> For the complete documentation index, see [llms.txt](https://legion-studios.gitbook.io/legion-studios/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://legion-studios.gitbook.io/legion-studios/features/weapons/explosives.md).

# Explosives

Unless otherwise noted, all explosives use ACE's "sticky" explosive feature and can be attached to vehicles and objects (walls, doors, etc.).

## Breaching Charge

The breaching charge is a low-yield explosive that is designed to blow open doors and knock over small walls. The breaching charge deploys a submunition beneath it to focus its damage into the surface it's placed on. This will damage enemies located near the wall on the other side, but (ideally) won't kill them outright, only causing small injuries or maybe knocking them unconscious.

While usable with or without ACE, it will be hard to use without using ACE Explosives' advanced setup feature.

### Zeus Module

The "Breach Door" module can be placed onto an AI unit. If there are other AI in the group, the unit will join a temporary group, move to the door, place a charge, move back to its old position and re-join its old group. The charge will detonate shortly after being placed.

## Detonation Pack

A medium-yield explosive.

## Demolition Charge

A high-yield explosive.

## Caltrop

The caltrop is a non-lethal weapon that when stepped on, will cause the unit to be knocked over for a short amount of time.

Cannot be attached to objects.

## Caltrop Dispenser

When activated, ejects caltrops into a wide area in front of the dispenser.

Cannot be attached to objects.
