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Explosives is a skill in Fallout 3 and Fallout: New Vegas, replacing the Traps and Throwing skills from previous games. It was also going to appear as a weapon skill in Fallout: Brotherhood of Steel 2, the equivalent of skills in other Fallout games. Its governing primary statistic is Perception.

Fallout 3[edit | edit source]

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[edit | edit source]

Permanent
Temporary

Affected weapons[edit | edit source]

Perks that require Explosives skill[edit | edit source]

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

Interactions that require Explosives skill[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Permanent
Temporary

Affected weapons[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Notes[edit | edit source]

  • 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[edit | edit source]

FOBoS2Logo.pngThe following is based on Fallout: Brotherhood of Steel 2 and has not been confirmed by canon sources.

Explosives was going to appear as a weapon skill. It increases 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 is able to be increased.

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

References[edit | edit source]

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