///UPDATE: NEW ILLUSTRATIONS HAVE BEEN ADDED TO THE THIRD RAIL COMIC ART [MISCELLANEOUS] AND D:HT CHARACTER ARCHIVE GALLERIES, WHICH CAN BE VIEWED THROUGH THE COMICS AND SEQUENTIAL ART GATEWAY PORTAL. SEE THE D:HT CAMPAIGNS SECTION FOR THE LATEST ADDITIONS TO THE D:HT - COVERT OPERATIONS CAMPAIGN MISSION PROFILE, VIEWED THROUGH THE DYSTOPIA: HOSTILE TAKEOVER GATEWAY PORTAL. FINITY, TRDL'S WEB-BASED GRAPHIC SERIAL, BEGINS FALL 03.

Items described below are of special interest in the Dystopia: Hostile Takeover Campaign environment. For a complete list of weapons in this category, see the complete Explosive Weapons List.

Keys: [TRDL] = Created by Third Rail Design Labs // [Shirow] = Adapted from the work of Masamune Shirow

Note: This section only touches on a small nuber of explosive devices and equipment, as a sampling of a much larger field of specialization. In addition, false action explosives, or mock weaponry, are shown here. Equipment of this nature was used effectively in the film Ronin to distract an oppopnent and provide a decoy firing position.

M-77 mine (MLRS or 155mm): The M74, BLU 92/B, M77, and Volcano AP SCATMINEs are all cylindrical in shape. They are 6 centimeters high and 12 centimeters in diameter. Cylindrical AP SCATMINEs kill enemy soldiers through the combined effects of blast and fragmentation. Each mine contains 540 grams of composition B4 as its main charge. The charge detonates upon actuation and shatters the mine's metal casing to produce shrapnel. Shrapnel is propelled upward and outward from the mine and produces fatal casualties to a distance of 15 meters. Each mine has eight trip wires (four on the top and four on the bottom) that deploy after ground impact up to 12 meters from the mine. Trip wires are similar in appearance to very fine thread; they are olive-drab green in color and weighted at the free end. A tension of 405 grams applied to one trip wire is enough to create a break in the electrical circuit and cause the mine to detonate. [11]

C-6 Remote Packet Mine: This small explosive device is equipped with a magnet and 6 second timer, yielding 2d10 over a focused 1m area. Designed to breach armored doors and penetrations. [Shirow]

Valmara 69 Jumping Anti-personnel Mine: The Valmara 69 is a circular plastic cased bounding fragmentation mine which is the successor of the Valmara 59. The main difference is the casing which is made of sheet steel on the Valmara 59. The top plate of the mine casing has vertical ribs on the side. The Valmara 69 has a five pronged fuse which is screwed into the fuse well placed centrally on the top of the mine. Four prongs are pointing up and sideways for activation by pressure and one prong is vertical pointed for attachment of two trip wires. The fuse is connected to the mine body by a bayonet joint and is retained in the safe position by a forked metal safety clip. A spring loaded striker is locked to the fuse by three steel balls. The propelling charge is placed in a black cap and screwed into the base of the mine. The main charge is surrounded by 2000 metal fragments. The lethal radius of the mine is 27 meters. [10]

TM-62 Antitank Soviet mine: The TM-62M is a round thin sheet steel AT metal mine which was the original mine in the TM-62 series of AT mines. The upper surface of the mine rises in series of concentric stepped ribs with a large fuze well, 125 mm in diameter, placed centrally on the top. When the fuze is not loaded, the well is closed with a black rubber cap. The fuze is of the type MVZ-62 and has a clock work delay. It has a green metal housing in which the fuze mechanism is supported. It has a brown pressure Bakelite plate on the top with a green metal arming button which is secured with a safety clip. Close to the arming button is a key well to wind up the clock work mechanism before arming the mine. When arming the mine the clock work mechanism rotates the detonator from horizontal to vertical position. In vertical position the detonator is in line with the booster charge in the bottom of the fuze assembly. A nylon strap carrying handle is attached to the base of the mine. [12]

