<Cybercore>

Engineering - Demolitions

Click, Boom!

The Engineering - Demolitions skill makes you a master of destruction, trained in the art of turning anything and everything into a pile of rubble with surgical precision. From taking down towering buildings to blasting through secure vaults, you know just how much explosive force is needed to reduce any obstacle in your way to a cloud of dust and debris.

With your expert knowledge of explosives and their effects, you can quickly assess the best way to demolish any structure, whether it be with a simple explosion or a series of precisely placed charges. You know the intricacies of each explosive device, from the raw power of a traditional bomb to the more subtle effects of timed and remote detonations. And with your steady hand and sharp eye, you can execute each demolition plan with deadly accuracy.

But with great power comes great responsibility, and you know that every explosion you create could comes with a high cost in space. You must be careful not cause unnecessary damage or blow though an outer hull, for the consequences could be disastrous.

You have been training in the use of arming and disarming explosives and know just how much, or more importantly, how little is required to terraform a variety of substances such as reinforced concrete, into confetti.

Using Demolitions

Each demolition task you attempt will have a difficulty rating based on the precision required, the complexity of the target structure, and your familiarity with it. The base difficulty to blow something up is 5, but controlled demolitions require significantly more expertise.

When you attempt to set explosives, you will make an Engineering - Demolitions skill check against the task's difficulty rating. The GM may apply Boons or Banes based on various factors, such as time pressure, available materials, structural familiarity, or environmental conditions.

  • A Critical Success results in a perfect demolition with surgical precision. Your explosive placement is flawless - the structure collapses exactly as planned, with no collateral damage, minimal noise (if intended), and maximum efficiency. You may use less explosive material than expected or discover additional structural weaknesses.
  • A Regular Success allows you to complete your demolition task as intended. The explosives detonate properly, achieving your objective whether that's breaching a door, bringing down a building, or disabling a specific system.
  • A Failure means your explosive placement was suboptimal. The charges may detonate with unexpected results - partial destruction, collateral damage to unintended areas, or the structure remaining largely intact. You may need to reset charges or try a different approach.
  • A Critical Failure results in catastrophic error: premature detonation (potentially injuring yourself or allies), complete dud (charges don't explode at all), massive collateral damage including breaching ship hulls or triggering avalanches, or alerting every security system in the vicinity.

Rule-playing Demolitions: Generally it's pretty easy to blow something up The base difficulty is 5.

Object ConstructionToughness
Flimsy (plywood door)1D
Tough (hard wooden door, most guns)2D
Sturdy (bolted steel door, personal safe)3D
Very sturdy (a few layers of steel)4D
Reinforced (numerous layers of steel) Toughness6D

Have the player roll a demolitions skill check, use the tables below to help your work out a DC.

If they roll well remove a few dice from the Toughness table above and roll the Hit Points for the structure. Have the player roll damage.

If the player exceeds the Hit Points for the structure it has had its molecular bonding rearranged to the player's intent.

For extra damage and special effects, the character must spend extra actions setting up the explosives.

The character also needs to indicate how much explosive they are using. They can use more than one Charge, however, each charge takes at least one action to set.

Items that take at least 10 points above their hit-points total are severely damaged, if not destroyed. Items taking less than that are weakened, and another attempt may be made against the remaining hit-points.

Remember that, while a character may think an object is constructed of one type of material, it may not be. Though this does not alter the difficulty of setting the explosive, it may change the results of special effects. For instance, an explosive set for thin wood won’t do much good if that’s only veneer for reinforced steel.

Also don’t forget explosives are loud, very loud and most security systems have some form of noise detection.

ExampleDC
Rigging a bomb so a car explodes the next time it starts10
Blowing something open without leaving permanent marks or burns15
Rigging an explosion so its force goes in a specific direction15
Rigging an explosion so that only a certain, small piece of a much larger object is damaged20
Extra charges that work in concert+3 per charge
Familiarity with TargetDC
Very familiar or common (tree, wall)-5
Familiar (bulkhead, bridge support)+0
Unfamiliar (building of unknown construction)+10
Completely unknown item or construction Modifier+15

Demolitions Tricks:

Rather than spending skill points to move up skill levels, You may instead spend skill points to purchase any of the following tricks.

