# 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

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.

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

"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.

Permanent
Temporary

### Perks that require Explosives skill

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. The rough calculation of damage is 2 points in the explosives skill equals +1 damage (e.g. +20 from Patriot's Cookbook adds +10 damage from 80–100).

Permanent
Temporary