Tsunami Arms Explosives

Tsunami Arms has recently introduced a line of high-quality explosives, anti-personnel charges and land mines for the discriminating consumer.

Conventional high explosives are available by the ounce or pound, and plasma and fusion charges are available in three strengths. These compounds are extremely stable but can be triggered by many means, including (but not limited to) timers, pressure plates, radio remotes, laser tripwires, and dead man's switches. (Note: Use your imagination!)


Explosives:

TSA-P1 High Explosive Plastique: A fairly conventional explosive, able to be molded into whatever shape needed and then stuck to the object to be destroyed.

Damage: 1D6 MD per ounce / 2D4x10+10 per pound

Cost: 75 credits per ounce / 1000 credits per pound

TSA-P1 Plastic Explosive


TSA-G1 High Explosive Gel: A gel substance with the explosive punch of plastique, G1 can be placed in exactly the right spots to do damage (add +3% to Demolitions).

Damage: 1D6 MD per ounce / 2D4x10+10 per pound

Cost: 100 credits per ounce / 1500 credits per pound

TSA-G1 Gel Explosive


TSA-F1 High Explosive Foam: A foam type of explosive that expands and helps get in to hard-to-reach places (add +6% to Demolitions)

Damage: 1D6 MD per ounce / 2D4x10+10 per pound

Cost: 110 credits per ounce / 1600 credits per pound

TSA-F1 Foam Explosive


TSA-L1 High Explosive Liquid: The ultimate in sneaky explosives work. Able to be poured onto a surface and virtually invisible when dry, L1 retains its explosive properties even after being exposed for up to three days. The liquid also manages to work its way into every tiny irregularity in a surface (add +6% to Demolitions when using L1, and there is a -6% penalty when trying to disarm a bomb using L1!)

Damage: 1D6 MD per ounce / 2D4x10+10 per pound

Cost: 140 credits per ounce / 2200 credits per pound

TSA-L1 Liquid Explosive


TSA Plasma Charges: Essentially large plasma grenades, designed for major demolitions work (however, they can be used as thrown grenades in a pinch; there is a timer that can be set from 1 to 6 seconds built into each charge, and the range is half of the character's throwing range).

Damage:

Cost: TSA Plasma Charges


TSA Fusion Charges: Essentially fusion blocks with a little more punch, designed for major demolitions work (however, they can be used as thrown grenades in a pinch; there is a timer that can be set from 1 to 6 seconds built into each charge, and the range is half of the character's throwing range).

Damage:

Cost: TSA Fusion Charges


Land Mines:

Standard TSA Land Mine sensors are set to detonate the mine when targets in body armor come within 4 feet or when power armor, robot armors or vehicles come within 8 feet. These settings are easily changed, though, and any TSA mine can be used with any imaginable trigger. All basic mines are available in three strengths and have essentially the same outer casing.

Typical Mines:

TSA TL10 Anti-Personnel Mines

TL10 Anti-Personnel Mines:

TL20 Anti-Vehicle Mines: TL30 Plasma Anti-Vehicle Mines: TL40 Fusion Anti-Vehicle Mines:


Cluster Charges

Special thanks to Danny Strong for coming up with this idea!

Cluster charges are small, lightweight weapons that use high explosives to fire an area-filling cone of munitions, much like the Claymore mine of the twentieth century. They can be placed as defensive measures or for use in ambushes (thanks to electro-adhesive pads on the back and bottom), and are extremely effective against infantry in body armor. All cluster charges are available in 30-degree, 60-degree, 90-degree, 120-degree, 180-degree, 270-degree, and 360-degree varieties (number of strikes on each target in the area remains the same), and are single use only weapons. These weapons can be detonated by almost any trigger, like all other TSA explosives. Every 30-degree section of a charge weighs 2.5 pounds. Note: All cluster charges inflict double the normal number of strikes within 5 feet!

Typical Charge:

TSA TC1 HESH Cluster Charge

TC1 HESH Cluster Charge: Essentially a charge that fires T103 slugs sprayed over an area, doing damage to body armor and the occupants inside.

TC3 Fullerene-jacketed Titanium Cluster Charge: Essentially a charge that fires T217 slugs sprayed over an area, possibly penetrating any body armor within the blast area.

TC4 Fullerene-jacketed Tungsten Cluster Charge: Essentially a charge that fires T244 slugs sprayed over an area, possibly penetrating any body armor within the blast area.

TC6 Flechette Cluster Charge: Essentially a charge that fires T308 flechettes sprayed over an area.

TC7 Polymer Anti-Personnel Cluster Charge: Essentially a charge that fires T406 slugs sprayed over an area, inflicting heavy damage to soft targets but little to hard targets.

TC8 Ceramic Anti-Personnel Cluster Charge: Essentially a charge that fires T416 slugs sprayed over an area, inflicting heavy damage to soft targets but little to hard targets.

TC9 Memory Expander Cluster Charge: An instant death sentence of found in one's possession by CS troops, the TC9 cluster charge fires a lethal volley of dreaded memory expander slugs, virtually ensuring instant death to anyone unlucky enough to set a charge off while only in body armor.


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This page was created on July 20, 2000.
Last modified on February 10, 2005.