Click Boom:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You had one of your operatives plant explosives ahead of time at a location of your choice. You may remotely activate a C4 breaching charge on a door, wall, or vehicle. Takes one action to detonate.

Quick Fuse:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can set timed fuses on explosives in half the usual time. When setting demolition charges under time pressure, you work with practiced efficiency, allowing you to rig explosives in half the normal duration while maintaining precision.

Shaped Charge Specialist:

Cost: 2 Skill points
Requires: Tactical Training
Frequency: Once per Lockdown
Effect: You can create or employ shaped charges that focus explosive energy in a specific direction. When breaching armor, walls, or reinforced structures, your shaped charges penetrate with maximum efficiency, automatically adding +2d6 damage to the target while minimizing collateral damage to surrounding areas.

Controlled Demolition:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can demolish structures with surgical precision, selectively destroying specific sections while leaving adjacent areas completely intact. This allows you to bring down a building's wing without affecting the rest, collapse a bridge section while preserving approaches, or create precisely-sized openings through walls.

Underwater Demolitions:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You are an expert in handling explosives underwater. You can set charges on submerged structures, ship hulls, or underwater installations with no penalty. Your explosive placements account for water pressure, currents, and aquatic conditions, ensuring maximum effectiveness in maritime demolitions.

Silent Explosives:

Cost: 6 Skill points
Requires: Expert Training
Frequency: Once per Op
Effect: You can create or modify explosives that detonate with minimal acoustic signature. These specialized charges use low-velocity explosives or suppression techniques, allowing for covert demolitions. The explosion produces only a muffled thump instead of a thunderous blast, though visual effects remain.

EMP Grenade Specialist:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can craft and deploy EMP grenades that release intense electromagnetic pulses, instantly disabling all electronic devices within a 30-foot radius. This includes computers, cameras, drones, cyberware, and vehicles. The pulse lasts for several minutes, rendering technology completely inoperable. Warning: affects friendly electronics too.

Implosion Charge Master:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: You can create advanced implosion charges that collapse structures inward upon detonation, creating a controlled demolition with minimal collateral damage. This technique is perfect for urban environments or ship interiors where explosive expansion would be catastrophic. The structure collapses into its own footprint, leaving surrounding areas untouched.

Demolitions Savant:

Cost: 10 Skill points
Requires: Master Training
Frequency: Once per Mission
Effect: Your mastery of explosives borders on the supernatural. For one operation, you can analyze any structure and intuitively know exactly where to place charges for maximum effect with minimum explosive material. All your demolitions checks gain a +1d8 Boon, you use 50% less explosive material, and you can accomplish demolition tasks one difficulty category easier.

Crafting

Two-Stage Creation Process

Stage 1: Design Explosive (Blueprint)

  • Requires: Engineering - Demolitions check (DC varies by explosive complexity)
    • Simple Explosive (DC Easy): Basic breaching charge, pipe bomb, improvised grenade
    • Advanced Explosive (DC Medium): Shaped charges, directional mines, precision demolition packages
    • Elite Explosive (DC Hard): EMP grenades, plasma charges, quantum destabilizers
  • Time: 1-5 days of design and calculation per explosive type
  • Resources: Chemical knowledge, blast calculations, structural analysis

Stage 2: Manufacture and Test (Crafting)

  • Requires: Explosive materials + chemistry equipment + testing
  • Time: 1-3 days depending on explosive complexity
  • Materials:
    • Explosive Compounds: Chemical reagents, propellants (Cheap to Expensive, often restricted)
    • Casings: Containers, detonators, triggering mechanisms (Cheap to Moderate)
    • Testing: Safe detonation testing (requires controlled environment)
  • Workshop: Chemistry lab, demolitions workshop, or secure testing facility