ESPI Corp Billfold Flare: The Billfold flare is a 2mm thin contact flash phosphor strip concealed within a normal billfold. Flash strip is friction-activated, which can be activated one-handed while flipping open the wallet during an ID check. Treat as normal flash grenade at ½ range [TRDL]

Bogardin Hi-Ex Caltrops: A modern and insidious update of the traditional ‘Toe-Popper’ contact mine, these 3” wide spiked caltrops are armed when thrown to the ground, and utilize a pressure-sensitive trigger on the exposed barb in the upright position. All damage is focused at the legs of the victim, no blast radius.

Flash Bang Grenade: See Ranged Melee Weapons page.

Concussion Grenade: See Ranged Melee Weapons page.

Electro-Magnetic Pulse Grenades: See Ranged Melee Weapons page.

EMP-1 Shocker Grenade: See Ranged Melee Weapons page.

EMP-2 Waver Grenade: See Ranged Melee Weapons page.

EMP-2 Flasher bomb: See Ranged Melee Weapons page.

Air Burst Flachette Grenade: See Ranged Melee Weapons page.
Antipersonnel Mine: Can be detonated by direct contact, timer, tripwire, remote signal or motion detector. A typical example is the Militech M25AP with a 7 meter blast radius.

Anti-Tank Mine: Most antitank mines weigh 15kg and go off when 150+ kilograms of pressure are applied to them. They can be detonated by remote wire or direct contact; the typical example is the M26AT by Militech. Antitank mines do 6d6 damage to all

other targets in a 2 meter radius. Setting an antitank mine takes 5 minutes; concealing it takes another 5 minutes. There are also anti-vehicle mines that are essentially remote-sensor fired LAWs or HLAWs, attacking the rear or flank of their targets.

Anti-vehicle mines cost 600eb.

C6: Military-grade plastique. A grey block of plastique, which can be detonated by timer, tripwire or signal. It is harder to detonate, making it safe from any detonation besides a fuse or another explosion. Making C6 takes a Chemistry roll of +35 and

a full lab. It does 8d10 per kilo, with an explosive radius of 5m, and costs 75eb per kilo to make (100+eb to buy). It only explodes 10% of the time if hit by a non-surface explosion. It is set off with an electric fuse. It can be tamped.

Detcord: Plastique in a cord form. It can't be made by a chemist, only manufactured. It does 6d10 damage to the area it's touching - ovoids of it are used to blow walls. When wrapped around an object, it does triple damage - 18d10 - to the object!

There is a 1 meter explosive radius, and it costs 90eb per meter. It's set off by an electric fuse, and will explode if hit by another explosion. It cannot be tamped. Detcord High Explosive cuts through up to SP40 armor like a cutting torch in 1 turn.

It comes 10 meters per pack and the cost is per pack. [19]

Fuses: These come in two types: electric and fire-based. Fire-based fuses actually contain a substance which makes them burn. They'll burn without oxygen (they usually contain gunpowder, or some other oxidizing substance), but won't burn when drowned.

Fire-based fuses costs 5eb per meter. Electric fuses set off a smaller explosion, a blasting cap, on the surface of the explosive. Blasting caps do 2d10 damage in a 1 meter explosive radius, and may be triggered by excessive electricity, just like

plastique explosive! Caps cost 5eb apiece, the detonation wire costs 1eb per meter, and the detonator (a small battery pack with a switch) costs 10eb. Chemical delay fuses can be constructed with about 25-75eb worth of components (Difficult Chemistry

skill roll). These fuses cannot be set to precise per-second times, but they are unstoppable by the same methods used vs. electric fuses. Chemical "sniffers" can detect the fumes produced by a chem fuse.

