Time for some back-of-the-envelope science tech-scripture!
The hydrogen tank is a sphere with a radius of 5.5m (=> volume 697 m3), storing hydrogen at maybe about 750bar (that's the highest standard pressure at which it's stored today).
Treating hydrogen as an ideal gas and assuming it's at ambient temperature (that's a bad assumption but I haven't done thermodynamics in way too long), that means that the density of hydrogen inside the tank is about 64kg/m3, meaning we have roughly 47 tonnes of hydrogen in there.
Burning hydrogen will release 121 MJ per kg. Multiply that by 47 tonnes, and we have about 5.7 TJ of energy being released (assuming it all burns at once, again not the best assumption).
A ton of TNT is 4.184 GJ, so the explosive force would be roughly equal to 1.4 kilotons. That's a little under 1/10th of the energy of the Little Boy atom bomb.
Modelling the reaction as instantaneous over the whole volume of the tank probably inflates the number, but modelling the hydrogen as being stored at room temperature (when I think compressed gases are generally stored at as low a temperature as possible) means that I've probably under-estimated the amount of hydrogen in the tank.
Bear in mind also that a decompressing gas undergoes a rapid temperature change. This is a big safety concern when people are using liquid hydrogen, as it can create conditions suitable for ignition.
I think Jericus would have a rough idea of the size of this explosion. He's a tech-priest, he can probably do these calculations (with the same kind of guesswork numbers I'm using) pretty rapidly in the bit of his brain they replaced with a calculator.
(Also, bear in mind that the tank is resisting a really hefty internal pressure; you probably need a powerful shot to punch through it at all. Not that you don't have powerful guns.)
From an OOC perspective, I'm not sure whether Tauron will be able to successfully Deceive Fox after Tyvhon fluffed his roll, but he's probably going to try anyway. I won't be insulted if the game doesn't support a good test making up for a bad test, though. However, before I post in character would you mind letting me know if Tauron's basic awareness roll of 9 vs. 15 is good for anything, LCP?
EDIT: Better idea! Tauron's going to try to convince Fox that Rhodes has set this all up, based on a) him and Millie sharing a love for skulking around ceilings, b) him quitting the auction as Millie was about to start shooting, and c) the suspiciously upmarket webgun Tauron's just picked up. I guess that's gonna be a Charm roll, but I'd still like to know of Tauron can see Rhodes before he says anything.
And I need Rapid Reaction checks for Tychon and Fox to avoid being Surprise Round'd:
Tychon - (1d100) Fox - (1d100)
So Tychon and Fox get to act (Fox first), then the grenades go off. Anyone within 15m of the photon flash when it goes off needs a Toughness test against being blinded for 1d5 rounds. As a houserule, if you don't have direct LOS to the square the grenade is in, you auto-pass - I don't think the intention of the rules as written is to let the flash work through solid walls.
Sorry, that's just me rolling OOC before putting up the IC update. I saw no-one online so I thought I could get away with it.
Here is the map:
Since he rolled a higher Initiative score than Tychon (who's faster now?) I've taken Fox's move for the surprise round already, putting him in cover. The grenades are in the square marked with the X - Tychon gets his actions for the Surprise round, then they go off and we go to the initiative order rolled.
Handler_1 - (1d100) - fail Handler_2 - (1d100) - fail Handler_3 - (1d100) - fail Handler_4 - (1d100) - pass Handler_5 - (1d100) - fail Ripsaw_Scuttler - (1d100) - pass (the one by Red the other one is out of LOS).
These rolls are working down through the handlers from the top of the map. The one in the doorway is out of range of the flash, as is Jericus. Nova and Red still need to test, however Ill let you guys roll those when your turns come around.
Frag grenade! Only Red and the Scuttler are now in the blast radius.
Red - (2d10) - 3 wounds Location - (1d100) - body
I forget, you get dodges against grenades, don't you?
Red_Dodge - (1d100) - that's got to be a pass
Scuttler_Dodge - (1d100) - pass
So no-one got hurt at all.
Into full combat time. Checking the rolls, we've got these initiative blocks:
This is going to make things a little awkward. I'll update as frequently as possible to try and give you the information of who's doing what in the correct order, but unless your actions are completely dependent on what comes before you, I encourage you to post away utterly irrespective of the initiative order. I can sort out what happens in what order in my posts, and if for any minor uncertainties you can give me conditional plans in OOC spoilers. This combat should be a cauldron of confusion anyway, with the flare and the smoke and the blast and the echoes, so I hope you guys'll forgive me if I suggest we accept a certain amount of muddle.
Regarding the kill-team: Tauron and Tychon can see some of them already, and if they open up with their hellguns their position will become clearly visible to everyone. They're getting some considerable cover from their position, and for range purposes you should treat them as being at an average range of 25m from you wherever you are.
If you want to reach them in close quarters, you can either try the challenging unassisted climb (just grab onto one of the grey bits I've been letting you move through and start making unmodified climb checks); alternatively you can make for the ladders at the far left of the map. I'll start extending the map into the 3rd dimension as soon as someone tries this; otherwise, unless it's requested, I'll put that off.
Similarly, if you want to take cover against shots coming from above, it'll be a bit trickier than against the guys on the ground: get into a grey zone (or under the pipes like Nova) and make a concealment check. Just being there'll give you a base cover value of 5 AP to all locations; I'll boost it by 4 for each degree of success on the check.
The only changes to the map are that Red and the Scuttler have dodged out of the blast radius of the frag grenade. The Scuttler went one square SE and one square E; the direction of Red's jump is Thanatos' choice.
About to post IC, but one thing first: I don't think Nova needs to test against the photon flashers, because she is just barely outside the 15m range.
13 meters west on the map, 8 meters south, Pythagoras says that she's (square root of the sum of 13 squared and 8 squared) = ~15.3m from the grenades.
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Pythagoras says that she's (square root of the sum of 13 squared and 8 squared) = ~15.3m from the grenades.
Ah, cool. I did it in Inkscape by just making a 15m line and rotating it, but Pythagoras is less prone to human error/more transparent. A-climbing Nova goes.
Since we're talking about metal laticework/bars/other rough metal thingies, would this give a bonus to attempts to climb it, since the base climb check is considered to be against a sheer (thus, difficult) surface?