Renegade’s explosives home-shopping guide
by Phil Ward (P.Ward@CM.CF.AC.UK) — Renegade
OK chummers, since there seems to be some interest in this subject at the moment, here we have the Renegade Guide To Explosives, in all their wonderous forms. Some of this is sraight from the Black Book, some is from Cyberpunk’s “Listen Up You Primitive Screwheads”, still more comes from Twilight 2000 (most of the miscelaneous accessories), and some of it was just plain made up.
The ratings have been fixed from CPunk Damage codes, and the bit at the end regarding target numbers and equipment for those runners with chemistry skill and a wish to play Terminator as well.
As always, correct me where you will… is CHOPPER watching? :-)
HOMEMADE
HOMEMADE Cnc Rtg Wg Cost Lgl AVAIL INX Notes
Nitrogen Tri-iodide 6 4 1 10Y 4-I 6/36 Hrs 1 Liquid, 2 hours to dry out.
NB. When dry any vibrations will set it off (90%). e.g. a Shout
Man this stuff is tetchy, if a penny drops within a mile of the dry form it’ll go off!
Mirage <10:05:56/05-25-55>
Honey the penny never dropped with you :-) don’t you even know how to fiddle your time/date stamp yet? Better learn quick!
Renegade <::/-->
COMMERCIAL
Commercial 6 3 1 60Y 4PI 6/48 Hrs 1
NB. 5% explosion from strong Electromagnetic emmissions (Radar, etc)
Dynamite 5 3 2 50Y 4PI 6/48 Hrs .75 Sniffs as Plastique
Nitroglycerine 6 5 1 50Y 4PI 6/48 Hrs 1 Sniffs as Plastique
NB. 60% explosion from harsh vibrations.
Guncotton 6 2 1 30Y 4PI 6/48 Hrs 1
NB. 20% Explosion struck, 60% Fire/extreme Heat
Well, they’re better than nothing, but don’t expect much bang from these babies.
Angel Heart
Hey, in some places you can get a lot higher sentence for mil-spec bang-stick than for commercial.
Renegade <::/-->
PLASTIQUE
Detcard (20sec) 9 2 .1 250Y 3-I 10/48 Hr 2 Credit-card sized
Detcord (/m) 7 4 1 1800Y 3-I 10/48 Hr 2 Double Rating if wrapped
around the target.
Frame Charge 3 8 2 200Y 4-I 8/48 Hrs 1 1/2 Burst. Double Rating
Vs window/door Frames only
Plastic C-IV 6 6 1 80Y 4-I 8/48 Hrs 1
NB. 5% explosion from strong Electromagnetic emmissions (Radar, etc)
Semitek (C-VI) 6 6 1 100Y 4-I 10/48 Hr 1 Sniffs as commercial
NB. 10% explode if hit by non-contact explosion.
Plastic C-XII 6 12 1 200Y 3-I 10/48 Hr 2
Plastic C-XIII 6 10 1 500Y 1-I 14/14 Dy 4 Military only.
NB. Cannot be detected by Chemsniffers (probably)
Plastic C-XVI 6 14 1 500Y 1-I 14/14 Dy 5 Military only.
I love the smell of C-16 in the morning!
Thik-Cut <TH:E_:EN/HA-NC-ER>
Let me tell you, it’s better than the smell of your unwashed body in the back of the BWANT-wagon!
Renegade <::/-->
ACCESSORIES
ACCESSORIES Cnc Wg Cost Lgl INDEX Str Notes
Blasting Machine 4 .5 100Y 7-I 3/48Hr 2 Muscle->Electric detonator - 10 caps
Blasting Cap 10 .1 1Y 7-I 3/48Hr 2 Small explosion for detonation. Flame
Electrical 10 .1 2Y 7-I 4/48Hr 2 Small explosion for detonation.
Demolitions Kit 3 5 500Y 8-I 4/48Hr 2 Basic demolitions tools.
Igniter, Fuse 10 - 5Y 8-I 4/48Hr 2 Weather-proof, pull-igniter; tripwire
Igniter, Smart 10 - 75Y 8-I 4/48Hr 2 Weather-proof, pull/release igniter.
Fuse, Time - 3 50Y 8-I 2/48Hr 2 100m roll. Burns at 20m/phase.10 Caps
Electrical - 5 40Y 8-I 2/48Hr 2 100m spool. 10 Caps at once.
Instant - 3 30Y 8-I 2/48Hr 2 100m roll.Burns at 200m/phase.10 Caps
Radio Detonator 8 .1 250Y 6-I 4/48Hr 2 Includes Blasting Cap, 1 Use only.
Radio Broadcast 6 .5 350Y 6-I 4/48Hr 2 500m range.
Timer 6 .5 100Y 6-I 4/48Hr 2 Standard = 2 secs to 2 hrs.
Trip Wire - 2 50Y 8-I 2/48Hr 2 100m roll.
Let me tell you, there are a lot of tricks you can pull with this stuff, most non-aerodynamic grenades come with ports that will accept most types of fuse, or in some cases, they come with their own tripwires ready to go! Just remember, try before you buy ;-)! Another thing, certain Chinese-manufactured non-aeros are designed for use as mines; they have no delay once you pull the pin!
Renegade <::/-->
PLASTIQUE, JUST LIKE MOM USED TO BAKE!
EXPLOSIVE Fusing Manufacture
Gear TNo Tamp
Nitrogen Tri-iodide Explosion Kitchen: 4 No
Dynamite Flame fuse No No
Commercial Electrical (240v+), Explosion Lab: 6 Yes
Nitroglycerine Fire/Extreme Heat, Explosion Poor Lab: 5 No
Guncotton Electric/Flame Fuse, Explosion Lab: 5 Yes
Detcard (20sec) Just Snap it! No No
Detcord (/m) Electric Fuse, Explosion No No
Frame Charge Electric Fuse No No
Plastic C-IV Electric Fuse, Explosion Lab: 8 Yes
Semitek (C-VI) Electric Fuse Lab: 8 Yes
Plastic C-XII Electric Fuse No Yes
Plastic C-XIII Electric Fuse No Yes
Plastic Compound XVI Electric Fuse No Yes
Tamp refers to whether or not the explosive can be tamped or shaped.
Now, just a friendly reminder for all you budding Nacht-Machen out there in La-La land (and yeah, I know, you resemble that comment…) just remember that you will have to get a chemistry Skill-Soft if you want to actually make the stuff, a know-soft’ll tell you how, but it won’t give you the touch with the instruments. Don’t ignore mommy’s warning boys, or you’ll be in a Night of your own Making ;-)
Renegade <::/-->
EXPLOSIVE RULES
DAMAGE: (Rtg)D BURST: -Rtg/Metre MULTIPLE: Rtg x (Square Root:Kilograms)
EMPLACING: + Demolitons[2] to Power of Explosion (After multiplication (?))
Shaped-Charge/Tamped Charges Rules
A shaped/tamped charge increase the power of an explosion by 50%, but halves the effective burst radius.
Tamping A Charge: Demolitions [GMD] 5 Minutes (ish)
Finding the Weakest Point: Physical Sciences [GMD] 5 Minutes - Plans needed
This allows you to add your physical sciences (Engineering) skill to the power in the same way that demolitions does.. just like someone suggested a while back. Oh, and those are architects plans you’ll need, a floor plan might be useable, but the TNo is going to be a lot higher.
[XX] refers to the Target number for a skill check where XX is the Target.
GMD is in fact GM’s Discretion (or, I can’t be bothered making it up :-)

