From v03.n133 Fri Oct 3 12:26:25 1997 From: ajackson@iii.com (Anthony Jackson) Date: Wed, 23 Oct 96 14:22:52 -0700 Subject: Exploding Power Cells Hm..if you look at the energy density of a TL8+ power cell(15.8 MJ/kg at TL 8 for A-D cells; 40 MJ/kg for larger) it compares quite favorably to high explosives (TL8 high explosive is 3x as powerful as TL7, which means an energy density of 13-14 MJ/kg). In addition, judging by how they are used in high energy weapons, most power cells can be fully drained in under a second (try hotshotting a military laser pistol). This leads to a few interesting speculations: 1) ETX (Electro-Thermal Explosives) ETX is basically a modified power cell which is hooked up to a quantity of conveniently vaporized material; this typically includes the casing of the cell itself -- if using vehicles to compute explosive effect, the value C used in the formula for HE, etc, is equal to TL-6, unless the weapon is 125mm or larger, in which case C is equal to (2.5 * TL-6). Note: the efficiency given for ETX, above, is slightly lower than for conventional explosives; it is assumed that irregular heating generates a slight loss in efficiency. If you don't agree with this, increase the listed damage by 50%. 2) Cost: for HE,HEC,SAPHE, multiply cost by 10. For APEX and HEPF, multiply cost by 5. 3) Effects of ETX The concussion effects of ETX are identical to conventional high explosives; however, there are additional effects which are different: a) ETX does not generate shrapnel b) ETX generates a thermal flash; this does 10% of the damage of the initial blast, divided by the square of the range (as per a nuke); DR is not squared against this effect. c) ETX generates an EMP effect, which is frequently amplified; this is resolved as requiring a HT roll for any electronics anywhere nearby (if no HT is obvious, roll against 12 or TL), with the following modifiers: - the range penalty from you to the source of the surge +1/20 points of metal or laminate armor. +1 for heavy frame, +2 for very heavy. - 5 + the size penalty of the blast (from nominal radius) The 'nominal radius' of ETX is equal to 10*sqrt(dice of damage); the size penalty is equal to the range penalty for that distance, and is set at the point where it will cause 50% of electronics to crash. The effects of the HT roll are as follows: success by up to 5: electronic sensors will detect noticeable static; this may cause burglar alarms and the like to go off. - -Fail by 0 or 1: 'dropout' -- the system flickers for one turn. Any attempt to use the system for the next turn is at -5; a vehicle with electronic or computer sensors should always check for a hazardous manuever. - -Fail by 2-3: 'extended dropout' -- the system is completely unusable for 1d seconds; if a computer is involved, roll 1d for every program: 1: program crashes. 2: major memory corruption, program will goes berserk in some way. 3: minor memory corruption, program will unexpectedly fail within 1d minutes. 4-6: no effect. - -Fail by 4 to 7: system crash, must be restarted; this requires 1 minute and a skill roll, at +4-degree of failure. - -Fail by 8+: major system crash, cannot be restarted without repairs. electron 4) Options: ETX may be rigged for enhanced EMP; divide damage by 10, additional -3 on the roll to resist EMP. 5) Power Cells: Depending on how you assume the technology works, it may or may not be possible to detonate a power cell, either by juryrigging a circuit, or possibly simply by puncturing the cell (if this is true, it makes car crashes truly spectacular). In either case, if possible, a C cell will explode for 6d*(TL-6); x10 for a D cell, x100 for an E cell. At TL8, the nominal radius of a C cell is 35 yards, giving a HT penalty of -14.