Chapter 44: Bombs

For pieces and freedoms.
For pieces and freedoms.

Bombs are a subsection of grenades and aerosols (chapter 45). Bombs are nothing more than great big grenades. They have a greater area of effect, inflict more damage, and have longer durations than the grenades, or aerosols, that they are modelled after.

Bombs are very deadly—misuse of a fusion bomb would certainly melt an entire expedition in the flash of a hydrogen atom. Even previously safe aerosols can become dangerous when amplified to the proportions of a bomb–a foam bomb could easily entomb an entire unsuspecting expedition.

There is not a detailed explanation of every deadly bomb. Table 44.3: Bomb Type indicates what grenade, or aerosol, type is to be increased to the proportions of which bomb. Many grenades, and aerosols, have special effects which are also increased when they are fashioned into bombs, Clouds , fires, radioactivity, or ice fields will last 10 times longer than the durations listed for aerosols, and grenades. The intensities of poisons are generated in the same manner as the grenade, or aerosol, type. The intensity of a bomb attack cannot exceed 25, unless the base weapon type already can.

Range

This aerosol statistic does not apply to bombs, even if the bomb is modelled after an aerosol. When a bomb is detonated, it destroys itself, and its area of effect reaches out around it. It also should be obvious that bombs cannot be thrown any great distance.

Area of Effect

The area of effect operates similarly to the area of effect of grenades, and aerosols. The only difference is that a bomb’s area of effect radius is 20 times greater than its base type. All incidental area of effect radii are also multiplied by 20. E.g., the fusion bomb has an area of effect that inflicts damage, one that blinds, one that immolates, and one that irradiates. The radius of each of these effects is multiplied by 20. Those bombs modelled after weapons that have a swath attack, will also have a swath attack as a bomb. The dimensions of the swath attack are increased 20 times.

The cover granted to a bomb attack must be much more substantial than that needed to impede a grenade. For instance cover from a grenade attack could be offered by the wall of a house, or the corner of a building. In the case of a bomb, only a military bunker may be able to protect the target. Bombs are deadly. They are designed to destroy large areas effectively and economically.

Damage

Any damage that the base weapon inflicts is multiplied by 10. This is the factor that makes bombs so incredibly deadly, because even the most trivial damage amounts are multiplied to killer proportions. If the referee feels that a non-lethal base grenade, or aerosol, has been made too deadly by the change in damage, she may feel free to alter it.

Wate

A bomb will have a wate 25 times greater than its grenade, or aerosol counterpart.

EXPS

Bombs are worth the same number of EXPS of the grenade or aerosol that they are modelled after.

Value

The value of a bomb is 50 times that of its base aerosol, or grenade type.

Detonators

Unlike aerosols, bombs are completely self consuming. When bombs are detonated, they destroy themselves, and attempt to spread their effects over the greatest possible area.

A bomb’s detonator is truly the nitty gritty of the device. Unlike grenades and aerosols, none of the bomb’s detonators are designed with personal safety in mind. The bombs have radio detonators, fuses, or some other form of long range triggering device which allows for user safety. Once the detonator is activated the bomb will explode spreading death all about itself. Fooling with a bomb’s detonator could very easily annihilate and entire expedition. There is a 75% chance that a bomb’s detonator will be detached from the bomb itself. Safety first.

For pieces and liberty.
For pieces and liberty.

Description

Bombs have shapes and colours the same as grenades do. Even if the bomb has an aerosol effect, it will have one of the bomb shapes generated in this section. Use Table 44.1: Bomb Shape, and Table 44.2: Bomb Colour to determine a random description of the bomb.

Table 44.1 Bomb Shape

Determine the basic shape of the bomb.
Die Roll (1d100)Bomb Shape
01-10Bag
11-20Banana
21-30Cube
31-40Pear
41-50Pineapple
51-60Pyramid
61-85Sphere
86-00Ref's Own Table
Die RollBomb Shape

Table 44.2 Bomb Shape Adjustment

Contort the bomb's basic shape.
Die Roll (d100) Shape Adjustment
01-20Elongated, Stretched
21-40Flattened, Squashed
41-49Inverted
50-97Normal
98Involuted
99Add another basic shape
00Ref's Own Table
Die RollShape Shifted

Table 44.3 Colour Bomb

The bomb will have this dominant colour. Multiple rolls for multiple colours.
Die Roll (1d10)Colour
1Black
2Blue
3Brown
4Green
5Grey
6Orange
7Pink
8Purple
9Red
10Yellow
Die RollColour

