@Von3679 For the discerning saboteur I suggest the following gear:
One or more Shaped Charges (encumbrance 2 per charge) from Fully Operational. Blast radius: Engaged. They do 15 damage plus 5/extra charge after the first. They have Breach 1 and Vicious 1 each, both of which increase by 1 per charge used together. Easy Mechanics check for one charge, with the difficulty rising by 1 for each additional charge used in the same blast. Each success increases the total damage by 1. Assumed (based on Destro-6): normal detonation by timer (up to 6 hours) or by remote signal.
One or more Destro-6 Demolition Charges (encumbrance 1 per charge) from Rise of the Separatists (not yet in OggDude unless one inputs it oneself). Blast radius: Short. They do 20 damage plus 5/extra charge after the first. They have Breach 1. Each charge requires 5 minutes to set up. Easy Mechanics check regardless of how many charges one uses together. One can halve the set-up time, but then setting it up becomes a Hard Mechanics check and the GM can spend one Despair (or 3 Threats) to make them detonate prematurely. Normal detonation by timer (up to 6 hours) or by remote signal.
Basically, the Destro-6 reaches further and is safer to use in multiples, but takes much longer to set up.
Cryoncorp SE-90 Structural Engineering Scanner (encumbrance 1) from Fully Operational. It requires an Average Computers check (modified if GM wants) in order to "detect stress fractures and weak points, concealed armor and reinforced sections, conduits, hidden spaces, and the like." Perfect for detecting where best to lay the explosives.
X5R Heavy Demolitions Kit (encumbrance 4) from Rise of the Separatists (not yet in Oggdude). It gives +2 Boost on Mechanics checks to prepare, set, or disarm explosives. Once per session, a character can use the kit to remove one Despair (or 3 Threats) after cancelling dice symbols but before resolving the effect when making a Mechanics check to deal with explosives. Good for avoiding a nasty surprise - particularly during set-up.
If you're feeling particularly lucky and invulnerable, then you could bring along a
Baradium Charge
(encumbrance 2) from Fully Operational.
Blast radius: Long (personal scale).
They do massive damage (3 planetary scale +1/extra charge) and are used "to level enemy bases and scuttle ships".
Easy Mechanics check for one charge, with the difficulty rising by 1 for each additional charge used in the same blast. Each success increases the total damage by 1.
However, they are tricky and unstable - a Despair from the Mechanics check during set-up will cause the charges to go off, and gives those too close a +50 on any roll on the Critical Injury table. I
highly recommend
insist on
the Demolitions Kit for any group taking these! Our primary mission goal is to disable the Invincible; scuttling her is a last resort objective.
For those without handy universal door openers (a.k.a. lightsabres), I recommend Flex-5 Detonite Tape (encumbrance 1) from Fully Operational. It is often used to breach doors and destroy equipment like computer banks and civilian airspeeders*. Blast radius: Engaged. They do 5 damage plus 2/extra charge after the first. Easy Mechanics check regardless of how many charges one uses together. Can be set off by a timer or by remote signal.
Mark III Modular Backpack from Savage Species. Get it and the 6 extra pouches (Oggdude treats them as attachments/mods, but no rolls are necessary), and see your encumbrance threshold increase by 8. Use it to lug around the above-mentioned gear.
Basically take what you (and your clones) can carry. I recommend a mix of the Shaped Charges and Destro-6s so as to be more flexible timing-wise. Just don't mix them up!
* Not to mention being a truly terrifying incentive to talk for those who realise what it is and can it do. One charge is 3 cm wide and 1 metre long, sticks to most things, and it is usually bought on reels with 50 charges (encumbrance 50!). Just cut off what you need and take that along.
Edited by BellonaAdded Detonite Tape, and cleaned things up.