The first level will provide the Engineer with two Tank Mines, with the second level increasing their capacity to three. Using the Mine Carrier suit upgrade, the Engineer can increase their capacity up to a maximum of five Tank Mines.
All ground vehicles have a defense upgrade called Mine Guard, that can be upgraded to reduce the amount of damage received from Tank Mines by up to 75%, depending on the vehicle.
Ribbons and Medals[]
It is possible to earn both Ribbons and Medals while using the Tank Mines. Each ribbon is a standard reward for achieving a set amount of kills with the mine. Medals are awarded upon reaching kill milestones with the weapon.
Ribbon(s)[]
| Ribbon | Icon | Requirements |
| Tank Mines Service Ribbon |
![]() |
10 kills |
Medals[]
| Medal | Icon | Requirement | Award |
|---|---|---|---|
| No Medal | ![]() |
0 kills | N/A |
| Copper Medal | ![]() |
10 kills | 2 |
| Silver Medal | ![]() |
60 kills | 10 |
| Gold Medal | ![]() |
160 kills | 20 |
| Auraxium Medal | ![]() |
1,160 kills | 200 |
| Medals earned with the Tank Mines contribute towards the Explosives directive tree. | |||
History[]
October 5, 2022 Update (The Lost Fleet)
- Minimum damage from 10 to 100.
- Dev Note: Increases the damage consistency over the falloff range.
- !! Husks of C4, Mines, and Ammo Packs (as well as other dynamic projectile NPCs,) no longer linger. This issue was intensified in the last update, but we've addressed the root cause which has been around for many, many years in various forms.
- NSO Engineer
- Fixed medal tracking issues.
- Refunded skill line associated with these mines.
- Now works with Mine Carrier suit slot.
- Tank Mines should once again detonate for MAX units.
- Tank Mines will now only detonate on MAX units after their 4 second arming time.
- Tank Mine responsiveness fix pushed to Live. It was missed in the last update, and remained on PTS. This is unlikely to fix server/client issues, but they should still function more smoothly in more situations.
- Speculative adjustments Tank Mines functionality to improve responsiveness.
September 26, 2017 Update (Critical Mass)
- Undocumented: Various resistance changes, please see September 26, 2017 Update/Details and Undocumented Changes for more info.
- Tank Mines now detonate properly when deployed on vehicle spawns at Peris Amp Station.
- MAX Flak Armor will now properly resist Tank Mine damage
- Infantry kills with C4/frag grenades/mines are now registered correctly.
- All ranks of the repair tool are now able to deconstruct enemy tank mines. Previously, only the max rank would enable tank mine deconstruction.
- Fix for long standing Tank Mine rendering issues (hopefully)(PSA-872)
- Rocket Launchers, Assault Rifles, and Infantry Explosives (such as C4 and Anti-Tank Mines ) have been added to the Bounty Directive.
- Tank Mines should now blow up by other explosion's AOE damage.
- Tank Mines will now detonate on MAX units
- The Tank Mine now has a unique trigger sound
- Resistance changes (Click for more info)
- Ammo pack, C4, Tank Mine, Proxy Mine, Bouncing Mine - improved physics
- Nanite Costs of Vehicles and Consumables:
- 50 - Flash, Tank Mine, Concussion Grenade, AV Grenade, Sticky Grenade, Frag Grenade, Medkit
- Nanite Costs of Vehicles and Consumables:
- Tank mines are now smaller
- EMP grenades will now destroy the below enemy explosives and deployables. This destroy effect will even work through cover.
- Tank Mines
- Personal Mines
- C4
- Placed Motion Spot tools
- Detect Tool sensors (this includes crossbow bolts)
- Spawn Beacons
- EMP grenades will now destroy the below enemy explosives and deployables. This destroy effect will even work through cover.
Hotfixes for November and December 2012
- Anti-Tank mines now require you deploy versus throw them. There is a restriction preventing them from being placed too close together. The current range is farther than the team would like and will be adjusted.