Table 44.4 Bomb Strange Adornment

The adornment may be relevant to the bomb's function, but most likely not.
Die Roll (1d100)Fancy Attachment
01-04Access Panels
05-08Antennae, Coiled
09-12Antennae, Straight
13-16Antennae, Up and Down
17-20Hoses, Dangling
21-24Hoses, Looped
25-28Indentations, Random
29-32Indentations, Round
33-36Indentations, Square
37-40Indentations, Triangular
41-44Knobs, Glowing
45-48Knobs, Inflate/deflate
49-52Monitor, Data Stream
53-56Monitor, Static
57-60Protuberances, In and Out
61-64Protuberances, Pointed
65-68Protuberances, Springs
69-72Protuberances, Wobbley
73-76Protuberances, Gnarled
77-80Random, Sparks
81-84Random, Squirts/Drips
85-88Random, Steam Shots
89-90Things that Whiz/Click
91-94Tubes, Liquid Filled
95-98Tubes, Pulsing
99Tubes, Solid
00Ref's Own Table (chrome)
Die RollFancy Attachment

Bomb Type

The bomb type is determined  by rolling on Table 43.5: Bomb Type.

Table 44.5 Bomb Type

Bombs are fashioned after grenades and aerosols. This table determines the bomb type.
Die Roll (1d100)Bomb Type Base Weapon
01-051)Grand Slam1)Big Bertha
06-082)Corrosive Bomb3)Corrosive
09-113)Polar Bomb4)Cryoblast
12-144)Black Out Bomb5) Energy Drain
15-175) Lazer Bomb6)Energy
18-246)Bomb8)Fragmentation
25-277)Nuclear Device9)Fusion
28-308)Nerve Bomb10)Gas
31-339)Grav Bomb11)Gravruptor
34-3610)Junk Yard12) Magnetic Disrupter
3711)Disintigrater14)Molecular Disrupter
38-4012)Jumping Jack15)Multiple Explosive
41-4313)Immolater16)Napalm
44-4814)Diversionizer18)Pyrotechnic
49-5115)Neutron Bomb19)Radiation
52-5516)Sky Breaker20)Sky Lighter
56-5817)Torc Bomb21)Torc
59-6218)Diffuser Bomb22)Anti Lazer
6319)Dismodulator25)Catabolic Dismodulator
64-6620)EMP Bomb26)Demagnetizer
67-6921)Foam Bomb29)Foam
70-7222)Tracker Bomb33)Matter Detector
73-7523)Cover Bomb34)Mistor
76-7824)Diffusion Bomb35)Molecular Diffusion
79-8225)Paint Bomb37)Paint
83-8526)Toxin Bomb39)Poison
86-9027)Bug Bomb40)Repellent
91-9328)Sound Bomb41)Siren
94-9729)Cloud Maker42)Smoke
98-9930)Sticky Bomb43)Web
00Ref's Own Table
Die RollBomb TypeBase Weapon

1) Grand Slam

Area of Effect:200 h
Damage:120-1440 (12d12 times 10)
Wate:50kgs
EXPS:300
Value:50000

This is the ultimate concussion grenade knocking down and stunning everything in its area of effect.

2) Corrosive Bomb

Area of Effect:60 h
Damage:50-400 (50d8)
Wate:25kg
EXPS:200
Value:15000

Initial damage is rolled on 50d8. Eats away at inorganic materials for 10 to 80 units, inflicting 20 to 200 (20d10) hit points of damage each unit. Designed for clearing out mobs of robotic targets.

3) Polar Bomb

Area of Effect:160 h
Damage:30-300 (30d10)
Wate:25kg
EXPS:300
Value:25000

There is a 1% chance per hit point of damage inflicted of the target being trapped in ice.

4) Black Out Bomb

Area of Effect:60h; Special
Damage:Special
Wate:12kg
EXPS:275
Value:75000

The black out bomb will drain all batteries within 200 hexes and explode for a killing attack within 60 hexes. The damage of the killing attack depends on the amount of energy around to drain. If there is a power plant near by, the bomb will be ferocious, but if there are not many batteries near by the bomb will only be lethal. 50d4 would be a good amount of damage for a populated technological area. If this bomb were discharged near a nuclear power plant the Black out bomb may function like a Nuclear Device. A black out bomb would turn off robots, unless they are Combat Robots (type C) and hardened against such attacks.

