For an overview of all mines, see Land mine. |
The satchel charge is a weapon in the Fallout: New Vegas add-on Lonesome Road.
Characteristics[]
A manually placed explosive that functions like other land mines, yet it has a significantly shorter fuse than other types. Even an Explosives-focused character with a high skill level will set off enemy-placed satchel charges almost immediately. Making it more dangerous, coupled with the short fuse is that it has a relatively large proximity detection, and disarming is often difficult as a result.
It is deceptively powerful for the simplicity of its construction, besting even the bottlecap mine in how often it can cripple limbs upon detonation if one gets caught in the blast. The satchel charge also bests the bottlecap mine by having a lower Explosives skill threshold to craft and using far more common materials, though this is offset by having a higher Strength and Explosives requirements to use effectively as well as being heavier and thus more limited in how many can be carried at once.
Crafting[]
The weapon can be crafted.
Creation requirements
Materials: | Requirements: | Produces: | ||
---|---|---|---|---|
lead (25) powder, pistol (25) Sensor module (1) | Explosives: 25 Lonesome Road add-on | Satchel charge (1) |
¹ Craftable without a workbench via a dialogue option with Veronica, or with ED-E once the add-on Lonesome Road is installed.
Locations[]
- The Divide - Found in various containers labeled "satchel charge box."
- Four boxes at Beast's location on the High Road, near the truck.
- Two boxes at Bonesaw's location, of which one has an Average lock.
- Four boxes at the Courier's Mile.
- One box north of the Third Street Municipal Building, on the roof of a two-story building.
- One box southwest of the wastewater treatment plant, in a ruined building.
- One box just southeast of the waste disposal station, on the ground near a telephone pole.
- One box in Ulysses' Temple.
- Active satchel charges are placed in various locations in the Divide. These can be disarmed and collected by the player character.
- ED-E (both the original and the duplicate) can provide 3 satchel charges every 24 hours by gaining rank 2 of Camarader-E followed by passing a 35 and subsequently 65 Explosives skill check.
- Sometimes Carried by marked men.
Notes[]
- The satchel is one of the very few weapons in the game that does not include Vault Boy in its icon.
- It is also one of the few weapons that can potentially be crafted and used inside the Sierra Madre during Dead Money.
- Due to its extremely short fuse, a low Explosives skill gives virtually no time to disarm the charge.
- It is affected by the Light Step perk, allowing one to safely disarm the charge without worrying about the incredibly short fuse.
Behind the scenes[]
The satchel charge was originally intended to be weaker, with a longer fuse. According to Joshua Sawyer, the weapon's damage was doubled, and the fuse shortened in the last week of development.[Non-game 1]
Gallery[]
References[]
Non-game
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