Satchel charge

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Icon disambig.svg
For an overview of mine models used throughout the Fallout series, see Mine.
Satchel charge
Satchel charge.png
Satchel charge icon.png
Requirements
SkillExplosives 50
Strength Req.4
Attack statistics
Dmg/Attack
1 (1.2) + 250 (447.5) ExplosionIcon explosion.png
Crit Dmg
0
Crit % Mult
x1
Attacks/Sec
0.5 (0.6)AP35
Other
Weight0.75Value125
Item HP10000
Editor ID?
Base IDxx0076e3
Perk Effects
Perks (dam.)
Demolition Expert
( +150 ExplosionIcon explosion.png)
Lord Death
(+0 +10 ExplosionIcon explosion.png)
Bloody Mess
(+0.1 +12.5 ExplosionIcon explosion.png)
Thought You Died
(+0.1 +25 ExplosionIcon explosion.png)
Perks (Att.)
 
Gametitle-FNV LR.png
Gametitle-FNV LR.png

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

Characteristics[edit | edit source]

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 at least one limb upon detonation if the player is caught in the blast. This is offset by its higher strength and skill requirements. Satchel charges are often encountered in thin choke points that are necessary in order to transverse through the Divide. These mine fields commonly contain three to five charges.

Crafting[edit | edit source]

This weapon can be crafted by the player.

ComponentsRequirementsProducts
25 Lead
Note: this item is also craftable via a dialogue option with Veronica, or ED-E (with the Lonesome Road add-on).

Locations[edit | edit source]

  • They can be found in various containers labeled "satchel charge box" in the Divide.
  • Active satchel charges are placed in various locations in the Divide. These can be disarmed and collected by the player; however, this can prove to be extremely difficult.

Behind the scenes[edit | edit source]

  • 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]

References