Explosives in Eclipse Phase are fairly straightforward. Grenades and Seekers (p. 340 EP) address most forms of weaponized explosives you would utilize in most combat situations. X-Risks expands this to cover Mines (p. 182 X-Risks) as a trap, with basic functions identical to grenades. Superthermite Charges (p. 330 EP) are a demolitions tool utilizing nanofabrication to produce prebuilt, stable charges with high heat and force. While not outright explosive, Liquid Thermite and Scrapper's Gel (p. 323 EP) are valid substitutes for demolition needs, but these reactive substances take some set up to use. Below are a list of some different kinds of explosive devices with a variety of uses which should be compatible with the normal rules and Demolitions skill.
Anti-Personnel mines have been fairly standard security measures for quite some time. The modern device uses either a wireless detonator or a basic proximity, and are pre-shaped, operating similar to fragmentation grenades. They have a couple manufacturers, most common with names like "Flamberge", "Broadsword" or "MONDO-100". AP Mines are easily set with just a Demolitions check, and when triggered deal 6d10+12 DV with an AP of -4 directly in front, with damage outside of the forward cone being reduced by 1/3, in addition to normal reduction for distance. AP Mines are small (-10 to Perception to detect), but using IR or radar sensors to trip proximity may make them visible through other means. [High]
"Cookie Cutter" really resembles more a nanotoxin than a conventional explosive, but does in fact, explode. This dosage of nanotech assembles minute amounts of high explosives from onboard molecules as it distributes around the body, creating subdermal explosives. It was originally developed Pre-Fall for Law Enforcement of persons with dangerous cybernetic implants. Usually injected by capsule rounds, Cookie Cutter requires an Action Turn to distribute to a per-programmed location in the subject's body (usually controlled via Smartlink), where it will then distribute itself and make explosives in the targeted region. A common tactic also is to have it encircle the neck below the line of the cortical stack, making a clean cut which keeps the stack (and possibly cyberbrain) intact while separating it from the body. When detonated (either on a timer or remote trigger), Cookie Cutter deals enough DV to inflict 2 Wounds (ignoring armor), and the victim must make a SOM x2 test. If they fail, the Cookie Cutter was able to distribute sufficiently to cripple or amputate the targeted limb. Multiple doses of Cookie Cutter stack, and the nanites remain active for 24 hours before becoming inert. Has several names on the street, like "Hangman", "Axecop" or "Black Hood". [High]
Application: D, Inj
Onset: 2 Action Turns
Duration: 24 Hours
A relative of much simpler "detcord", Demo Cable comes in the form of a self-generating reel similar to a Spindle (p. 333 EP), though much slower due to the larger size and complexity. Used for it's stability, flexibility and steady rate of explosion, Demo cable is very common in scavenging and construction. It extrudes at a rate of about 15 CM a second, or about 9 meters in a minute. It can extrude about a maximum of 1 km of cable, and the battery runs for about 1,000 hours. While the generator can extrude in a continuous line or cut to length, Demo-cable is usually rated in lengths of 1 meter at a time. Demo cable requires a blasting cap or some other kind of external device (usually produced by the reel, but can be rigged otherwise) to detonate, and so is usually not a combat weapon. However, it does deal 2d10+10 DV per meter to any object in its immediate vicinity when set off (which requires no check), and this blast can be tamped down or shaped to do x3 DV in a specific direction. [Moderate]
A fougasse technically isn't an explosive in of itself, but rather a medieval term for an improvised mortar, which is now still used as term for this sort of improvised explosive device. The original fougasse was hollowed into rock or stone, but they can also be made from lengths of pipe or tubing. These most commonly see use on moonlets or on Mars as a weapon of terrorism or area denial. A Fougasse can be rigged with any kind of shrapnel, smaller explosives, or even incendiary compounds. No two fougasse need be exactly alike. In general, assembling a fougasse falls under the rules for demolitions covered on page 197 of Eclipse Phase, but with a couple of notations. While assembling and "arming" it is still a Demolitions check to make and set the explosives, the actual device itself and it's raw materials can be gathered with a Task Action of 30 minutes to 1 hour (GM's discretion based on conditions and tools available) with a Scrounging Test. Excellent or Critical Successes on this scrounging test can offer bonuses to the Demolitions test to set up for higher quality materials, or add bonus damage, AP or other effects (such as setting a target On Fire). Otherwise, arming it should be a Demolitions task action of 1 Hour, and deals 3d10 DV (consider the device already shaped) when fired. Traditionally, a fougasse is ignited with a long, slow-burning fuse, but they can be rigged with timers or remote detonators without trouble.
