explosives

Explosives & Chemical Weapons
Summary


Weapon Damage Range Increment (feet) Cost (Credits/Platinum) Weight Availibility
Acid d8 W Fire 5 ₡ 0. 4/1p 1 E
Charge, Breaching 5d6 W 1 ₡ 21. 2/53p 4 A
Charge, Satchel 5d12 W 30 ₡ 30. 8/77p 10 A
ChemPlast (CP-HE) Charge 3d12 W 5 ₡ 6 / 15p 1 I
Explosive, Improvised 2d6 W 30 3 E
Flamethrower 2d4 W Fire 15 ₡ 15. 2/38p 24 C
Flamethrower, Barrel-mounted d6 W 3 ₡ 8. 4/21p 4 A
Grenade, Concussion 4d6 B 10 ₡ 1.4 / 3p 1 I
Grenade, Flashbang 2d6 B * 5 ₡ 0.8 / 2p 1 I
Grenade, Fragmentation 5d6 W 15 ₡ 1.8 / 5p 1 I
Grenade, Gas 3d6 S 5 ₡ 1.2 / 3p 1 I
Grenade, Incendiary 2d12 W Fire 5 ₡ 2. 8/7p 2 A
Grenade, Magnetic 5d6 W 8 ₡ 6. 8/17p 3 A
Grenade, Plasma 4d10 W Fire 3 ₡ 8. 8/ 22p 2 A
Grenade, Pulse Special 5 ₡ 7. 2/ 18p 2 A
Grenade, Smoke d4 S 20 ₡ 0.6 / 2p 1 C
Grenade, Web Special 10 ₡ 2. 4/6p 4 A
Mine, Antipersonnel 5d8 W 24 ₡ 8/20p 6 A
Mine, Antivehicle d10 W Vehicle 8 ₡ 15/40p 12 A
Mine, Pulse Special 12 ₡ 25. 2/63p 10 A
Mining Charge 5d10 B 2 ₡ 20 / 50p 5 E
Molotov Cocktail d4 W Fire 15 2 E
Seeker Missile 2d8 W 5 * ₡ 95 / 238p 4 I
Squadkiller 4d12 W 15 ₡ 48 / 120p 8 I

*see description; B = Basic Damge; S = Stun Damage; W = Wound Damage

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Descriptions

Acid

It’s a horrible thing using acid as a weapon, but the ‘Verse is full of horrible people that think nothing of it. The really sick ones take pleasure from it. Acid inflicts anywhere from d2 to d12+d12 Wounds, with a good average being d8. The higher the damage, the harder the acid is to obtain or to manufacture. Once it hits a target, acid keeps doing harm, with the damage dice reduced by 1 step each turn. For instance, d8 drops to d6 the next turn, then d4, until it diminishes to “d0,” which means the damage has ended. You can try to neutralize an acid with a base chemical — use an Intelligence + Scientific Expertise/Chemistry action to identify or mix one up on the spot. Acid burns are treated as those from fire (Serenity Corebook page 157) and may even impose the Ugly as Sin Trait on a victim, with severity based on the extent of the burns.

Charge, Breaching

A shaped charge designed to blow open a ship’s hatch or the door of some other structure. Usually it’s got magnetic plates to lock it in place, and is able to function without oxygen, either out in the black or underwater. Small breaching charges can take out a lock, while big ones are arranged around a hatch to blow the whole thing out. As they’re shaped to funnel the blast in a particular direction, a breaching charge has a very short range and is used as a prelude to busting in on someone. A breaching charge ignores 2 points of Armor Rating.

Charge, Satchel

A wide-purpose bomb the size of a small rucksack, a satchel charge can breach a door or wall, take out a structure, be rigged as a booby-trap, or even be tossed into a vehicle’s open hatch to watch it shake. Satchel charges come with either a timer or a remote detonator.

ChemPlast (CP-HE) Charge

A high-yield plastic explosive, these charges let loose their energy in a relatively small area. Shrapnel isn’t an issue (unless whoever set the charge packed it full of nuts and bolts and the such), but the blast wave is apparently a lot like being struck by a cruiser.

Explosive, Improvised

A makeshift bomb fashioned with available chemicals, usually packed into a pipe or plastic bottle. You can fill an improvised explosive with pieces of metal if shrapnel appeals to you, or you can leave it as is if you’re trying to make the right “blast and set on fire” impressions.

Flamethrower

Setting someone afire is just about the unkindliest way to do away with ‘em, and it’s not looked upon well by most folks. A flamethrower’s got a back-mounted tank full of liquid fuel, a hand-held igniter, and a hose connecting the two. If you hit your target with an extraordinary success, you’ve set him on fire, and he’ll take the weapon’s damage each turn until extinguished. Botch the roll and you’ve set your own gorram self on fire—you’ve got three rounds to make an EASY Agility + Agility roll (while you’re on fire) before the tank explodes. In that unfortunate event, treat it like you got hit by an incendiary grenade (see below).

Flamethrower, Barrel-mounted

A compact flamethrower, this mounts onto assault rifles and has a shorter range, smaller tank, and is less likely to ignite the user. An extraordinary success sets the target on fire. A botch only means that the flamethrower fails to ignite.

Grenade, Concussion

Used offensively because their smaller blast radius is less dangerous in the open, these grenades can still clear an area very effectively.

