Shadowrun

Shadowrun General => Gear => Topic started by: Ravensong on <10-06-14/1457:29>

Title: The value of improvised demolitions
Post by: Ravensong on <10-06-14/1457:29>
I love the idea of a Mercenary who is solid with shotguns, sniper rifles and setting up improved explosives for ambush. How useful is the demolitions skill really?
Title: Re: The value of demolitions
Post by: 8-bit on <10-06-14/1503:13>
From my understanding, Demolitions is more about setting up solid blocks of explosives. It's good for preplanned demolition to destroy a building, but I don't think it's that useful for combat purposes.

I'm not sure if you have Run & Gun, but that book has some in-depth rules about explosives. IIRC, the rules only really covered setting up bricks of explosive to purposefully destroy a vehicle or building.
Title: Re: The value of demolitions
Post by: Ravensong on <10-06-14/1506:17>
Yes, have been looking into Run and Gun. A great expansion for demolitions, but the specialty for improvised explosives was not covered in any detail. Like for example, making a tripwire trap with a grenade, or an IED for a roadside ambush.
Title: Re: The value of demolitions
Post by: Imveros on <10-06-14/1508:08>
seems like you should be able to use it for booby traps as well. As for its usefulness, it all depends on the kind of game you are playing. Black trench coat games, explosives are too flashy, too much collateral damage. Pink Mohawk games, you get bonus damage if you set up a slow motion camera and speakers playing classic synth rock and roll!

Isn't demolitions also used for defusing bombs? Seems like a great skill if your GM is willing to play ball.
Title: Re: The value of improvised demolitions
Post by: Ravensong on <10-06-14/1520:08>
Yes, on the last run, saved the team's life with a timely bomb diffusion, and then re-armed the bomb as a trap/cover, once our exit route was established. Looking to do more with traps.
Title: Re: The value of improvised demolitions
Post by: Imveros on <10-06-14/1528:24>
sounds like you have the perfect GM to make a demo man then! I think that's where the hesitation comes in. Demolitions is a very group specific skill. It may be invaluable for you, and less than worthless for another
Title: Re: The value of improvised demolitions
Post by: Michael Chandra on <10-06-14/1535:28>
Tripwires for grenades are in SR5 Core, but you're right on that IEDs aren't explicitly described. Which makes sense, since you're basically just setting a default explosion there.
Title: Re: The value of improvised demolitions
Post by: Shaidar on <10-29-14/0126:49>
Many IEDs are just repurposed mortar, RPG, or artillery shells with imaginative trigger mechanisms replacing their typical fuses.  So for damage stats you might want to look at assault cannons and missles/rockets.
Title: Re: The value of improvised demolitions
Post by: Mr. Black on <10-30-14/0229:10>
"there is no problem on earth that cannot be solved with the proper application of high explosives." Or something like that. Just making IED's seems like a waste of the Explosives skill. Among the varied things I have done with the Explosives skill:

So many things you can do, and so little time.
Title: Re: The value of improvised demolitions
Post by: St Evil on <11-02-14/1322:28>
Yeah, it is niche, but if you can support the skill w/chemistry knowledge shill, then you can pull  a sweet line like," Just a few household chemicals in the proper proportions," type line.