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Explosive is a two-star legendary mod in Fallout 76, introduced in the Milepost Zero update.

Effects[]

The Explosive legendary effect works different depending on the weapon it is attached to. There are some rules to calculating the damage.

Weapon Types[]

Each weapon type gets a different visual effect.

  • Ballistic Weapons: Creates a small regular explosion that deals 20% of total weapon damage.
  • Laser Weapons: Small red explosion is created. Deals 20% of total weapon damage.
  • Plasma Weapons: Small green explosion that generates blue light is created. Deals 20% of total weapon damage.
  • Other Energy Weapons: Other energy weapons that are not classified as plasma or laser will produce a blue explosion. Deals 20% of total weapon damage.
  • Bows and Crossbows: Large explosion, exactly the same as explosive bolt. The explosion deals 20% of total weapon damage.
  • Gauss Weapons: The gauss explosion remains. The damage explosion is increased by 20% of total weapon damage, for the total of 35% damage.

Rules[]

Other than weapon type, there are some additional rules on how the effect works.

  • Damage over Time (DoT): DoT effects are applied only once per target, but each enemy hit by the explosion will get full DoT damage. DoT damage is not calculated into the whole explosion damage.
  • Weapons with multiple projectiles: Creates explosion for each projectile, the type of explosion is determined by the weapon type. The 20% damage bonus is divided by each projectile. For example explosive laser with splitter (5 projectiles) mod will create 5 explosions, each dealing 4% of total weapon damage.
  • Laser weapons: includes only Laser gun, Ultracite laser gun, Salvaged Assaultron head, V63 Laser carbine
  • Other Energy Weapons: includes only Gatling laser, Ultracite Gatling laser, Alien disintegrator and Alien blaster
  • Radium rifle: The created explosion deals 20% of ballistic damage. Enemies hit by explosion get full radiation damage. Enemies hit by the bullet get full radiation damage twice.
  • Pepper Shaker and Crusader pistol: Function as regular ballistic weapons, no matter what modifications they have applied.
  • Pulse capacitor: Applying this mod to plasma gun with flamer modification will override the flamer and therefore will allow the explosive effect to work.

Exceptions[]

Some weapons do not get any bonus no matter what mods are installed. The initial explosion or projectile remain unchanged. Those include:

Some weapons can work with the explosive effect, but certain mods will not receive the damage bonus. The modified projectile of the weapon does not benefit from the Explosive mod any way. Those include:

Crafting[]

Locations[]

  • Mod boxes have a 1.5% chance to be received from scrapping a Explosive legendary item.
  • Can be crafted at a tinker's workbench once learned.
    • Crafting has a 1% chance to be unlocked from scrapping a Explosive legendary item.
  • Can be applied to gear at a weapons workbench.