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Explosives is a Fallout 3 and Fallout: New Vegas skill, 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 3Edit

$\text{Initial level}=2+(2\times\text{Perception})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$

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

$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$

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.

Permanent
Temporary

### Perks that require Explosives skillEdit

Demolition Expert 50 6 -
Pyromaniac 60 12 -

### Interactions that require Explosives skillEdit

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 VegasEdit

$\text{Initial level}=2+(2\times\text{Perception})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$

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

$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$

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.

Permanent
Temporary

### Affected weaponsEdit

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 skillEdit

Heave, Ho! 30 2 Strength 5
Demolition Expert 50 6
Mad Bomber fnvgra 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 skillEdit

• 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. Dead Money
• 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.
• 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. Lonesome Road (add-on)
• 75 Explosives to threaten Father Elijah without blowing up the Sierra Madre Vault. Dead Money

### NotesEdit

• Player placed mines are not triggered by the player himself, 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 2Edit

 The 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.

 End of information based on Fallout: Brotherhood of Steel 2.

## ReferencesEdit

1. Fallout: Brotherhood of Steel 2 design document - Page 10