Explosive Charges



About Explosives

All Explosives use the Mechanics skill to rig and set up.

The difficulty of the check (unless specified otherwise) is Easy (), +1 difficulty per additional charge in the device. scored on the check increase the damage dealt by the device when it detonates by +1 per .

Failure generally means the charge has been improperly placed or set up. The consequences of this are up to the GM, but by default, this means the bombs explode but do not damage their intended target, or the detonator fizzles and the device does not even detonate.

Explosives do not have a critical rating, and simply inflict Damage or Hull Trauma.

Some particularly powerful explosives use Planetary Scale rather than Personal Scale.


Explosive Characteristics

Base Damage: The damage from one charge of Explosive. If unspecified, one "charge" generally equals one kilogram of the Explosive compound.

Additional Damage: The damage added by additional charges of Explosive. Many Explosives consist of multiple charges rigged into a single device. Although the additional damage dealt is seldom more than the base damage, the combined blast of multiple charges can prove to be exceedingly potent.

Rigging multiple charges together is part of the Mechanics check made when constructing the Explosive device. The maximum size of an Explosive is left up to common sense and the GM's decision.

Price: The price for one charge — or kilogram — of the explosive.

Blast Radius: The range of the explosion. All Explosives deal damage to all targets within the blast radius of the device.

If the device contains a great deal of individual charges, the GM may increase the blast radius if they see fit.


Explosives

NameBlast RadiusBase Dmg.Add. Dmg.Encum.PriceRarity
HG-DC p. 55
DetoniteShort15+102502
ProtonShort10varies1604
PlasmaMedium9+62(R) 2005
BaradiumLong3(30)*+12(R) 7505

Detonite

HG-DC p. 55

Detonite is a powerful explosive used for demolitions work — and for sabotage.

Detonite Effects

Detonite requires a trigger mechanism to set off, and each charge comes with a simple trigger that can be detonated via comlink or timer (times can be from one hour to one second).


Proton

HG-DC p. 56

Frequently used for demolitions work and in boarding actions, Proton charges are extremely powerful devices that rely on the same technology as the warheads of proton torpedoes, albeit on a much smaller scale. Proton charges feature a magnetic clamp and directed charge, so that they are better suited to breaching bulkheads or destroying facilities than as anti-personnel weapons. Multiple charges correctly linked together produce a much more powerful blast than each charge separately.

Proton Effects

When setting up an explosive device using Proton charges, the second charge adds +20 damage, the third adds +30, the fourth adds +40, and the fifth adds + 50, for a total of 150 damage for five charges.

After the fifth charge, additional charges do not add additional damage, but do increase the blast range by one range band per additional charge.


Plasma

HG-DC p. 55

These destructive devices generate high-temperature plasma shockwaves. The shockwaves shatter anything nearby, and what is not destroyed by the shockwaves is incinerated by the searing heat.

Plasma Effects

Plasma charges have the Burn 1 quality, and the quality increases by + 1 for every additional charge.


Baradium

HG-DC p. 55

Baradium is one of the most dangerous and volatile explosives used in demolitions. The synthetic mineral is best known for being used in Thermal Detonators. A large enough Baradium charge can level a small town, and incorrectly constructing one can prove to be the brief and fiery end to a demolitionist's career.

Baradium Effects

*Baradium weapons deal Damage on Planetary Scale (Personal x10), but their Blast Radius is measured in Personal Scale.

If the demolitionist generates when setting up the device, it detonates immediately, dealing the device's damage (base plus additional damage) to everything in the current blast radius.

Anything Engaged with the device when it detonates should add +50 to any subsequent Critical Injury rolls.