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Morrow Project Demolitions

Page history last edited by Michael 1 year, 11 months ago

back to the Index or the Equipment page

 

     Morrow Project TM 1-1 presents sufficient information on characteristics of demolition charges and equipment; this page will thus provide game mechanics, and examples of a few field expedient devices that can be created with Demolition skill.

 


Demolition Charges

 

     See the Explosions page for calculations of damage.

     Example:  Roger Garthwaite is 6 meters from an exploding M112 block.

The damage rolled against him is 3d6 (result 10), with a maximum penetration of armor value 9.

Since he's wearing a resistweave coverall (armor value 7), he takes 3 points of damage.

 

M2A1 8-second delay percussion detonator

 

 

     This can be shoved into a block of plastic explosives, or screwed into any standard "demolition threaded" item (which includes claymore mines). They can be used to set off booby traps, as well, by attaching a trip wire to the release pin. Mass 50 grams. As "supplies", these come packed 10 to a barrier bag, 5 bags per cardboard carton, 4 cartons per wooden case. Thus: 200 detonators per case, case weight 27.9 kg.

 

M1 mechanical timer-detonator

 

     This clockwork device can be shoved into a block of plastic explosive, inserted into a stick of dynamite, or screwed into standard "demolition threaded" items (which includes claymore mines). The delay can be set from 10 to 60 seconds, 1 to 50 minutes (in 1 minutes intervals), and from 1 to 25 hours (in 30 minute intervals). The user should expect time accuracy to only be within about 15% of the selected value. Once the device is activated, it cannot be stopped without destroying it.

     Mass 300 grams, including a winding stem, non-electric detonator, a tube of obscuring compound (to hide the dial after setting), all packed in a vacuum-sealed can. As "supplies", these come packed 150 per case, case weight 26 kg.

 

Note that this is not a real-world item, but instead a simplified version of some actual timer-detonators.

 

M112 C-4 demolition block

 

1987 production box of 30 blocks, with a locking clasp added after it was opened (notice the severed wires)

 

     This is a single block of plastic explosive, off-white in color, but covered by an asphalt-impregnated paper wrapper. It's 28 cm long, 5 cm wide, and about 3 cm thick; one long side of the wrapper (not the actual explosive) is covered with adhesive, protected by a peel-off paper strip. The adhesive doesn't work very well on wet, oily, rusty or frozen surfaces. It weighs 0.56 kg; it's issued in wirebound wooden cases of thirty blocks, weighing 21.6 kg, with a volume of 20.7 liters.

  • Blast damage is 5d6, -1d6 per 3 meters distance. Maximum penetration for contact is armor value 20.

  • Later versions are wrapped in olive drab mylar, with a twist-tie at each end. One side of each block has a paper tape-covered adhesive surface.

     

M700 time blasting fuse

 

     As a note, these are issued in a 35 cm tall cylindrical metal can, 20 cm in diameter, holding 10 fuses. The can has a key soldered to the bottom, to use in opening it.

 

M183 satchel charge

 

     This is an olive drab canvas bag with a shoulder strap; the bag has no metal components at all. It contains two equal-sized plastic bags; each plastic bag holds eight M112 blocks and two M15 priming assemblies -- so sixteen blocks and four priming assemblies all together. Each priming assembly is 2 meters of primercord with a non-electric blasting cap at each end. The charge weighs 10.5 kg, and is usually issued in a wirebound wooden box containing two charges, mass 25.65 kg. The charge will blast a 2 meter wide hole through 1 meter of concrete or rock.

  • Blast damage is 12d6, -1d6 per 6 meters distance. Maximum penetration in contact is armor value 48.

 

Other Combinations of C-4 blocks

 

  • 2 blocks: blast damage is 6d6, -1d6 per 3 meters distance

  • 3 - 4 blocks:  blast damage is 8d6, -1d6 per 4 meters distance

  • 5 blocks:  blast damage is 9d6, -1d6 per 4 meters distance

  • 6 - 8 blocks:  blast damage is 10d6, -1d6 per 5 meters distance

  • 9 - 13 blocks:  blast damage is 11d6, -1d6 per 5 meters distance

  • 14 - 16 blocks:  blast damage is 12d6, -1d6 per 6 meters distance

     


Expedient Devices

 

 "Don't worry, I've done this many times!"

 

     A well-made expedient device has various characteristics:

    • safety:  it doesn't go off until the user desires it to

    • reliability:  it goes off in the time and place desired, under the desired conditions

    • simplicity:  easy and fast to construct and use; not fragile or likely to react poorly to rough handling

    • effectiveness:  it produces the desired amount of fragmentation and explosion for the least amount of materials used. The device has to penetrate or destroy the intended target.

    • weight:  lighter devices are easier to transport and use

    • storage:  it shouldn't leak or deteriorate when stored

     "Flammable fluid" usually refers to a mix of gasoline and oil; or gasoline, alcohol and soap. Obviously other substances will do.

     Throwing ranges given are for standing throws; kneeling, the range is only half of that; prone, it's only one-quarter of the standing range.

 

Molotov cocktail

 

     A breakable container (typically a glass bottle) filled with flammable fluid; a cloth wick is inserted to plug the neck of the bottle. Before throwing, the wick is set alight. A liter bottle will weight about 1 kg complete. 

  • Assembly is automatic if your Demolition skill is 10% or more. You can throw it (STR-6) x 6 meters

     

Eagle fireball

 

     Sort of a super Molotov cocktail. A white phosphorus grenade is wrapped with det cord held on with tape. A non-electric blasting cap is attached to the det cord; a short length of time fuse will fire the blasting cap. Put the wrapped grenade in a metal ammo can; fill the can with flammable fluid. A hole in the can, or a bent part of the lid, allows the time fuse to protrude outside of the can with the lid closed. If possible, wrap the can in wire or rope with bent nails, or some other method of snagging the can onto the surface it's thrown onto. When ready, put a fuse igniter on the time fuse; to use, light the fuze igniter and throw the device onto the target. It'll weight 7 or 8 kg if you use a .50 cal can.

  • Assembly is automatic if your Demolition skill is 40% or more. You can throw it (STR-8) x 3 meters.

 

Eagle cocktail

 

     A container of flammable fluid, with a thermite grenade and smoke grenade taped or otherwise firmly fastened to the outside. A piece of wire or string is tied to the pull-rings of both grenades; pull the wire, and throw the device.

  • Assembly is automatic if your Demolition skill is 20% or more. You can throw it (STR-5) x 3 meters. The most common fumble is for the whole affair to come apart when you pull the grenade rings.

 

 

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