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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 :-)