Claymore Mine: Claymores are designed to stop people with a spray of projectiles. Claymores can be triggered by tripwire, time delay or remote wire. These mines have an hourglass-shaped area of effect: a "front cone" 6 meters wide by 75 meters long and

a "rear cone" 6 meters wide by 6 meters long joined by a 6 meter diameter circle. The effects are similar to a shotgun. [20]

Guncotton: This is the next step up from nitro. It's more stable, and also easily made with a chemistry roll of Difficulty +15 (lab required). It does 3d10 per kilo, with an explosive radius of 3m, and costs 10eb per kilo to make. Its advantage is that

it will only explode 20% of the time if violently struck (60% of the time if exposed to fire or extreme heat). It is set off with a fuse (electric or fire-based). It will explode if hit by another explosion. It can be tamped. [17]

Militech PDU-3: Militech PDU-3 Multi-Purpose Perimeter Defense Unit. The PDU is a 75mm square by 20mm thick box with a sensor, controls and a microcell power unit. Designed to be sown as perimeter defense or set to discourage pursuit, the unit contains

a small but potent explosive charge. The casing is made of ceramic to produce a fragmentation effect over a 5 meter diameter. The PDU can be set to fire from a variety of triggers or any period of time delay up to 72 hours. While the unit can accept

input from almost any type of military sensor, it comes with a passive IR motion detector and a tripwire. There is also a magnetic or chemical glue strip for attaching the PDU to various surfaces. Militech sells an optional gas-throwing type with no

fragments and a similar burst radius.

Molotov Cocktail: It has a 2 meter blast area for every liter of fuel (a soda bottle is 1 liter) and does 2d10 fire damage per liter of fuel. Cost is variable, depending on where (and how) you get the materials for it. Concealability is variable,

depending on the size of the container. A soda bottle would have a concealability of J. [22]

Nitrogen Tri-iodide: It can be made with kitchen cleaners. It's terribly potent, and terribly unstable, detonated by even the most trivial shocks (such as a housefly walking on it). It does 5d10 damage per kilo, with an explosive radius of 3m, and cost

2eb per kilo. It's mixed wet, and takes 2 hours per kilo to dry. It's only safe when wet; once it dries, it has a 90% chance of exploding when it encounters ANY vibration. Even talking loud. It cannot be tamped.

Nitroglycerine: It can be made with a Chemistry roll at Difficulty +15 (a lab is required, at least a makeshift one). It is too unstable, although not as horribly so as Nitro Tri-iodide. It does 3d10 damage per 1/4 kilo, with an explosive radius of 3m,

and costs 24eb per kilo to make. It's a liquid, transported in containers. Any harsh vibration (a heavy stumble, a blow, a bullet hitting armor on that location, etc.) has a 60% chance of detonating nitroglycerine. Any fire or extreme heat touching it

will detonate it for certain. Nitro is set off by throwing it against the target (risky), or by fuse (electric or fire-based). It will explode if hit by another explosion. It cannot be tamped.

C-4 Plastique: Plastique is very stable. It can be molded, tossed, stomped on, burned, eaten and used for all sorts of things. Making plastique takes a Chemistry roll of Difficulty +25 and a full lab. It does 7d10 per kilo, with an explosive radius of 4m, and costs

50eb per kilo to make (75+eb to buy). It will explode 5% of the time if exposed to strong radio or electric transmission (large radios, high-tension wires, microwave guns, etc.). The source doesn't have to touch it to set it off; mere static

electricity does it! It is set off with an electric fuse, and will explode if hit by another explosion. It can be tamped. [21]

TNT: TNT is even more stable and reliable. It won't go off if dropped or mistreated, unless it's old or really mistreated. Making it requires a Chemistry roll of Difficulty +20 and a full lab. It does 4d10 per stick, with an explosive radius of 3m, and

costs 20eb per stick to make (30+eb to buy). It will explode 20% of the time if exposed to fire or extreme heat. It is set off with a fuse (electric or fire-based), and will explode if hit by another explosion. It can be tamped. [18]

