Safely construct, place, and disarm explosive devices for engineering, sabotage, and structural manipulation
Roll d100 against DR 100
Success:You achieve the intended structural or mechanical result - such as collapsing a section of wall, breaching a hatch, disabling a machine, or disarming an explosivej - without destabilizing surrounding areas.
–10 DR — Target is brittle, dry, or already structurally compromised (e.g., sandstone wall, fractured bulkhead)
–10 DR — Target is made of organic or soft material (e.g., wood, roots, bones, lightweight polymers)
+10 DR — Target is constructed from durable composite or dense alloys
+20 DR — Target includes reinforced armor plating, energy shielding, or deep-set fasteners
+25 DR — Target is specifically designed to resist damage (e.g., blast doors, hardened vaults, stabilized load-bearing walls)
+30 DR — Target is high tech unknown or alien in composition (e.g., xeno-tech, pre-collapse materials)
–10 DR — Small target (e.g., door lock, crate, personal equipment casing)
+0 DR — Medium target (e.g., hatch, control panel, isolated wall section)
+15 DR — Large structure or object (e.g., full wall, generator core, reinforced turret base)
+25 DR — Oversized or anchored object (e.g., bulkhead wall, structural beam, defensive turret array)
+30 DR — Massive or load-bearing structure (e.g., underground vault, facility column, starship hull segment)
You need to access a locked-down research vault. The hatch is steel but not reinforced. You plant a compact breaching charge.
Target: Medium size, durable material. DR: 100 (base) +10 (dense alloy) = DR 110
Outcome: Success opens the vault with minimal damage to the surrounding area.
To delay pursuit, you rig a blast at a tunnel junction reinforced with concrete and support beams.
Target: Large size, reinforced composite
DR: 100 (base) +10 (size) +15 (reinforcement) = DR 125
Explosives covers the controlled use of detonation to achieve specific engineering outcomes: opening sealed doors, disabling infrastructure, sabotaging machinery, and clearing debris. Unlike Demolition Tactics, which is about rapid battlefield impact, this skill is focused on precise, deliberate, and situational use of explosives in non-combat scenarios.
Whether you're clearing an ancient corridor, collapsing a tunnel to halt enemy pursuit, or rigging a generator to overload, Explosives gives you the knowledge to calculate blast radius, material yield, and structural risk. It’s also used to disarm, dismantle, or repurpose enemy explosive devices encountered in the field.
Not optimized for sequencing
No direct counters