While not as effective as tactical weapons (tacnukes or antimatter grenades), the Plasma Charge was developed as an enlarged Plasmaburst device to clear buildings and damage weak structures, but won't breach the hull of a habitat. During and after the Fall, Plasma Charges became fairly standard (if somewhat bulky and expensive) equipment in order to clear areas of potentially dangerous nanotech or TITAN infection vectors, as the heat wave does significant damage to nanoswarms. Notably, during the early days of the Planetary Consortium, Plasma Charges have also been utilized to clear "squatters" from habitats which transferred ownership. Typical charges are blocks about 30 cm on a side and 10 cm tall. While multiple charges can be linked together, their nature makes it incredibly difficult to shape them like one would a Superthermite charge. A Plasma Charge deals 6d10+20 DV, with an Armor Penetration of 8. [Expensive]
Plastic Explosives come in a variety of compositions, styles and names. Modern explosives us sophisticated fabrication to produce the most "bang" for your buck, and are generally considered more flexible and effective than Superthermite, though individually they have slightly less yield. Plastic explosives have a texture and pliability similar to modelling clay, and can be shaped in any way, and moulded to fit any location. This grants the user a +20 bonus on Demolitions checks to shape them, or place them on weak points of a structure. Plastique can only be detonated via electronic detonators which they are bundled with, and are activated via encrypted wireless. Individual "bricks" of Plastique weight about 1 kg and deal 2d10 DV, but individual bricks can easily be stacked for cumulative damage. [Moderate]
An alternative to plastic explosives, this type of device was developed by the US Military shortly before the Fall, and many variants are now known to multiple military forces. Also called "Sticky Bombs", "Foaming Explosive" or "Comp-D", this container has an explosive mixed with an aerosolizer, which produces a spray of quick-hardening foam similar to a Freezer. The foam is premixed with an electrical line to act as a detonator, and it can be applied at ranges of up to 5 meters. A canister of Spray Explosive holds about 8 standard uses, which in total can cover one Large Sized morph or vehicle, or about 8 medium sized objects (morphs) at least on one facing or side. Spray Explosive isn't very harmful in single uses, dealing 1d10 DV to the immediate vicinity (which is cumulative), but it has two useful properties, besides the range and utility of the spray. Firstly, any object it is adhered to takes x2 DV (which becomes x4 if a Demolitions test is used to place it on a weak point), and the spray itself does not require a Demolitions test to use, only to rig properly. It can be improvised as a weapon using Spray Weapons at -20, but it only has a range of about 5 meters, and the target may attempt a full Fray to avoid it - and even if they are caught, the user would also be in the immediate blast radius. [Moderate]
TACTICAL NUCLEAR WEAPONS
Due to advanced manufacturing techniques, the smallest modern tactical nuclear weapon is roughly the size and shape of an overinflated american football. These devices were used commonly during the Fall to deter TITAN attacks (or other Transhumans) and even now their high yield makes them useful in certain conditions to clear small areas and these devices are less expensive and easier to move than Antimatter Grenades (p. 179 Firewall) though illegal in many polities still. Typically, modern tacnukes have quantum encrypted detonators, or small QE comm linked for remote detonation. When detonated, anything inside a 20 meter radius that does not have a cumulative DUR+Energy Armor of 200 or more is vaporized, and even stronger items take severe damage. In atmosphere, at up to 60 meters there is an intense pressure wave. Unprotected biomorphs will almost assuredly be killed, and structures weaker than Metallic Glass will be destroyed or suffer critical damage. At up to 120 meters, the blast wave is reduced, most biomorphs will receive enough damage to be incapacitated, and structures and objects made of materials like Polymers, Wood or Transparent Alumina will be destroyed or severely damaged. 150 meters is the rough thermal radiation radius, which applies even in vacuum. Unprotected biomorphs will suffer severe burns, probably be incapacitated or severely injured, and flammable objects can be set on fire in proper conditions. 450 meters is the effective and immediate particle radiation radius, where unshielded biomorphs will suffer the effects of radiation poisoning (p. 201 EP). If in Atmosphere, this is also the effective radius of the EMP effect the weapon generates. Effects on Synthmorphs are up to the GM to determine, but many will still experience high amounts of damage or other complications. [GM's Discretion]
An alternative to liquid thermite for demolition or scavenging purposes, mainly developed for microgravity where liquids are difficult to use, or for situations with possible risk of ignition. Sold in rolls similar to Grip Tape, Thermite Tape or strips can applied to almost any surface, and is made with similar materials to Superthermite charges. However, it does not properly "explode" with force, making it a more ideal precision tool. The tape can be set to detonate with an electrical contact which is shielded in the core of the strip, and only exposed when part of the tape is set. When activated, it deals 2d10+5 DV to anything it is touching for 3 Action Turns, and will start a small fire in the right environment. This damage is reduced by Armor, but it reduces the AV of the targeted object by the amount of damage done until it is repaired. [Moderate]