Explosives Field Kit: It costs 1500eb. It is necessary to work with most explosives. It weighs 30kg and contains 100 blasting caps (50 electric and 50 non-electric), demolitions tools (wire cutters, pliers, knives, etc), 200 meters of electrical wire, 500 meters of trip wire, an electrical plunger, 5 digital timers, 5 pull-release "trap" detonators for booby traps, and hundreds of meters of various fusing cords. For those desiring a description of these tools in greater detail, many of them occur seperately below.
Gelamex: A commercial blasting explosive based on Nitroglycerine. Manufactured by Exchem Organics.
The material has excellent water resistance and is suitable for deep immersion. [25mmx100mm] [13]
Electric Detonator: Ribbands explosives carries a large range and quantity of electric detonators in stock. The millisecond delay series is manufactured in delay numbers 0 to 30. Delay steps are 25ms from 0-12, and 30ms from 11-30. The half second delay series is manufactured in delay numbers 0-20, all in half second steps. [14]
Chinese Cracker: This nature was originally produced for the UK Royal Navy for training purposes.
The device incorporates ten separate noise units. To operate, the item is held by the cardboard handle and the match-head composition activated with a striker board. The device is then thrown away immediately. After a few seconds the core bursts, dispersing the sub-munitions which then explode in series at short intervals. [15]
Conical Shaped Charge: A very high performance conical shaped charge, built to UK military GW specification.
The charge will penetrate in excess of 650mm of rolled homogenous armor (RHA). The charge finds civilian applications in the penetration of concrete, rock, or steel components during shipwreck dispersal. Each charge is supplied with a CE booster pellet, which fits into the top booster well. [16]
Hook and Line Set, EOD, Allen Mk1: A convenient set of hooks, extension rods, lines, blocks, swivels, slings and pull handles, all housed in a steel case with the 100m main line reel attached to the lid.

Primarily used for remotely moving suspect objects, the kit finds wide application in both EOD and IEDD work.

Developed with the assistance of UK bomb disposal personnel, the equipment is currently standard issue to all UK EOD units. [9]

Distraction Grenade MX 1 / MX 3: These grenades are for use in hostage release and similar exercises.

The grenades burst approximately one second after release of the fly-off lever, ejecting the submunition/s. Three to four seconds later the MX1 produces one loud bang, the MX3 three sequential loud bangs. [7]

Cartridge, Smoke and Flash, No1 Mk1: These cartridges are for use in practice aircraft bombs, and related applications. They produce a very bright flash, and a puff of smoke. [8]
Non-magnetic Mine Prodder: A non -magnetic mine prodder set for locating buried mines. The 510mm long prodder is stowed inside an alloy tube which may optionally be configured as an extension piece, giving an overall length of 1030mm. A webbing carrier is supplied with each prodder assembly, which may easily be attached to personal equipment. [6]
'Shrike' Exploder and accessories: Designated the Exploder, DC, Electronic, Handheld, L3A2, but commonly known as the 'Shrike', this exploder is the standard-issue initiating system used by UK forces. Each unit is supplied with a pair of Tools, Fault locating, Load circuit, L23A1, which are insulation-piercing prickers used to locate faults in the firing lines. An integral test function is included. The capacitor-discharge output may be directed to any one of the four pairs of firing cable connections.The rechargeable Ni-Cd batteries are supplied seperately. [5]
Simulator, Small-arms fire, L19A1: The unit consists of a light aluminium tube containing 0.1g of smokeless powder and a fusehead. The device functions immediately on application of electric current, producing a report sounding very similar to full-bore rifle fire [4]

Simulator, Shellburst, Electric – Night or Day: These powerful simulators are intended for use in military, CO-IN or Police training. They simulate the explosion of artillery shells or mortar bombs. The devices function immediately on application of electric current, producing a very loud report and a bright flash. The 'Day' variant also produces a puff of dark smoke. [3]

Simulator, Explosion, elec, L20A1: The device functions immediately on application of electric current, producing a directional flash and puff of smoke. [2]