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
9 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
9 Diminutive
Antivehicle Mine 1,500 10d6 Energy 0.5 kg Military TFU
Explosive Charge 1,500 10d6(1) Energy 0.5 kg Restricted Core
9 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.