5) Lazer Bomb

Area of Effect:10h wide 150h long
Damage:12d4 times 10
Wate:25kg
EXPS:300
Value:250000

Sends a lazer sheet parallel to the ground, travelling with the contours of the terrain, damaging all targets along the way. This bomb is also called a trench clearer. 

6) Bomb

Area of Effect:20h
Damage:50-500 (50d10)
Wate: 25kg
EXPS:125
Value:2000

This is the standard drop from the plane, hide in the car type bomb. Bringing peace and liberty to innocent civilians everywhere.

studiostoks stock illustration modified HM
Bad fuse choice for a nuclear device.

7) Nuclear Device

Area of Effect:200h
Damage:100-1200 (10d12 times 10)
Wate:42kg
EXPS:300
Value:100000

Anything that is tiny, small, or medium sized within the area of effect, will explode without any saving throw. Any flammable object within 300 hexes will instantly immolate. Any organic creatures within 400 hexes will be blinded for 1 to 8 hours. Any target within 600 hexes (that is 1.2 kilometers) will be irradiated for an intensity equal to 1/10 the blast damage. These effects are cumulative as the target gets closer to the epicenter.

8) Nerve Bomb

Area of Effect:260h
DamageSpecial
Wate:25kg
EXPS275
Value225000

Refer to Table 44.4, Gas Type to determine the effect of the gas. The gas will attack as a poison with an intensity of 4 to 24. Note that nerve gas need not be inhaled to have its effect. Simply touching the contaminated area may produce the effect. The area will remain poisoned for 1 day per intensity of poison attack. For more information refer to chapter 45.

Table 44.6 Gas Type

What type of nerve agent is harboured in this nerve gas bomb.
Die Roll (1d100)Gas EffectDuration
01-10Blindness1-10 hours
11-20Comatose1-10 hours
21-30DeathForever
31-40Insanity1-4 days
41-50Lethargy1-10 days (1/2 everything)
51-60Nausea1-20 hours (1/2 attributes)
61-70Paralysis1-20 hours
71-80Attribute attack1-6 hours (minus 1d10)
81-90Unconsciousness1-4 days
91-99Vomiting1-6 hours (incapacitated)
00Ref's Own Table
Die RollGas EffectDuration

9) Grav Bomb

Area of Effect:250h
Damage:Special
Wate:50kg
EXPS:250
Value:300000

The bomb affects anything up to 100 tonnes in wate. The bomb will either lift the targets up into the air, to fall 1 to 10 hexes afterward, or smash the targets into the ground with 1 to 10 gravities. Either instantaneous acceleration (up or down) will inflict 1-12 hit points in damage per gravity of acceleration. If used in zog (zero gravity) the targets will fly away at 1 h/u per 2 hit points of damage. This affects everything less than 100 tonnes in wate.

10) Junk Yard

Area of Effect:150h
DamageSpecial
Wate:37kg
EXPS300
Value112500

The bomb cannot be moved from its location, and it will attract anything less than 5 tonnes towards its epicenter. The attractor will usually have a penchant for a certain material type of the referee’s discretion. This could be dirt, skin, or air car hulls.

11) Disintegrator

Area of Effect:Special
Damage:Special
Wate:30kg
EXPS:300
Value:500000

Please consult the grenade directly for the details of this peculiar, and unpredictable weapon. Anything disintegrated is turned into warm gas, and anything damaged is missing little slivers of itself. Simply put everything within the blast radius is destroyed. No saving throw. Every thing in the effect radius will take 8d8 hit points of damage. There is absolutely no cover offered.

Table 44.7 Disruption Event

You say disruptor, I say disintigrater, either way we are just a cloud of dust.
Die Roll (1d100)DestructionDamage
01-10None10h
11-80None20h
81-9010h40h
91-9620h60h
97-9930h80h
00Ref's Own Table
Die RollDestructionDamage

12) Jumping Jack

Area of Effect:Special
Damage:Special
Wate:45kg
EXPS:250
Value:25000

The jumping jack bomb will have several explosions with unpredictable effect. Roll once on Table 44.6, to determine its method of effect. There will be a 1 to 30 unit pause per explosion, and the new epicenter will be 20 to 120 hexes away from the last one. The next explosion will be in a random direction from the last one. Refer to Result of Grenade Miss to  help determine where the next epicenter will be. 

