EXPLOSIVES AND OTHER THINGS THAT GO BOOM
by Dave KNIGHTHAWK Simpson <dsknighthawk@yahoo.com>

Door Charges Nitrogen Tri-iodide
Nitroglycerine Guncotton
TNT Plastique
C6 Detcord
Fuses

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.