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Explosives is a skill in Fallout 3 and Fallout: New Vegas, replacing the Traps and Throwing skills from previous games. Its governing primary statistic is Perception.

Fallout 3

Example: A starting Perception of 5 and Luck of 5.

"The best way to solve a problem is to make it go away."

The Explosives skill governs the ability to use all mines, grenades and Explosives skill based weapons (excluding missiles and mini nukes - see Big Guns).

The higher your skill, the higher the damage you inflict. The Explosives skill also affects the distance and accuracy of a thrown bomb (e.g. frag grenade, pulse grenade etc.)

The player's Explosives skill determines how close you can get to a mine before it detects you, as well as how long the mine will take before it explodes. There does not appear to be a minimum Explosives skill necessary to disarm a mine, so long as you can run up and activate it fast enough.

Ways to increase Explosives

Permanent
Temporary

Affected weapons

Perks that require Explosives skill

Perk Required Level Additional Requirements
Demolition Expert 50 6 -
Pyromaniac 60 12 -

Interactions that require Explosives skill

Specific levels of Explosives are required to disarm certain explosive-based traps.

Note: The Repair skill is used to disarm any trip wires or pressure plates associated with traps.

Fallout: New Vegas

Example: A starting Perception of 5 and Luck of 5.

In Fallout: New Vegas, many more types of weapons fall into the Explosives category. Any weapon that was originally a big gun in Fallout 1, 2, or 3 and used explosion type ammunition (such as the Fat Man, or Rocket Launcher), was moved to this category when the Big Guns skill was removed.

Ways to increase Explosives

Permanent
Temporary

Affected weapons

Note: most explosive weapons have damage listed as "1 (or 2) + some number." The 1 (or 2) is the damage that the projectile (like a thrown grenade) or placed explosive (like a mine) does upon a direct hit, pretty much just from physics. As such, that number can generally be ignored for most intents and purposes (and damage calculations for grenades and mines in the Pip-Boy 3000 appear to do so).

Perks that require Explosives skill

Perk Required Level Additional Requirements
Heave, Ho! 30 2 Strength 5
Demolition Expert 50 6
Mad Bomber Gun Runners' Arsenal 45 6 Repair 45
Grunt Honest Hearts 20 8 Guns 45
Pyromaniac 60 12
Hit the Deck 70 12
Splash Damage 70 12

Interactions that require Explosives skill

Notes

  • Player-placed land mines are not triggered by the player themself, companions or NPCs of a faction the player character is currently disguised as.
  • Explosives placed prior to temporary boosts wearing off will still retain the boosted damage bonus from the higher explosives skill when they were placed. In other words, a frag mine placed prior to a Patriot's Cookbook wearing off will inflict the same damage after those items have worn off.
  • Though most explosive weapons have a "skill requirement", indicated by the number next to the explosive symbol in the Pip-Boy menus, the player can wield these weapons regardless of skill. The same is true of Guns, Energy Weapons, Unarmed weapons, and Melee weapons.

Fallout: Brotherhood of Steel 2

FOBoS2Logo.pngThe following is based on Fallout: Brotherhood of Steel 2 and is not canon.

Explosives was going to appear as a weapon skill in Fallout: Brotherhood of Steel 2. It would have increased the base damage inflicted by explosive weapons.[1] Assuming Fallout: Brotherhood of Steel 2 would have used a points based system like its predecessor, it would be able to be increased.

FOBoS2Logo.pngEnd of information based on Fallout: Brotherhood of Steel 2.

References