Table 44.8 Jumping Jack Pattern

Where and how this bouncing bomb delivers its devastation.
Die Roll (1d100)NumberArea of EffectDamage
01-503100h40-400 (40d10)
50h20-200 (20d10)
0h-- (thud dud)
51-853120h50-500 (50d10)
80h40-400 (40d10)
40h30-300 (30d10)
86-994 times100h40-400 (40d10)
00Ref's Own Table
Die RollNumberArea of EffectDamage

13) Immolator

Area of Effect:40h by 160h swath
Damage:60-600 (60d10)
Wate:39kg
EXPS:300
Value:50000

When discharged the bomb launches itself into the air, and sprays napalm along its path. Additional burning damage will usually be irrelevant to all but the freshest combat robot. The path will burn for 20 to 80 units after the attack, inflicting 20 to 240  (20d12) HPS in burning damage each unit.

14) Diversion Bomb

Area of Effect:100h
Damage:None
Wate:10kg
EXPS:100
Value:8750

This bomb will either be flash, smoke, or sonic. The flash bomb will blind all those within the area of effect for 1 to 10 hours. A smoke bomb will obscure the area of effect for 1 to 10 hours. A sonic bomb will deafen all targets for 1 to 10 hours. The targets get a chance to save versus mental attack for blinding and deafening. The intensity of the attack is 8 to 24 (8d3). For more information about saves refer to Saving Throws.

15) Neutron Bomb

Area of Effect:240h
Damage:30-180 (30d6)
Wate:55kg
EXPS:200
Value:25000

This hater of all things organic does not damage structures or robots. A neutron bomb bathes everything in the area of effect with destructive radiation. Only those organics hardened to radiation can avoid the initial wave of damage. Anything that survives the initial attack them must win a save versus intensity 25 radiation.For more information about saves refer to Saving ThrowsThe area will remain “hot” for 1 month per point of damage inflicted, likely for many years. What mad alien race invented such a sick and twisted device?

16) Sky Breaker

Area of Effect:800h by 600h
Damage:40-400 (40d10)
Wate:70kg
EXPS:300
Value:275000

This bomb combines a massive serving of destruction with it’s shock and awe. The exploding bomb explodes straight up apparently having absolutely no effect on the surrounding area. Then 20 to 60 units later the area of effect is annihilated with shards of iridescent glowing ice raining from the sky. This bomb does work exatmo.

17) Torc Bomb

Area of Effect:240h
Damage:Special
Wate:45kg
EXPS:275
Value:450000

The torc bomb (aka Forced Field Bomb) does no damage to anything not contained within a force field. The bomb makes all force fields implode on themselves for 120 to 1440 (12d12 times 10) hit points in damage. The bomb cannot implode a force field which is greater than 240 hexes in diameter.

18) Lazer Cover

Area of Effect:70h
Damage:None
Wate:50kg
EXPS:275
Value:50000

For 1 to 10 hours lazers will have no effect. The cover does not obscure vision, or energy weapons, but harmlessly dissipates all lazers. This bomb is also called the peacemaker. 

19) Dismodulator

Area of Effect:Special
Damage:Special
Wate:50kg
EXPS:300
Value:2 250 000

Everything that is inorganic within a 20 hex radius of effect will be converted into a cloud of freezing, iridescent gas. A saving throw versus intensity 13 to 28 (3d6 plus 10) is granted to persona robots. All organic creatures within a 60 hex radius will take 50 to 600 (50d6) HPS in damage from the frozen careening dismodulation byproducts. For more information about saves refer to Saving Throws.

20) EMP Bomb

Area of Effect:100h
Damage:None
Wate:55kg
EXPS:300
Value:1250

The Electromagnetic pulse bomb incapacitates all non-hardened electronic devices within the area of effect. Military hardware will get a save versus poison intensity 4 to 24. Non-military hardware will cease to function for 15 hours, with a 15% chance of suffering permanent equipment damage. See Chapter 21: Equipment Damage. For more information about saves refer to Saving Throws.

21) Foam Bomb

Area of Effect:160h by 40h swath
Damage:None
Wate:75kg
EXPS:100
Value:1237

The foam bomb instantly covers its area of effect with a rapidly hardening blob of all encompassing foam. The foam bomb will entrap any target that remains in the area of effect for more that 20 units. Suffocation is not a risk.  The foam pad is permanent, does not decompose for trapped personas starvation is a real possibility.

22) Tracker Bomb

Area of Effect:120h
Damage:None
Wate:49kg
EXPS:300
Value:2 000 000

All matter will be coated with chemicals that emit heat, vibrations, aromas, light and radiation. The effect is immediate exposing all hidden objects within the area of effect. This will expose potential ambush, invisible or camouflaged targets within the area of effect.

