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Author Topic: Explosives  (Read 21714 times)

AJStarhiker

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Explosives
« on: February 01, 2006, 10:55:18 AM »

Hey, just out of curiosity, if you use a radio detonator with explosives, can you trigger it with a headware radio?
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Gabriel

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Re:Explosives
« Reply #1 on: February 01, 2006, 10:57:56 AM »

Yes. Oh Great Ghost, YES!!! A guy in my group made a sabatoure (sp?) who would plant something on the order of a dozen explosives, all linked to his headware radio. Then he would detonate them as free actions in his combat phase. Not a bad way to rig a demolitions expert. Although if you do that, get some serious encryption and boosters to go with it.

Gabriel
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AJStarhiker

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Re:Explosives
« Reply #2 on: February 01, 2006, 11:00:22 AM »

What's the normal range of a radio?
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Gabriel

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Re:Explosives
« Reply #3 on: February 01, 2006, 11:07:24 AM »

Range is determined by the Flux Rating of an object. I seldom have to deal with that, but there is a table in the rulebook which tells you. I believe a Flux Rating of 0 can transmit up to 1/2 a kilometer, though. The higher the rating, the longer the range, and the easier it is to pick up on someone transmitting.

Gabriel
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AJStarhiker

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Re:Explosives
« Reply #4 on: February 01, 2006, 11:08:21 AM »

Thus, the encryption.
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Gabriel

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Re:Explosives
« Reply #5 on: February 01, 2006, 11:10:17 AM »

Exactly. OF course, you could always set your detonators to pick up on a codeword and a frequency range. It would be harder to stop the signal that way, but still not really that difficult.

Gabriel
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AJStarhiker

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Re:Explosives
« Reply #6 on: February 01, 2006, 11:12:16 AM »

I found it for vehicles, but where do I find the ratings for personal equipment and headwear?
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Gabriel

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Re:Explosives
« Reply #7 on: February 01, 2006, 11:17:21 AM »

I thoguht they were in the regular rulebook and listed int eh descriptions. Unfortuantely I am at the office right now, so I can't look it up. :-[

Gabriel
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AJStarhiker

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Re:Explosives
« Reply #8 on: February 01, 2006, 11:22:37 AM »

Maybe I was looking in the wrong spot
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Ruski

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Re:Explosives
« Reply #9 on: February 01, 2006, 11:45:39 AM »

Headware radios have a flux rating of 1.
you can boost it up to 4 with a signal booster, installed into a cyberarm.

be aware, that encrypted password receving radio detonators are very expencive.

it's much cheaper to just get the cheap ones, and set them to detonate when they receve a signal of 14.3 megacycles on frequency 1123.8

there is a chance of stray transmissions setting them off, but it's not a very big chance.

hot mikes do cause problems though, in either case.
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Retread

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Re:Explosives
« Reply #10 on: February 01, 2006, 01:35:02 PM »

I thought headware radio had flux of 0 without a booster? Eh, whatever. You can also buy a signal booster that fits on your back, too.

You can also have an Implanted Remote Control Deck relay a detonation signal through a drone you have somewhere else for a cheaper method (essence wise, that is) as a headware radio uses an uncanny amount of essence. 'Course, if you aren't a rigger, then go with the radio.
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Ruski

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Re:Explosives
« Reply #11 on: February 01, 2006, 01:48:21 PM »

Is it 0? could be zero. I thought it was 1 for some reason...
perhaps there was a cellphone sized external booster that you could get for them that made it 1 or something that I'm only halfway remembering...

-RuskiFace the Pirate
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ROOTless

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Re:Explosives
« Reply #12 on: February 01, 2006, 02:15:15 PM »

That info should be in Man&Machine, and I can't be bothered to look it up at the moment.
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AJStarhiker

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Re:Explosives
« Reply #13 on: February 01, 2006, 02:17:35 PM »

Ah.  That's why I couldn't find it:  don't have the book.
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Ruski

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Re:Explosives
« Reply #14 on: February 01, 2006, 02:20:40 PM »

Man and Machine was a good book actually. I enjoyed that one.

-RuskiFace the Pirate
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