Explosives
Sometimes a mission calls for the use of more powerful explosives than either grenades or thermal detonators. Set explosives aren't ranged weapons and can't be used like grenades. Placing an explosive requires a Mechanics check.
When set and activated, the charge's timer begins counting down. Standard timers can be set with as much as an hour delay. Longer delays require specialized timers.
With a successful Mechanics check, explosives ignore the damage reduction of objects to which they're attached. Particularly good Mechanics check results can increase the damage even more. Multiple explosives rigged to explode at the same time deal extra damage: Every time you double the number of explosives used, you add +2 dice of damage. For example, two blocks of detonite deal 7d6 points of damage, while four blocks deal 9d6 points of damage.
Explosives
Explosives | Cost | Damage | Damage Type | Weight | Availability | Source | ||
---|---|---|---|---|---|---|---|---|
Fine | ||||||||
Detonite |
500 |
5d6(1) | Energy |
0.1 kg | Restricted | Core | ||
Manual Trigger |
100 |
- |
- |
0.1 kg | Licensed | TFU | ||
Timer |
250 |
- |
- |
0.1 kg | Licensed | Core | ||
Diminutive | ||||||||
Antivehicle Mine |
1,500 |
10d6 | Energy |
0.5 kg | Military | TFU | ||
Explosive Charge |
1,500 |
10d6(1) | Energy |
0.5 kg | Restricted | Core | ||
Tiny | ||||||||
Flechette Mine |
1,200 |
8d6 | Piercing |
0.5 kg | Illegal | TFU | ||
Land Mine |
500 |
8d6 | Energy |
0.5 kg | Military | TFU | ||
Laser Trip Mine |
700 |
6d6 | Energy |
0.5 kg | Military | TFU | ||
Proximity Mine |
1,500 |
6d6 | Energy |
0.5 kg | Military | TFU | ||
- (1): The explosion damages everything in a I-square burst radius.