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Explosives

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Explosives
Explosives
Fallout 3
modifiesDamage done by Explosives, ability of handling explosive traps
governed byPerception
initial value2 + (2 x Perception) + ceil (Luck / 2)
related perksDemolition Expert, Pyromaniac, Little Leaguer
Fallout: New Vegas
modifiesDamage done by Explosives, ability of handling explosive traps
governed byPerception
initial value2 + (2 x Perception) + ceil (Luck / 2)
related perksHeave, Ho!, Demolition Expert, Hit the Deck, Pyromaniac, Splash Damage
related traitsGood Natured
 
Gametitle-FO3Gametitle-FNV
Gametitle-FO3Gametitle-FNV

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

Fallout 3

\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

Bobblehead Explosives

"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 players Explosives skill determines how close you can get to mines 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

Permanent
Temporary

Affected weapons

Perks that require Explosives skill

Perk Required Level Additional Requirements
Demolition Expert 50 6 Explosives 50

Interactions that require Explosives skill

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

\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 3 and used explosion type ammunition (such as the Fat Man), was moved to this category when Big Guns was removed.

Ways to increase Explosives

Permanent
Temporary

Affected weapons

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

Perk Required Level Additional Requirements
Heave, Ho! 30 2 Strength 5
Demolition Expert 50 6
Mad Bomber fnvgraGametitle-FNV GRA 45 6 Repair 45
Grunt Honest HeartsGametitle-FNV HH 20 8 Guns 45
Pyromaniac 60 12
Hit the Deck 70 12
Splash Damage 70 12

Interactions that require Explosives skill

  • 25 Explosives to convince Easy Pete that you need a donation of dynamite in Ghost Town Gunfight.
  • Dead MoneyGametitle-FNV DM 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 sulphur 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 sulphur deposit under Vault 19 without blowing up the Vault.
  • Lonesome Road (add-on)Gametitle-FNV LR 65 Explosives to teach ED-E how to make satchel charges. (Lonesome Road)
  • Dead MoneyGametitle-FNV DM 75 Explosives to threaten Father Elijah without blowing up the Sierra Madre Vault.

Notes

  • 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.

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