Traps

Traps is a Fallout, Fallout 2, and Fallout Tactics skill. It was called Find Traps/Secret Doors in Lionheart. In Fallout 3, it was split into Explosives and Repair.

The finding and removal of traps. Also the setting of explosives for demolition purposes.

Initial Level: Starting Traps skill is equal to 20% + (1% x the average of your Perception and Agility). Average characters will have a 25% skill.

Firing mechanisms and initiating actions

 * Tripwire: A wire that is tied to two posts. This trip is very hard to see in combat. Can be avoided by having the Light Step perk. Requires Repair skill of 22 to disarm.


 * Pressure: A common way to set off bear traps and pressure plates. Can be avoided by having the Light Step perk.


 * Movement: All mines including Carriage Trap are triggered by closing to them (proximity fuse). Can be avoided by having the Light Step perk.


 * Usage: Rigged equipment such as computer terminals may be triggered by attempt to use.


 * Remote detonator: Mad Preacher in Seward Square location apparently sets off his minefield remotely.

Traps

 * Mine: A common explosive that is set off by getting close to it (proximity fuse).


 * Bear trap: A trap that snaps shut on the your foot. It can cripple your leg. Set off by stepping. Requires Repair skill of 23 to disarm.


 * Pitching machine: A pre-war pitching machine that is rigged to shoot baseballs that cause damage. Set off by a pressure plate or a trip wire. Requires Repair skill of 33 to disarm.


 * Swing object: An object (often a girder, car motor, or rotting Brahmin head) that swings down and hurts anyone who it hits. Set off by by trip wire. Note: this trap can hurt you more than once if your walk into the object or stand in one spot with the object on a angle touching you. Unknown if it can be disarmed outside of disarming its trip wire.


 * Baby bomb: An explosive trap that consists of a Baby Carriage containing a toy baby with a bomb and several frag mines strapped to it. Upon approaching the carriage, the toy will emit a crying sound and the whole thing will explode, causing some hefty damage and a scary moment. Requires Explosives skill of 61 to disarm. An example of this trap can be found in the Meresti Service Tunnel.


 * Rigged Shotgun: A Combat Shotgun that is rigged to shoot whatever sets off its trigger, either a pressure plate or trip wire. Requires Repair skill of 45 to disarm. Can be disarmed independently of its associated triggers. Disarming this trap will give your character a Combat Shotgun, 4 Shotgun Shells and 10 Microfusion Cells.


 * Grenade Bouquet A cluster of three frag grenades hanging from a string. Once its trip wire has been set off, the grenades will be released and will detonate after several seconds. Requires Explosives skill of 30 to disarm, and can be disarmed independently of its trigger. Disarming this trap will give your character three Frag Grenades.


 * Rigged Terminal: A computer terminal rigged with a Frag Grenade. The attempt to use the terminal triggers the trap causing slight electrical shock and shortly afterwards the detonation of the main charge. The trap can be deactivated by defusing the back panel. Disarming the trap will give the Frag Grenade. An example of this trap can be found in the drainage chamber near Jocko's Pop & Gas Stop (the source of Signal Sierra Victor) or near the entrance to Pinkerton's hideout in Rivet City.