23) Cover Bomb

Area of Effect:500h
Damage:None
Wate:70kg
EXPS:100
Value:2000

Every sense is dulled to uselessness within this dense cloud. Targets are blind, deaf, unable to smell, and must crawl in a  random direction to hopefully escape the area of effect. Getting lost within a cover bomb area of effect  for the entire 10 to 60 day duration is a real possibility.

24) Diffusion Bomb

Area of Effect:140h
Damage:120-960 (12d8 times 10)
Wate:100kg
EXPS:300
Value:25000

The massive amount of damage is delivered to everything in the area of effect in a manner that is left to the improvisational talents of the referee.

25) Paint Bomb

Area of Effect:80h
Damage:None
Wate:50kg
EXPS:50
Value:2250

The paint bomb covers everything within range with paint the same colour as the bomb’s casing. Yes, it can paint everything striped within an 80 hex radius. Those personas that don’t win a DEX attribute roll will be blinded for 1 to 20 minutes. The paint will also make an intensity 1-6 poison attack on all organics covered in paint. Attribute rolls and saving throws are covered in Chapter 16: Special Rolls

Table 44.3 Colour Bomb

The bomb will have this dominant colour. Multiple rolls for multiple colours.
Die Roll (1d10)Colour
1Black
2Blue
3Brown
4Green
5Grey
6Orange
7Pink
8Purple
9Red
10Yellow
Die RollColour

26) Toxin Bomb

Area of Effect:240h
Damage:Special
Wate:50kg
EXPS:300
Value:35000

Use Table 44.8: Cides to determine what target type is exterminated by the toxin bomb. Targets must save versus intensity 2 to 24 poison, or die. Those that win the save versus death will take poison damage. This is a very deadly weapon. There is no lasting effect on the terrain. For more information about saves refer to Saving Throws.

Table 44.8 Cides

This is not a list of yummy ciders, but a list of which races and types of entities are poisoned by this bomb.
Die Roll (1d100)Poison Type
01-05Carnivores
06-10Chemovores
11-25Detritovores
26-35Herbivores
36-55Insects
56-85Flora (plants)
86-90Fungi
91-95Robots
96-99Anthros or Anthro Type
00Ref's Own Table
Die RollPoison Type

27) Bug Bomb

Area of Effect:60h
Damage:None
Wate:50kg
EXPS:300
Value:2500

The repelled type of creature will make every effort to escape from the area of effect of the repellent. Personas must win a save versus intensity 13 to 28 (3d6 plus 10) toxin or have to leave the area of effect. For more information about saves refer to Saving Throws.

Table 44.8 Cides

This is not a list of yummy ciders, but a list of which races and types of entities are poisoned by this bomb.
Die Roll (1d100)Poison Type
01-05Carnivores
06-10Chemovores
11-25Detritovores
26-35Herbivores
36-55Insects
56-85Flora (plants)
86-90Fungi
91-95Robots
96-99Anthros or Anthro Type
00Ref's Own Table
Die RollPoison Type

28) Sound Bomb

Area of Effect:20 kilometer
Damage:2-12 (2d6)
Wate:50kg
EXPS:100
Value:3750

The ear splitting siren will wail for 2 to 8 minutes. This attack will deafen all targets for 1 to 10 days. This has severe ecological effects on the environment, since all small animals tend to die of fright.

29)  Cloud Maker

Area of Effect:240h
Damage:None
Wate:50kg
EXPS:50
Value:5000

The cloud maker create a gigantic immobile cloud of a particular colour. The cloud will disperse over 10 to 80 (1d8 times 10) weeks, or it can be removed by excavation equipment. The colour of the smoke will match the colour of the casing of the bomb. The cloud will function like opaque smoke described under Meteorological Conditions. The colour of smoke is determined on the Color Bomb table below.   

Table 44.3 Colour Bomb

The bomb will have this dominant colour. Multiple rolls for multiple colours.
Die Roll (1d10)Colour
1Black
2Blue
3Brown
4Green
5Grey
6Orange
7Pink
8Purple
9Red
10Yellow
Die RollColour

30) Sticky Bomb

Area of Effect:160h by 20h swath
Damage:None
Wate:50kg
EXPS:300
Value:50000

The area of effect is covered with a spider web like glue that entraps everything. The targets are trapped for at least 20 to 160 (2d8 times 10) minutes until the web decomposes. A bizarre PSTR roll may free the target. There is a 3% chance of gluing one’s mouth shut, and suffocating.