Ok, I'm doing a bit of a thought experiment here.
100 kg of commercial explosives will set you back 10 grand. Not a minor investment. if detonated together this much boom deals 50P + 10P per hit on demolitions, with -2 armour penetration.
If formed into a shaped charge, this attack is funneled into a 90 degree arc, losing 1 point of damage per meter.
Let us assume that the group demolition expert has 12 dice in demolitions, and the group face has 12 dice in leadership. Leadership for teamwork gives an average of 4 extra dice to the demoman, giving him a dicepool of 16. 16 dice averages 5.3 hits, which we'll round down to 5 for this exercise.
That gives us a 90 degree cone that deals 100 damage, -1 per meter.
So how big is 100 kg of commercial explosives?
well, for the sake of argument let's say that commercial explosives are 1.5 times the density of water. water at 4 degrees Celsius takes up 1 cubic meter per 1,000 kg. That means that 100 kg of water takes up approximately 1/10th of a cubic meter. Now by our logic 1 cubic meter of explosives will weigh 1,500 kg. therefore, 100 kg will take up 1/15 of a cubic meter, or a slab 1m long, 1 m wide and 67mm high. In cube form, you're looking at a block about 40.5 cm on a side (damn, my math skills are rusty).
That's not really that big. You can easily fit that in the boot of your car. As a shaped charge it will make the day bad for anyone behind you without killing your car or you (In theory...), so it might be workable for getting rid of pursuit (and the street. with this kind of boom, expect civilian casualties).
So, thoughts?
I don't agree that your car will be unscathed and driveable, but it's reasonable as a park and walk away area weapon. When I was in Iraq 300-400lb of home made explosives car bomb fit in the truck and handily knocked people on their ass 100m away, flopping around from having the air pushed out of their lungs. Some slow moving but largish sheet metal shrapnel traveled farther than that, and the engine block went about 30m. That was cheap, low quality shit presumably without any packing and no special shrapnel added in.
I'll second that car bombs cause a hell of a lot of damage. You find pieces very far away.
the obvious answer is a space in the trunk that deposits little blocks of explosives behind you as you speed off away from the explosion.
Rigger 5 will feature the Ares Spyhunter with standard oil slicks and tire shredders.
My current Missions character has nice amounts of Demolitions dice for a reason.
Also, it is amazing what you can achieve with explosives and an earth elemental to help you place them at strategic points under a structure.
"We need you to make sure this facility is delayed as much as possible from opening. We don't care too much how you do it."
<in thick Hollywood-style Russian accent> "Is no problem. You pay on time, da?"
-k
For a shaped charge, you need something to shape it which that can withstand the blast. If you can find a material that soaks 50P+ damage then go ahead. Anyway, 50P should make a sizable crater on the street. No one will follow you because they would have to find a new road first.
If you just want to make a roadblock, I think there are cheaper and less newsworthy ways, e.g. spikes, a couple of grenades or equivalent explosives. And also you won't be going to prison for as long as a suspected terrorist. And you will probably be able to drive away in a more or less intact car.
Still, you could use it to blast away a dragon, a tank, or something similar.
Just on a sidenote: I wonder why the rulewriters (all editions) are so allergic to high DPs and so on and then go ahead and put in something like explosives with potentially insane amounts of damage. It is like re-inventing rock, paper, scissors and then putting in "the bomb" which always wins.
It's an edge case, and RPGs always have issues with edge cases. The logical consequence of such a bomb would be the total destruction of the vehicle it's mounted on. To accurately model what would really happen takes nonlinear modeling, though, and that's outside the scope of a game.
Shadowrun has explosive rules that generally work for common cases, but is too simplistic to cover everything. At a certain point you just have to rely on logical assumptions and fiat rulings to get by. It's not a flaw, just the way games ultimately have to be.
Let us extend this thought exercise. What is the most damaging 1-shot vehicle-mounted cannon we can design using commercial explosives, the demolition rules, the structure rules, and a length of steel pipe sealed on one end.
