Militech "Satchel Charge"
Arasaka isn't the only corporation that's been doing secret program research. The "Milinerds" at Militech have been busy, too. They've developed a virtual explosive, a program bomb that sets off a shock wave of code disruption around it
The Satchel Charge can only be set off by following its detonation routine. first, the 'runner spends one turn "setting" the bomb. Then the 'runner has a minimum of one turn to move out of the area (or log off!). If desired, the number of turns before charge detonation can be modified upward into infinity (remember, each turn is one second). When the charge detonates, it does 5D6 damage to all programs and personnel within one subgrid (3D6 to Walls and Code-Gates), as well as attacking all systems operating within that sub-grid with a Poison Flatline attack If the 'runner who set it only sets a one turn detonation lag time, there's not enough time to clear the blast zone! Not to worry: The designers have put in a "cowering" subroutine for the bomber—if the 'runner is at least 5 squares away from the charge, and does nothing on the detonation turn, he can activate the "cowering" program and escape all the effects of the charge.
If set off inside an area bounded by Walls or Gates, the damage to all programs inside is increased to 6D6 (still only 3D6 to Datawalls and Code Gates). This usually applies to a Satchel Charge set off inside of a datafort, and usually nukes the 'fort
There's some truly lethal copy protection on this program. In order to copy it, the copied s utility program "attacks" Satchel Charge, using copying program STR+1D10 vs. Satchel Charge's STR8+1D10. If the utility program's total beats Satchel Charge's, the copy is made. If it equals or fails to beat the defender's total, the Satchel Charge detonates immediately.
Options: One use, noisy, simple icon
Source
- Firestorm Shockwave, pg.44