Grenade, Flashbang

Designed to stun enemies, flashbangs do relatively little damage, but everyone within 20 feet of the grenade is automatically stunned for one turn, and then they have to make a Survival roll against a Difficulty of 15. If they fail, they are stunned for 2d6 more turns. If they succeed, they are stunned for only 2 more turns. The only way to deal with this effect is complete ear and eye protection, which gives a +2 Vitality Step bonus to the roll. Flashbangs don’t always have to be grenades. Certain creative individuals have disguised these explosives in such innocent looking objects as a stick of incense.

Grenade, Fragmentation

Sharp fragments of metal rip through everything and everyone in the area. The only effective protection usually involves diving behind something—or someone—big and thick and heavy.

Grenade, Gas

The grenades release a special nerve-gas designed to knock out those who breathe it. The effects are like several hours of hard drinking on an empty stomach. An NBC mask will prevent the damage. The gas dissipates in a few rounds.

Grenade, Incendiary

A grenade packed with highly flammable chemical gel capable of burning through metal when it’s ignited. This chemical gel doesn’t require oxidization, so it burns just as fiercely underwater as in vacuum.

Grenade, Magnetic

Your basic fragmentation grenade, but with the added benefit of a magnetic field that lets it stick to most metallic surfaces. Tossing a magnetic grenade at a metallic target grants a +2 Skill step to the thrower’s attack roll.

Grenade, Plasma

A plasma grenade produces enough heat to melt right through metal and nearly anything else. It works underwater or in vacuum. Unless you like the thought of synthetic skin grafts or extensive
burn scars, you’d best get out of the way if someone throws one of these near you.

Grenade, Pulse

Designed to take out electronics or cripple computer systems, a pulse grenade can also be used to immobilize a vehicle operating with any engine using electrical current (as opposed to combustion). A pulse grenade does no damage to living people, but takes out any unshielded electronics within the pulse range.

Grenade, Smoke

Inhaling the smoke does some damage, seeing as you get less air that way, but mostly the smoke obscures vision inside and through the cloud (counting as Thick Smoke, giving +8 to the Difficulty to hit any target through more than 10 feet of smoke). The smoke fills the blast area and dissipates slowly (usually in about two minutes). NBC masks prevent the damage.

Grenade, Web

When they go off, web grenades distribute a wide spray of liquid that instantly hardens into sticky biodegradable webbing that’s Hard to break. The webbing dissolves within an hour. Alliance security forces use web grenades for peaceful crowd control, though they can be put to other uses of a more nefarious nature.

Mine, Antipersonnel

Mines are a common enough hazard in ground combat, not so much in space, but they still see some use and turn up now and again. Antipersonnel mines injure enemy combatants instead of killing ‘em—a tactic devised by the Alliance during the Unification War. Wounded soldiers require considerable hardship getting ‘em off the battlefield, and caring for the stricken is even more of a drain on your resources. Antipersonnel mines throw a large blast upwards, generally taking off the limb that triggered the mine. Others, of the “Bouncing Betty” type, hop up into the air to spread the blast around. Mines are either concealed or simply scattered around out the open—or both.

When mines are in the open, spotting ‘em is an EASY Altertness + Perception/Sight action. If they’re concealed, make an Alertness + Perception/Sight roll opposed by the mine-layer’s Intelligence + Covert/Camouflage or Survival/Camouflage. On foot, passing through an area that has been mined is automatically successful if the mines are visible. If you’re aware of the mines but they’re concealed, passing through requires an EASY Agility + Athletics action.

Mine, Antivehicle

A mine with a big explosive charge specifically made to cripple a tank or other vehicle. Antitank mines only explode when a heavy weight (say, near 45,026 pounds.) presses on the trigger plate. That weight setting lets a soldier on foot walk right over it unharmed. Most antitank mines have shaped charges to damage vehicles and even kill anyone inside. They are used like antipersonnel mines (see above). Driving a vehicle through an area that is known to be mined requires a HARD Alertness + Drive action for a tracked or wheeled vehicle like a Mule. A hovermule won’t set mines off. Failure sets off a mine.

Mine, Pulse

This anti-vehicle mine uses an electromagnetic pulse to fry any electrical components when it goes off. When the charge triggers (see antivehicle mine above), it sends out a big blast of EMP radiation that cripples any vehicle liable to be passing within the range increment. Pulse mines were used by Alliance troops to capture vehicles and supplies without harming either. The men inside . . . they usually died defending their vehicle.

Mining Charge

Used to blast mine shafts, these charges are perfect for demolition of all kinds, and often come with a remote detonator or a timed electric fuse.

Molotov Cocktail

An improvised firebomb made out of a glass bottle filled with alcohol, a rag for a fuse, and the will to light it and throw it. A Molotov cocktail splashes an area a yard in diameter when it hits. An extraordinary success on an attack means the target has been set afire, doing the same damage each turn until the fire is put out. A botch often means the attacker has set his gorram fool self on fire to the same effect.

Seeker Missile

A Newtech weapon from the war, Seekers are automated, flyin’ grenades. They use a small hover-drive to move around, and look a lot like a two-foot-long tadpole that wants to splatter
you across the scenery. They tend to move toward motion and heat, and explode when they think they’re near a target–any mobile heat source not transmitting the proper transponder signal. Tossing a flare tends to fool Seekers, but the blast can still be deadly at a range.

Squadkiller

A horrific little surprise left by retreating Alliance forces during the war, squadkillers are about the size of a large book, and are usually buried or hidden at a major intersection or common areas where people are likely to congregate. Built-in sensors wait until there are at
least 12 warm bodies within 15 feet of this bomb, and then boom! Folk are all dead, just like that.






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( NOTE: Information here has been copied from the Serenity Corebook and Six-Shooters & Spaceships supplement guide.)

explosives

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