Demolitions
This broad skill provides training in the basics of setting explosive charges to demolish specific targets. It covers the safe handling of materials, primers, timing devices, and strategic placement for maximum structural impact.
Structural
This application targets stationary structures (buildings, bridges, bunkers) or massive vessels (starships, orbital platforms, land-dreadnoughts). This is a two-stage process.
Stage A: Installation
The character identifies load-bearing points or critical bulkheads and secures the charges. This is a complex skill check. A Critical Failure during this stage means the device explodes immediately, dealing Ordinary damage (normal armor rules apply).
- Complexity: 4 successes for simple structures; 8+ successes for reinforced bunkers or capital ships.
- Difficulty: Ordinary (or as determined by the GM based on environmental hazards).
Stage B: Detonation (The Trigger Check)
Once the installation is complete and the explosives are triggered, the character makes a final Demolitions–Set Explosives check to determine the efficacy of the placement.
- Critical Failure: The device is a dud (it fails to explode).
- Failure: The explosion is delayed; check every 5 minutes until a different result is achieved.
- Ordinary Success: The explosion deals Ordinary damage to the structure or section.
- Good Success: The explosion deals Good damage to the structure or section.
- Amazing Success: The explosion deals Amazing damage to the structure or section.
Synergy: Physical Science–Physics can be used as an auxiliary skill. A success provides a -1 step bonus to both installation and detonation checks as the character is better prepared to understand the materials strengths and weaknesses.
Anti-Vehicular Mines and Traps
These devices often do focused damage instead of having a blast radius. This is a two-stage process.
Stage A: Installation
The character identifies the optimal placement and fine-tunes the trigger mechanism. This is a complex skill check. A Critical Failure means the device explodes, dealing Ordinary damage.
- Complexity: 2 successes for mines/simple traps; 4 successes for complex traps.
- Difficulty: Ordinary (or as determined by the GM).
Stage B: Detonation (The Trigger Check)
Once triggered, make a final Demolitions–Set Explosives check to determine efficacy.
- Critical Failure: The device is a dud.
- Failure: The device fails to trigger but remains armed.
- Ordinary Success: The explosion deals Ordinary damage to the vehicle.
- Good Success: The explosion deals Good damage to the vehicle.
- Amazing Success: The explosion deals Amazing damage to the vehicle.
Anti-Personnel Mines and Traps
These devices are designed to do damage in an area. Once triggered, they deal damage based on the distance from the device center.
Installation
The character identifies the best placement and fine-tunes the trigger. This is a complex skill check. A Critical Failure means the device explodes, dealing Ordinary damage.
- Complexity: 2 successes for mines/simple traps; 4 successes for complex traps.
- Difficulty: Ordinary.
Concealing
The installation process only places the device. To properly hide it, a Covert Ops–Conceal check must be made by the installer or an ally as part of the installation process.
Disarm
The ability to render bombs, mines, and demolition packages inoperative.
- Requirement: Automatic success when disarming your own work or simple, common explosives. A check is required for unusual makes, rigged devices, or under extreme time pressure.
- Resolution: A complex skill check with a complexity equal to what was required to set the device. A Critical Failure means the device explodes, dealing Ordinary damage.
Rank Benefits
▶ Rank 3, 9, 12 [Improved Handling] The character gains a -1 step bonus to all checks with this skill at Rank 3, increasing to -2 steps at Rank 9, and -3 steps at Level 12.
▶ Rank 6 [Disaster Avoidance] When the character rolls a Critical Failure while disarming for the first time during a complex check, the result is treated as a simple Failure instead.
Scratch-Built Explosives
The ability to build demolition packages from scratch or repurposing military ordnance (e.g., turning a mortar shell into a satchel charge).
Improvised Tools: Using common household items instead of a proper toolkit imposes a +2 step penalty.
Potency: Determined by a skill check as per [Table P23: Scratch-Built Explosives].
Synergy [Physical Science—Chemistry]
A character with Chemistry knowledge can further optimize an explosive mixture by selecting the best ingredients. See the Physical Science—Chemistry for more information.
Set explosives
Advanced proficiency in deploying manufactured charges.
▶ Rank 3, 9, 12 [Improved Handling] The character gains a -1 step bonus to all checks with this skill at Rank 3, increasing to -2 steps at Rank 9, and -3 steps at Rank 12.
▶ Rank 6 [Disaster Avoidance] When the character rolls a Critical Failure while installing for the first time during a complex check, the result is treated as a simple Failure instead.
Synergy [Physical Science—Physics]
A character with Physics knowledge can further optimize an explosive mixture by selecting the best ingredients. See the Physical Science—Physics for more information.