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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-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-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-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 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:
- PL10 - 1D6x10 MD to a 5-foot radius
- PL30 - 2D6x10 MD to a 5-foot radius
- PL60 - 4D6x10 MD to a 5-foot radius
Cost:
- PL10 - 1500 credits
- PL30 - 4000 credits
- PL60 - 9000 credits

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:
- PL10 - 2D4x10 MD to a 5-foot radius
- PL30 - 3D6x10 MD to a 5-foot radius
- PL60 - 5D6x10 MD to a 5-foot radius
Cost:
- PL10 - 2500 credits
- PL30 - 6000 credits
- PL60 - 14000 credits

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:

TL10 Anti-Personnel Mines:
- Light (TL10A) - 3D6 MD to a 15-foot radius, 800 credits, 1 pound
- Medium (TL10C) - 5D6 MD to a 20-foot radius, 1700 credits, 2 pounds
- Heavy (TL10H) - 1D4x10 MD to a 25-foot radius, 2700 credits, 4 pounds
TL20 Anti-Vehicle Mines:
- Light (TL20A) - 6D6 MD to an 8-foot radius, 900 credits, 1 pound
- Medium (TL20C) - 1D4x10+8 MD to a 10-foot radius, 2000 credits, 2 pounds
- Heavy (TL20H) - 2D4x10 MD to a 12-foot radius, 3200 credits, 4 pounds
TL30 Plasma Anti-Vehicle Mines:
- Light (TL30A) - 1D4x10 MD to a 6-foot radius, 1000 credits, 1 pound
- Medium (TL30C) - 1D6x10 MD to an 8-foot radius, 2200 credits, 2 pounds
- Heavy (TL30H) - 2D6x10 MD to a 10-foot radius, 3500 credits, 4 pounds
TL40 Fusion Anti-Vehicle Mines:
- Light (TL40A) - 1D6x10 MD to an 8-foot radius, 1500 credits, 2 pounds
- Medium (TL40C) - 2D6x10 MD to a 12-foot radius, 4000 credits, 3 pounds
- Heavy (TL40H) - 3D6x10 MD to a 16-foot radius, 9000 credits, 5 pounds
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:

TC1 HESH Cluster Charge: Essentially a charge that fires T103 slugs sprayed over an area, doing damage to body armor and the occupants inside.
- Damage: Targets within the area of effect are struck 2D4 times, taking 1D4 MD per hit plus 1D4 SDC per round is inflicted to the occupant of a hard body armor (like Coalition Dead Boy) because of the fragmentation HESH slugs produce.
- Range: 50 feet (at maximum range, the area of effect is 26 feet wide)
- Cost: 1000 credits for every 30 degrees the charge covers (so a 90-degree charge would cost 3000 credits)
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.
- Damage: Targets within the area of effect are struck 2D4 times, taking 1D4 MD per hit plus for each slug that inflicts maximum damage (4 MD) the occupant of a suit of body armor will take one point of Mega-Damage (100 SDC).
- Range: 50 feet (at maximum range, the area of effect is 26 feet wide)
- Cost: 1000 credits for every 30 degrees the charge covers (so a 90-degree charge would cost 3000 credits)
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.
- Damage: Targets within the area of effect are struck 2D4 times, taking 1D6 MD per slug plus for each hit that does 5 or 6 damage the occupant of a suit of body armor will take one point of Mega-Damage.
- Range: 50 feet (at maximum range, the area of effect is 26 feet wide)
- Cost: 1200 credits for every 30 degrees the charge covers (so a 90-degree charge would cost 3600 credits)
TC6 Flechette Cluster Charge: Essentially a charge that fires T308 flechettes sprayed over an area.
- Damage: Targets within the area of effect are struck 3D4 times, taking 1D4 MD per hit.
- Range: 100 feet (at maximum range, the area of effect is 52 feet wide)
- Cost: 800 credits for every 30 degrees the charge covers (so a 90-degree charge would cost 2400 credits)
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.
- Damage: Targets within the area of effect are struck 2D4 times, taking 1D4 MD per slug to 'soft' targets (such as unarmored humans, most MDC creatures and padded body armor); 1D4 SDC per round is inflicted to any hard surface.
- Range: 50 feet (at maximum range, the area of effect is 26 feet wide)
- Cost: 1000 credits for every 30 degrees the charge covers (so a 90-degree charge would cost 3000 credits)
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.
- Damage: Targets within the area of effect are struck 2D4 times, taking 1D4 MD per slug to 'soft' targets (such as unarmored humans, most MDC creatures and padded body armor); 1 MD per round is inflicted to any hard surface.
- Range: 50 feet (at maximum range, the area of effect is 26 feet wide)
- Cost: 1000 credits for every 30 degrees the charge covers (so a 90-degree charge would cost 3000 credits)
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.
- Damage: Targets within the area of effect are struck 2D4 times, taking 1D4 MD per individual slug plus on a damage roll of 2, 3 or 4 the slug penetrates the armor. It then flattens out into a saucer-sized disc in the body, causing massive damage to the occupant of a suit of body armor (3D6x10 SDC/hit point damage).
- Range: 50 feet (at maximum range, the area of effect is 26 feet wide)
- Cost: 10000 credits for every 30 degrees the charge covers (so a 90-degree charge would cost 30000 credits). Extremely rare!
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This page was created on July 20, 2000.
Last modified on February 10, 2005.