Benefits: Stacking Boons and Demolition Advantages

Each custom explosive grants a stacking Boon when used for its designed purpose:

  • 1 Explosive Type: +1d4 Boon
  • 2 Explosive Types: +1d6 Boon
  • 3 Explosive Types: +1d8 Boon
  • 4 Explosive Types: +1d10 Boon
  • 5+ Explosive Types: +1d12 Boon (then +1d4 for each additional)

Boons apply when:

  • Using custom explosives for their intended purpose
  • Breaching structures with specialized charges
  • Demolishing targets the explosive was designed for
  • Employing shaped charges or directional explosives
  • Detonating custom-made munitions

Types of Custom Explosives

Breaching & Entry:

  • Door Breacher: Frame charges for silent entry
  • Wall Cutter: Linear shaped charges for creating openings
  • Lock Melter: Precision charges for security systems
  • Vehicle Disabler: Under-carriage charges

Structural Demolition:

  • Column Charges: For bringing down buildings
  • Bridge Cutters: Severing support structures
  • Implosion Packages: Controlled internal collapse
  • Precision Demo: Selective structural removal

Tactical Munitions:

  • Shaped Charges: Armor-penetrating directional explosives
  • Fragmentation Mines: Anti-personnel devices
  • Shockwave Grenades: Concussive non-lethal options
  • Smoke/Flash Charges: Distraction devices

Specialized:

  • EMP Grenades: Electronic disruption
  • Thermite Charges: Metal-cutting incendiaries
  • Plasma Cutters: High-tech demolition
  • Underwater Charges: Submersible demolitions

Maintenance Requirements

Custom explosives require careful handling:

  • Stability: Some compounds degrade over time (weeks to months)
  • Storage: Requires proper secure storage (temperature-controlled)
  • Safety: Improper handling may cause accidental detonation
  • Legality: Most explosives are heavily restricted or illegal
  • Duration: Varies by type (improvised: hours, military-grade: years)

Example: Breacher's Kit

"Demo" Davis creates tactical entry explosives:

  1. Design Charges (DC Medium): Demo spends 3 days designing, rolls Engineering - Demolitions (success)
  2. Manufacture: Creates 3 types of breaching charges:
    • Frame charges: Silent door entry
    • Shaped charges: Armor penetration
    • Micro-charges: Lock destruction
  3. Cost: Moderate for explosive compounds and detonators
  4. Benefit: When breaching with custom charges, gains +1d8 Boon (3 types)
  5. Duration: Stable for 6 months with proper storage

Example: Military Demolitions Specialist

Sergeant "Kaboom" Martinez maintains explosive arsenal:

  1. Multiple Types: Martinez has 5 specialized explosive types:
    • Building demolition packages
    • Bridge-cutting linear charges
    • Anti-vehicle mines
    • Precision breaching charges
    • EMP disruption grenades
  2. Benefit: When conducting demolitions operations, gains +1d12 Boon
  3. Investment: Each type required 2-5 days development and expensive materials
  4. Security: Stored in military-grade magazine with strict protocols

Example: Improvised Explosives

"Scrapper" creates makeshift bombs:

  1. Quick Creation (DC Easy): Scrapper cobbles together pipe bomb from common materials in 2 hours
  2. Unstable: Improvised explosive is dangerous to handle
  3. Cost: Cheap using household chemicals and scrap
  4. Benefit: +1d4 Boon when using against soft targets
  5. Risk: May detonate prematurely on critical failure

GM Notes

  • Limit to 5 explosive types in personal arsenal
  • Safety: Failed crafting checks may cause explosions
  • Legality: Possession of explosives is highly illegal in most places
  • Story Opportunities: Acquiring rare compounds can drive missions
  • Collateral Damage: Explosives don't discriminate - track civilian casualties
  • Detection: Explosives may be detected by sensors, dogs, or security scans
  • Detonation: Always give players opportunity to take cover before boom