I'm sure this will not come as a surprise to most players that the explosives/hand grenades rules are crazy, but I thought this would be an interesting example.

Consider the M67 grenade, it is estimated to have a fatal range of 5m and serious injury range of 15m. It contains 0.18 kilos of explosives and is filled with Composition B. It's a fragmentation grenade, so based upon the rules for frag grenades, I will assume that +2 DV +5AP is added to the explosive damage value for this grenade.

Composition B is 60% RDX and 40% TNT.

TNT under the rules is a rating 4 explosives (finally got arsenal). RDX has 1.5x as much energy per mass so we'll assume that it's a rating 6 explosive. This means that the rating for the explosive charge is 5.2. With the 0.18 kilos of explosives in the grenade we get a explosion DV of 2.2, rounded to 2. We make it a frag grenade and we have a grenade that does 4 DV.

Even if we were to put the most powerful plastic explosives available (Rating 15) in instead, we're still looking at 6.36 DV for the explosion and 8 DV for the grenades. Even when they were making the (probably underpowered) grenades listed in the book they realized this was silly and made the grenades more powerful.

Does anyone else have a good fix to make explosives reasonable? Setting off a stick of dynamite on your hand does 2 DV?

I've considered using an alternative formula for explosives (since we already have to pull out the calculator for most of the square roots anyway)-

LN(rating of explosives)*10*sqrt(mass of explosives)

Edt: We've also considered using this formula:

Rating of explosives*sqrt(3+mass of explosives)

It bumps up those low explosive masses and makes grenades size explosives more reasonable and it's still easy to calculate the DV for one kilo (x2). But past about 10 kilos it doesn't have a huge impact, which is maybe a good thing.

It puts the explosives power into a more reasonable range for us (and closer to the power that grenades imply). I've also considered just throwing out their ratings and readjusting.