Now let us assume that our steel pipe is equivalent to a heavy structural material. That gives it 12 structure and armour 20. For the sake of easy maths, let us also assume that the steel is buying hits to soak. Also, since the intent is for the steel to channel the blast rather than be demolished let us rule that the steel is not at half armour as most of the blast is taking the path of least resistance. That means that the Steel pipe is staging down damage by (12+20-2[ap]=30 dice/4[buying hits]=) 7 points. We only need one point of structure remaining after the blast to contain it, meaning our maximum damage for this 1-shot-wonder is 18. Ironically, if the damage is merely 17 or less then the explosive fails to punch through the armour and is reduced to stun, which structures ignore.
So...
1 kg of our explosive deals 5+net hits damage. We need more boom.
4 kg deals 10+(2Xnet hits) damage.
a competent demolition man can reliably get 3-4 hits, or if his dicepool is really high he can just buy hits. For the sake of this let's say he gets 3.
4 kg of explosives (400 nuyen worth, plus a remote detonator for 75 more) plus some high strength steel pipe (don't skimp out here) and some REALLY good welding (again, don't be cheap here) defeats the disposable part but gives us a cannon that can be bolted onto a car fairly easily, and when fired hits everything in a 90 degree arc for 16P -1/m at AP -2.
Now the obvious improvement here is simply replacing the explosives with an explosive grenade, which removes all that annoying mucking about with the demolition skill at the cost of doubling the damage dropoff.
So, let's scale up. Now as far as I can tell there's no rule saying that you can't cast an armour spell on a length of steel pipe. You have to get past object resistance, yes, but we're not exactly talking complex electronics here. So we cast the spell at, oh, let's call it force 5. that's 3 points of drain, for those keeping score. Magic 6, skill 6, specialization in manipulating +2, spellcasting focus 4 and an appropriate mentor spirit gives us a healthy 20 dice base. let's give our steel object resistance 6, and assume both mage and object are buying hits. mage gets 5, less the steel's 1 gives us 4 net hits.
That gives 4 points of extra armour.
So, let's up the explosives to 9 kilograms. we're looking at 15 damage, +3 per net hit on demolitions. Now assuming that our demolitionist can voluntarily limit the amount of extra damage he causes (possibly a bit of an assumption, but not an entirely unreasonable one), he now needs a mere 2 net hits to push this load to the limit of what it can safely contain: 21p base damage.
At this point our cannon is able to lay out damage comparable to an explosive rocket, as a shaped charge, for a bit under half the price and a lot under half the availability.
I am really quite happy with this. A couple of fairly reasonable rulings are required to make it work, but that's true of all great enterprises in games.
Now we run into a slight problem. I cannot leave well enough alone.
See, we have this cannon that deals a very hefty amount of damage to any poor sod in front of it. However, it's currently doing so merely via shockwave. That's not good enough. Now those of you at home playing the FuelDrop drinking game should get ready to take a shot.
I say we add napalm!
Why settle for killing your foes with a big-ass home-made cannon that requires a powerful mage to maintain its structural integrity when that same cannon can also set them on fire?
Actually, I am amazed how close you get to actual guns and grenades with a completely different rule set.
I take everything back and announce the demolition and structure rules as being consistent with the rest of the rules. Kudos!
Even the 100 kg car bomb is actually making sense, just that it isn't a makeshift gun, but a ... 10 grand car bomb. As such able to kill almost everyone within 30m and deal hurt within 50m (the barrier being the car and the street). More, if you roll well. I wish they had spend maybe 2 more sentences on it and put it with the section on Structure and Barriers, instead of hiding it in the Equipment section.
Hmmm... could you make a hand cannon for trolls that just shoots a cone of undodgeable damage for a few meters? Use your demolition skill in place of close combat! also, low agility doesn't matter at all.
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