Equipment
Charges, Breaching
Category:Equipment
Sub-Category:Adventuring
Specific Category:Other
Item Name:Charges, Breaching
Active Point Cost:75
Real Point Cost:17
Cost Modifier suggestions
Program is Real Cost 5 or lessCost x 1
Program is Real Cost 6 to 10Cost x 2
Program is Real Cost 11 to 15Cost x 3
Program is Real Cost 16 to 20Cost x 4
Program is Real Cost 21 or moreCost x 5
Program is Military IssueAdj Cost x 10
Program is Custom DesignedAdj Cost x 100
Item Cost:425
Tech Level:8
Weight:2 kg
Description:Breaching charges are shaped charges of plastic explosive designed to blow man-sized holes in walls. The charge is the size of a thick notebook; it has a self-adhesive panel on one side and an adjustable chemical time fuse on the other.

To operate the charge, the user peels the sheet of protective plastic film from the adhesive panel, breaks the prescored fuse strip at the desired time delay (five to 60 seconds in five-second increments), pulls the primer, and dives for cover.

Fire departments and rescue units often have a few breaching charges, which are used in an effort to free people trapped in burning or collapsed buildings. Charges made for such "civilian" use are striped dazzle yellow and black, and they usually have a fixed 60 second delay.

In Champions terms, a breaching charge causes a 10d6 explosion, with most of the force going to the wall or surface to which the charge has been attached. Damage is halved for anyone in the same hex (5d6) and loses 1d6 per hex from there. Someone with Demolitions skill can place the charge for maximum effect. BODY damage to the surface to which the charge is attached is increased by 1 per 2 points by which a Demolitions roll is made by. If the Demolitions roll is failed, the wall only takes half BODY damage.

10d6 (explosion) EB, 1 charge, OAF, Requires a Demolitions skill roll.
2 charges = 19 AP
3 charges = 20 AP
4 charges = 21 AP
6 charges = 23 AP
8 charges = 25 AP
12 charges = 27 AP