Explosives (Revised from Thresher Handbook)

The sale of explosives to Thresher Agents and the black-market is a constant source of ire to SLA, probably because a lot of it turns up on the streets of places like Mort and in the hands of people only too willing to use it. SLA reports indicate that chemical analysis of 70% of all bombings reveal that the source is from Thresher made compounds. Running explosives is a very lucrative business. Despite the hazards involved in transporting explosives many privateers still keep doing it because of the massive mark-up of prices for civil and military grade explosives on the black-market. Demand far outstrips supply.

Remote detonator
Cost: 400u
A remote radio activated detonator, range 1000m

Timer detonator
Cost: 50u
An electronic, tamper proof detonator which can be set from 0 seconds to 30days.

FuseWire
Cost: 100u 1x metre
Burn rate of anywhere from 0.001 seconds to 60seconds a metre

Pre-charge detonator
Cost: 100u
General rule of thumb for most explosives is 1 pre-charge per 3kg of explosives for optimal burn. It can be set off with fusewire or DC electricity

CDA-08
Cost: 3000u
Civil engineering plastique 150ID of damage per kg with a blast radius of 1m per kg

CDM-18
Cost: 5500u
Civil engineering Plastique 300ID of damage per kg with a blast radius of 2m per kg

MXD-2
Cost: 12000u
Military grade Plastique 400ID of damage per kg with a blast radius of 4m per kg

HBX-7
Cost: 18000u
Military grade Plastique 600ID of damage per kg with a blast radius of 8m per kg

White Phosphorous
Cost: 6000u
1kg will burn for 15 seconds with a blast radius of 3m doing 5ID of damage per phase. WP also generates toxic white smoke with the effects of a Riot Gas grenade.

Thermite T9
Cost: 2000u
Does 300ID of damage to a localised area per kg where it is applied. 1kg as a general rule will burn through 40cm of steel in 6 phases

Blast Rules

I will try to make these as simple as I can so that it won’t interfere with game play, be realistic and hopefully make sense by the time I’m finished. Explosives are highly dangerous. PC's should take this into account when using such material and if they are careless or appear 'haphazard' or casual in their treatment of explosives be sure to punish them. Don’t make any exceptions, make them really sweat when they touch it and make them physically wince every time they have to roll dice and maybe a 'Cool' check. Luck might be a good advantage to take when dealing with this stuff on a regular basis if you character is a Demolitions Sapper.
As you will have noticed this is a lot different to the SLA MRB rules for grenades, I have done away with the 5 x damage at ground zero. These rules are designed primarily as a guide to destroying structures and vehicles, not people.
I leave GM's to use their own discretion in this respect.

Demolitions Skill

The actual level of skill that a character has is a good indication of their ability for them not to blow themselves up. However, on an exceptional roll of 20+ for every 1 point over 20 increase the damage by 10%. As for modifiers a +1 to the roll can be gained by spending 1 extra hour planning and designing a bomb or series of charges.

Explosives Weight, Damage and Blast zones

This is simple mathematics based on one kilogram of explosive being the basic weight. 2kg will double the Damage and Blast radius 3kg will treble, 100grams will be 1 tenth.

Primary Blast Zone

For just the explosive by itself the actual damage around the centre of detonation is quite severe. This is the blast radius where everything takes the maximum amount of damage. There is no penetration as such. For the interests of blowing things up like people and vehicles that have armour, the armour value (PV) takes off the top of the total damage its worth, then any extra is taken on the hull/suit ID and if that area is reduced to 0 then the flesh starts taking hits.

Example: -

Operative Jones is wearing Dogeybone and has managed to be standing near a can 1 metre away containing 500grams of CDA-08 when it goes off.
The armour takes off 16 from the damage (PV: 16 armour) for a total of 75-16 = 59 points of damage.
The remaining 59 points is going to every part of him in that 2-metre zone, the suit taking priority. Let’s say it’s just an arm and leg in that zone.
Arm has 50 points of remaining ID in it and his Leg has 70 points of remaining ID, we do the math and-
The leg has only 11 ID left in it but the arm is completely stripped of ID and 9 points are going through onto Operative Jones' Arm which will take a wound and loose 9hp.
Sucks to be Operative Jones today, but at least it wasn’t a full kilo and he was wearing armour.

Secondary Blast Zone

The secondary blast zone is double the area of the original blast radius (i.e.- 2m blast radius has a secondary blast zone of 4m from the epicentre), most of the damage in this area will be the concussion wave from the displaced atmosphere, particulate and debris being thrown about. For anything caught in this range they/it take 25% of the blast zone damage.

Tertiary Blast Zone

This is a zone of mostly flying debris and most of the concussion wave will have dissipated into the atmosphere by this stage. The tertiary blast zone is five (5x) times the area of the original blast radius but anything/anyone in this zone takes 5% of the original blast radius. Most at risk is anyone out in the open who have a 50% chance of collecting a piece of debris.

Shrapnel

Sooner or later either the GM or a Player will decide to pack material around an explosive charge to improve the anti-personnel capability of a bomb. Popular choices of shrapnel often include nails, ball bearings, nuts and bolts, all of which will do horrible things to unarmoured and lightly armoured opponents.
For the purposes of blast range, only increase the Secondary and Tertiary Blast zone out an additional 50%.

Taking Cover

For the people and things in the vicinity of an explosive there are a number of things that can contribute to their survival. Getting the heck out of there is always the best option but sometimes the only other alternative is to just get behind something or someone to avoid being blasted and punctured by flying debris.

Putting enough material between the blast and themselves might mean that the object (or person!) will take the punishment before they do. Things like brick walls, vehicles and guys wearing heaps of armour are always good as they take a lot of damage and anything left behind them will take the remaining damage.

Of course this is only a rough guide and one of those areas best left up to the GM's discretion and how much they like your character at the time. The best idea is to jump into a foxhole, deep gutter, manhole or trench as this will break the direct line of trajectory of anything flying their way.

Plasterboard
PV0 2 ID per square metre

House door
PV5 20 ID per square metre

Fire Door
PV12 30 ID per square metre

Bulkhead door
PV25 50ID per square metre

Timber fence
PV3 10 ID per square metre

Interior house wall
PV5 20 ID per square metre

Corrugated iron
PV8 10 ID per square metre

Sheet metal (thin)
PV4 10 ID per square metre

Sheet metal (thick)
PV12 15 ID per square metre

Brick wall
PV10 150ID per cubic metre

Steel Beam
PV25 300ID per cubic metre

Construction Girder
PV25 500ID per cubic metre

Concrete
PV20 1000ID per cubic metre

Reinforced Concrete
PV20 1500ID per cubic metre

Earthen Rampart
PV10 1000ID per cubic metre

Blast Door
PV300 500ID per cubic metre

Hitting the deck

Flying objects travel parallel to whatever has set them in motion but it does mean that only the parts of the body that are exposed directly to the blasts epicentre will get hit. If a person lies down away from the blast then that will mean that only their legs will get hit, facing towards it might mean that they get hit in the head and torso.

Primary blast zone
100% chance of being hit

Secondary blast zone
25% chance of being hit

Tertiary blast zone
5% chance of being hit

(This is a good place to have ‘Luck’)

Have a nice day…