EXPLOSIVES AND OTHER THINGS
THAT
GO BOOM
by Dave KNIGHTHAWK Simpson <dsknighthawk@yahoo.com>
Door
Charges
HVY |
0 |
P |
R |
1d6+3 / SPECIAL |
1 |
1 |
VR |
No explosion
radius,
this is a shaped charge designed specifically for blowing open locked
or
stuck doors. This'll defeat any unarmored (or unreinforced) VERY
DIFFICULT or lower lock, and requires a roll for anything NEARLY
IMPOSSIBLE
or worse. Cost: 35 eb
Nitrogen
Tri-iodide
This can be made with kitchen
cleaners.
It's terribly potent, and terribly unstable, detonated by even the most
trivial shocks (such as a fly walking on it). It does 5d10 per
kilo,
with an explosive radius of 3m, and costs 2 eb per kilo. It's
mixed
wet, and takes 2 hours per kilo to dry. It's only safe when wet;
once it dries, it has a 90% chance of exploding when it encounters ANY
vibration. Even talking loud. It cannot be tamped.
Nitroglycerine
This can be made with a Chemistry
roll at Difficulty +15 (a lab is required, at least a makeshift
one).
It too is unstable, although not as horribly so as Nitrogen
Tri-iodide.
It does 3d10 damage per 1/4 kil, with an explosive radius of 3m, and
costs
24 eb per kilo to make. It's a liquid, transported in
containers.
Any harsh vibration (a heavy stumble, a blow, a bullet hitting armor on
that location, etc.) has a 60% chance of detonating
nitroglycerine.
Any fire or extreme heat touching it will detonate it for
certain.
Nitro is set off by throwing it against the target (risky), or by use
(electric
or fire-based). It will explode if hit by another
explosion.
It cannot be tamped.
Guncotton
This is the next step up from
nitro.
It's more stable, and also easily made with a Chemistry roll of
Difficulty
+15 (lab required). it does 3d10 per kilo, with an explosive
radius
of 3m, and costs 10eb per kilo to make. Its advantage is that it
will only explode 20% of the time if violently struck (60% of the time
if exposed to fire or extreme heat). It is set off with a fuse
9electric
or fire-based). It will explode if hit by another
explosion.
It can be tamped.
TNT
This is even more stable and
reliable.
It won't go off if dropped or mistreated, unless it's old or really
mistreated.
Making it requires a Chemistry roll of Difficulty +20 and a full
lab.
It does 4d10 per kilo, with an explosive radius of 3m, and costs 20eb
per
kilo to make (30+ eb to buy). It will explode 20% of the time if
exposed to fire or extreme heat. It is set off with a fuse
(electric
or fire-based), and will explode if hit by another explosion. It
can be tamped.
Plastique
This is very stable. It can
be molded, tossed, stomped on, burned, eaten, and used for all sorts of
things. Making plastique takes a chemistry roll of Difficulty +25
and a full lab. It does 7d10 per kilo, with an explosive radius
of
4m, and costs 50 eb per kilo to make (75+ eb to buy). It will
explode
5% of the time if exposed to strong radio or electric tranmission
(large
radios, high-tension wires, microwave guns, etc.). The source
doesn't
have to touch it to set it off; mere static electricity does it!
It is Set off with an electric fuse, and will explode if hit by another
explosion. It can be tamped.
C6
This is a military-grade
plastique.
It is harder to detonate, making it safe from any detonation besides a
fuse or another explosion. Making C6 takes a Chemistry roll of
Difficulty
+35 and a full lab. It does 8d10 per kilo, with an explosive
radius
of 5m, and costs 75eb per kilo to make (100+ eb to buy). It only
explodes 10% of the time if hit by a nonsurface explosion. It is
set off with an electric fuse. it can be tamped.
Detcord
This is plastique in a cord
form.
It can't be made by a chemist, only manufactured. It does 6d10
damage
to the area it's touching - ovoids of it are used to blow walls.
When wrapped around an object, it does triple damage - 18d10 - to the
object!
There is a 1 meter explosive radius, and it costs 100 eb per
meter.
It's set off by an electric fuse, and will explode if hit y another
explosion.
It cannot be tamped.
Fuses
These come in two tipes: electric
and fire-based. Fire-based fuses actually contain a substance
which
makes them burn. They'll burn without oxygen (they usually
contain
gunpowder, or some other oxidizing substance), but won't burn when
drowned.
Fire-based fuses cost 5eb per meter. Electric fuses set off a
smaller
explosion, a blasting cap, on the surface of the explosive.
Blasting
caps do 2d10 damage in a 1 meter explosive radius, and may be triggered
by excessive electricity, just like plastique explosive! Caps
cost
5eb apiece, the detonation wire costs 1eb per meter, and the detonator
(a small battery pack with a switch) costs 10eb.
Chemical delay fuses can be
constructed
with about 25-75eb worth of components (Difficult Chemistry skill
roll).
These fuses cannot be set to precise persecond times, but they are
unstoppable
by the same methods used vs. electric fuses. Chemical "sniffers"
can detect the fumes produced by a chem fuse.