|For a cross-game overview of this skill, see Explosives.|
Explosives is a skill in Fallout: New Vegas, replacing the Traps and Throwing skills from previous games. Its governing primary statistic is Perception. It determines the damage done by Explosives, ability of handling explosive traps.
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
- Leveling up (Up to +15 (+2 with Educated perk))
- Duck and Cover! (+3 or 4 with the Comprehension)
- Optics Enhancer implant (+2 depending on current Perception, a perfect Perception of 10 will see no benefit.)
- Tag! (+15)
- Skilled (+5)
- Patriot's Cookbook (+10 or 20 with Comprehension.)
- Absinthe (+6 with 100 Survival, Perception of 10 will see no benefit, 8-9 will see reduced benefit.)
- Mentats +4, Perception of 10 will see no benefit, 9 will see reduced benefit.)
- Raider blastmaster helmet (+5)
- Advanced riot gear (+10)
- Dr. Mobius' glasses (+10)
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
|Heave, Ho!||30||2||Strength 5|
|Mad Bomber||45||6||Repair 45|
|Hit the Deck||70||12||—|
Interactions that require Explosives skill
- 25 Explosives to convince Easy Pete that you can handle his dynamite when assembling a posse for Ghost Town Gunfight.
- 25 Explosives to comment on the bomb Dean Domino placed under your chair.
- 35 Explosives to disarm the bomb in the monorail train at Camp McCarran.
- 35 Explosives to kill the Weathers' in Left My Heart.
- 40 Explosives to tell Pete, a child Boomer, something that will get you boomer fame.
- 45 Explosives to completely train the Misfits in the use of grenades (25 or 35 to give an incomplete instruction).
- 50 Explosives to free the Weathers in Left My Heart without the key.
- 50 Explosives to blow up both the sulfur deposits under Vault 19 and the entire Vault.
- 50 Explosives to rig President Kimball's Vertibird to explode in Arizona Killer.
- 50 Explosives to defuse the bomb onboard the President's Vertibird in You'll Know It When It Happens.
- 50 Explosives to help Caesar's Legion learn to disarm NCR mines.
- 50 Explosives for a skill check during The Job when discussing what caused the destruction of Hopeville with Ulysses.
- 60 Explosives to blow up the sulfur deposit under Vault 19 without blowing up the Vault.
- 65 Explosives to teach ED-E how to make satchel charges.
- 75 Explosives to threaten Father Elijah without blowing up the Sierra Madre vault.
- 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.