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Satchel charge

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Satchel charge
Satchel charge
Satchel charge icon
Requirements
skillExplosives 50
strength req.4
Attack statistics
dmg/attack
1 (1.2) + 250 (447.5) explosionIcon explosion
crit dmg
0
crit % mult
x1
attacks/sec
0.5AP35
Other
weight0.75value
125
item HP10000
base idxx0076e3
 
Gametitle-FNV LR
Gametitle-FNV LR

The satchel charge is a weapon in the Fallout: New Vegas add-on Lonesome Road.

CharacteristicsEdit

The satchel charge is a placed explosive, and functions like other proximity mines. However, it has a significantly shorter fuse than other types. Unusually, even players with a very high Explosives skill will set off enemy-placed charges almost immediately. It is deceptively powerful for the simplicity of its construction, besting even the bottlecap mine, often crippling a limb upon detonation if one gets caught in the blast. The satchel charge also bests the bottlecap mine by being far easier to craft and using far more common materials. This is offset by its higher Strength and skill requirements, as well as its weight.

CraftingEdit

This weapon can be crafted by the Courier.

Creation requirements

Materials:Requirements:Produces:
lead (25)
rangeIcon range
Lonesome Road add-on
levelIcon level
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.

LocationsEdit

  • The Divide - Found in various containers labeled "satchel charge box."
  • Active satchel charges are placed in various locations in the Divide. These can be disarmed and collected by the player.
  • Can be created from scratch by ED-E after the Courier gains rank 2 of Camarader-E, and passes two Explosives skill checks (35 and 65). 3 satchel charges can be made per game day.

NotesEdit

  • It is important to be wary when trying to disarm or sneak past a satchel charge; it has a sensitively large proximity detection, and disarming is often difficult as a result.
  • This is one of the very few weapons in the game that doesn't have the Vault Boy in its Pip-Boy icon.

Behind the scenesEdit

The satchel charge was supposed to be weaker, with a longer fuse. According to Joshua Sawyer, the damage was doubled and the fuse was shortened in the last week of development.[1]

ReferencesEdit

  1. JE Sawyer on somethingawful, sixth post

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