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Explosives

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Explosives
Fallout 3
modifies: Explosives damage, ability of handling explosive traps
modified by: Perception
initial level: 2 + (2 x Perception) + Luck/2 (rounded up)
related perks: Demolition Expert, Pyromaniac, Little Leaguer

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

Contents

[edit] Uses

The Explosives skill governs all mines and grenades. The higher your skill, the higher the damage you inflict. A minimum skill level is also required to unlock the Demolition Expert perk.

This skill does not apply to Missiles or Mini Nukes; use Big Guns instead. Explosives also does not apply to the act of pants-exploding-use Sneak to successfully plant a nasty surprise.

Use Explosives to set Frag Mines, Pulse Mines, Plasma Mines, or Bottlecap Mines. They all explode by proximity, not by contact. Mines may be placed anywhere, including tables and ledges to bring the area of effect closer to the head or torso. You may also reverse-pickpocket mines into an NPCs inventory.

In Fallout 3 the Explosives skills affects the distance and accuracy of a thrown bomb: including the Frag Grenade, Pulse Grenade, Plasma Grenade and Nuka Grenade. Grenades may also be used to rearm a formerly rigged Terminal. While using V.A.T.S., grenades explode on contact with a target.

Hostile mines and grenade traps may also be disarmed.

[edit] Fallout 3 weapons

NAME DMG /
HIT
DPS w/
Reloads
ROF w/
Reloads
AOE
RADIUS
WG V:W AP DMG /
AP
NOTES
Pulse Grenade 1+10 AOE, 12, 14, 17 6 0.52 450 0.5 80 24 0.46 +200 damage to machines
Pulse Mine 1+10 AOE, 12, 14, 17 5 0.47 450 0.5 80 35 0.31 +200 damage to machines
Frag Grenade 1+100 AOE, 121, 141, 162 55 0.55 450 0.5 50 24 4.21
Frag Mine 1+100 AOE, 121, 141, 162 47 0.47 192 0.5 50 35 2.89
Plasma Grenade 1+150 AOE, 181, 211, 242 83 0.55 450 0.5 100 24 6.29
Plasma Mine 1+150 AOE, 181, 211, 242 71 0.47 192 0.5 100 35 4.31
Nuka Grenade 1+500 AOE† 275 0.55 450 0.5 100 24 20.88 +2 Fire Dmg; +100 Rads; Schematic locations
Bottlecap Mine 1+500 AOE, 601, 701, 802 155 0.31 256 0.5 125 35 14.31 Schematic locations

[edit] Explosives-based Perks

Perk Required Level Additional Requirements
Demolition Expert 50 6 Explosives 50


[edit] Disarming

Your Explosives skill determines how close you can get to mines before they detect 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. But if you're slow or your skill is too low, it will blow.

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

  • 25 is required to disarm Megaton's atom bomb.
  • 30 is required to disarm hanging Frag Grenade clusters
  • 45 is required to disarm Rigged Computer Terminals
  • 60 is required to disarm exploding baby carriages

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

Slave collars are disarmed with the Science skill (level 65 required).

[edit] Increasing Explosives skill

Explosives can be increased by wearing Raider Blastmaster Helmet and Takoma Park Little Leaguer Cap, as well as any armor/clothing that increases PE such as Crow's Eyebot Helmet or reading Duck and Cover!.

[edit] Explosives in Quests

[edit] Notes

  • Frag Grenade can easily be obtained by Casdin for turning in tech for The Outcast Collection Agent.
  • Grenades being thrown, in air or in the Enemy's hand can be shot dealing damage to the enemy.
  • Grenades and land mines can be found higher numbers in special Mine boxes and Grenade boxes.

[edit] Previous games

In Fallout, Fallout 2 and Fallout Tactics, the character’s ability to throw a grenade is directly related to the Throwing skill. The character’s ability to set or disarm an explosive is related to the Traps skill.


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Skills