Explosives Information

Explosives

Highly stable, moldable and slightly sticky, these substances are ideal for certain jobs, such as blowing a hole in a wall. Compounds are usually color-tinted to indicate the level of current needed to detonate them, from the black of magnetic-field induction to the chalky white of 440-volt industrial explosive. Commercial (non-plastic) explosives cost 60¥ per kilogram. Timers run from 2 seconds to 2 hours, and radio detonators have a Flux Rating of 1. The Damage Code is (Rating)D per kilogram. Use the following formula for multiple kilograms: (Rating x √kilograms) D. The Power of the blast is reduced by the base rating per meter

Claymore Mine

This is a directional anti-personal mine. Named after the large Scottish Sword by its inventor. The Claymore fires shrapnel, in the form of several hundred steel balls, out to about 100 meters in an directed arc. This weapon uses Flechette rules, and shotgun spread rules (choke of 5). It has a back blast of 2 meters (it does explode ya know), at -8/m. They can be set up to use the included trip-wire (TN8 to notice the wire) or Laser Tripwire (TN10 to notice)(Pick which type when purchased), a Radio detonator or a Timer. This information marks a difference in the Denver Shadowrun MU* rules and those found in CC. Please check accordingly.

Detonation Cord

Detonation cord is a flexible fabric tube filled with plastic explosives. Det cord is well-known for transmitting explosive shockwaves very well, even faster that electrical wire. If used as an explosive, detonation cord has a damage code of 12S equidistant along its length.

Thermite

Thermite is an incendiary material sometimes used in welding operations. When ignited, thermite burns at extremely high temperatures and is capable of eating through iron, steel and plasteel. Sometimes packaged as a "burning bar," it consists of a rod of thermite and compressed oxygen mounted on a "handle" and in a frame. Though difficult to find, burning bars are favored by safecrackers, as they can be used to easily melt holes through thick metal.

Ignited thermite can melt through 5 centimeters of a Rating 12 barrier each Combat Turn. If the Barrier Rating is higher or lower, decrease or increase this amount by the appropriate percentage (for example, it would cut through 2.5 cm of a Rating 24 barrier each Combat Turn). Thermite burning bars melt a hole 5 centimeters in diameter; thermite formed in other shapes will burn holes sized to those shapes.

Thermite normally burns for 30 seconds (10 Combat Turns). Flammable materials, including clothing and gear, will ignite and catch fire. Any character touching burning thermite suffers 10D damage and will likely catch fire. Fire causes 6M damage at the end of each Combat Turn; increase the Power by +2 per Combat Turn. Burning thermite is both incredibly loud and bright; anyway facing it will suffer a +6 modifier from glare, - 1 per 5 meters of distance, and reduced by - 1 per turn. Flare compensation will reduce this modifier by half.

Mine Detection Gear

Mine detection gear consists of spectrographic and radiological analyzers set up to detect explosives, especially plastic explosives commonly used in mines. This gear uses the same rules as standard chemsniffers, but their rating is increased by 1 for detecting mines. Against all other explosives, reduce their rating by 1.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License