Thursday, February 10, 2011

Somebody Set Us Up the Bomb



Super Scientific Grenades
and Explosives



Weapon
Blast Radius
Variable Damage
Weight
Atomic bomb
1000’+
Special
5 lb.+
Diambrite (D-4 Explosive)
90’
Disintegration
1 lb.
Fire bomb
20’
8d8
1 lb.
Flash grenade
20’
-
0.5 lb.
Nerve gas grenade
20’
Death
0.5 lb.
Planet Buster bomb (sub-atomic)
10 mi.+
Special
100 lb.+
Pulse Grenade
10’
-
1 lb.
Shock bomb
30’
4d8
3 lb.
Shock grenade
10’
2d8
0.5 lb.
Smoke grenade
30’
-
1 lb.
Stun bomb
30’
-
0.5 lb.
Stun grenade
10’
-
0,5 lb.
Tangle grenade
10’
-
1 lb.
Thermostellar Bomb (Interfogulator)
100 mi. +
Special
500 lb.+
Wavium bomb
50’
8d8
3 lb.
Wavium grenade
20’
4d8
1 lb.


Atomic bomb: These devices derive their immense destructive force from nuclear reactions of fission or fusion.   Atomic bombs vary widely in yield.  An atomic bomb is treated as a diambrite explosion (see below) within one half of its blast radius and as a 5X power firebomb within the outer half of its blast radius.  The powerful electromagnetic pulse created by the explosion will also jam electrical equipment (including energy weapons, robots, androids and force fields) in the blast radius for 2d4 hours.  Additionally any living being caught in the blast must save vs. death or die from radiation exposure in 3d6 days.

Diambrite (D-4 Explosive): Diambrite is a very powerful and stable, synthetic plastic explosive.  Any being of less than 20 HD within the inner one-third of the blast radius is instantly disintegrated.  A being within the outer blast radius or a being with 20 HD or greater within the blast radius that saves against Energy blast will suffer 12d8 damage, a failed save results in disintegration.  All inanimate matter, excepting super dense metals is disintegrated; super-dense matter and energy within the inner blast radius are also destroyed.

Fire bomb: This spherical bomb will melt 50% of all but the densest matter and ignite flammable materials within the blast radius.

Flash grenade:  This spherical grenade emits a burst of photons that damages or destroys the optical nerve endings of all unprotected beings in the blast radius. A failed save versus energy attacks results in permanent
Blindness, a successful save indicates that the victim is blinded for 1d4 hours.  Space armor and most space suit helmets protect against this effect.

Nerve gas grenade: This type of grenade emits a colorless and odorless nerve gas that attacks the central nervous system.  Each round a target remains in the blast radius; he or she must make a saving throw versus poison or die.  Space armor and space suit helmets offer complete protection from the gas.

Planet Buster bomb (sub-atomic): These terrible weapons derive their destructive energy from sub-atomic forces.  Treat as an atomic bomb with a much greater blast radius.

Pulse grenade These spherical grenades emit a powerful electromagnetic pulse that jams electrical equipment (including energy weapons, robots, androids and force fields) in the blast radius for 2d4 rounds.  Robots and androids are allowed a save vs. energy blast to avoid this effect.  Electronic devices of less than super-scientific level are permanently short-circuited.

Shock bomb:  This cylindrical bomb releases a pulse of electricity in the blast area; protection and cover is not afforded by metal obstacles.  In addition to the damage caused by the burst, victims are stunned for 2d8 rounds.  A successful save vs. Energy blast halves damage and avoids the secondary effect of the bomb.

Shock grenade: This spherical grenade is similar too, but less powerful than the shock bomb; the stun affect lasts only 1d6 rounds.

Smoke grenade: A smoke grenade emits an inert thick white smoke that obscures all vision within its blast radius.  The smoke is treated as darkness for effects on visibility and combat. The cloud persists  for 1d3+6 turns.

Tangle grenade:  These large cylindrical grenades burst on impact expelling a mass of gluey fibers Beings caught within the tangle become entrapped and can’t move, but can break loose depending on their strength. Any being with strength in a human range can break free of the webs in 2d4 turns. Beings of higher strength can break free in 4 rounds. The strands are highly flammable. All creatures within the burning tangle mass take 1d6 points of fire damage from the flames for 2 rounds. After this time surviving creatures are free of the strands.  

Thermostellar bomb (interfogulator): The weapon without answer. These devices are weaponized interfogulators that derive their destructive energy from inter-planar forces.  If exploded within a star a sufficiently large bomb may induce collapse or supernova. Treat as an atomic bomb with a much greater blast radius.  Objects “disintegrated” are 50% likely to be shifted into a bubble plane or another dimension.

Wavium bomb:  These spherical bombs are filled with depleted wavium pellets which explode when exposed to oxygen.  The outer casing of the device is fragmented by a small timed diambrite charge exposing the pellets to air and creating the explosion.  The explosion may be timed or remotely detonated.  Wavium bombs are not usable in space or other environments devoid of oxygen.  

Wavium grenade:  This spherical grenade is generally similar to a wavium bomb; however the explosive charge is timed.

9 comments:

  1. Great list, but you left one variety of grenade out:

    "Da Bomb." All targets within a 100' blast radius must roll to save vs. FUNK!

    ReplyDelete
  2. Wow. The explosions are less impressive than the concepts and comprehensiveness. The thermostellar is for me the star of the show - it brings a new sense to 'the other side'.

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  3. This is one of those lists that triggers crazy schemes in players heads. Don't give those reprobates ideas!

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  4. Yes. This is exactly the sort of ordinance to let players take into confined, cramped, close-quarters...

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  5. I'm cutting and pasting these tables into a convenient Word document. I'd really like to playtest this stuff out.

    ReplyDelete
  6. dude,you forgot the flash bang

    this is why US forces in OIF2
    had NO problem invading Iraq and Afghanistan
    if the Nazis had these in Stalingrad in 1942 ;

    the street siigns in France would still be
    "auf Deutsch"

    ReplyDelete
  7. @ Schoolmaster: Dyn-o-mite! Also please let me know if you playtest these. I think I will be revising the big bombs...

    @ Porky: I statted these off the cuff before doing any research. The name of the Thermostellar is a tribute to Darkstar. The idea is that it opens a nexus point allowing a blast of inter-planar energy in and if detonated in the center of a star the rift remains open drawing the core of the star into another plane.

    @ckutalik and Netherworks: Most likely they will just blow themselves up...

    @clovis: I may need to add that...

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  8. @ Drune: We may need a little more info on character creation before I can proceed. Also, I'll need the armor stats.

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  9. the distinegrator only self-distingrates in non-proficient hands (ducks and technology is a bad combination)

    DISINTEGRATOR: this handgun has a flanged barrel that emits an energy ray that dissolves flesh and metal. When a target is hit by a disintegrator ray roll d20;

    If this result is greater than the sum of the target’s CHA mod. and magic defenee bonus, then the target is vaporized (dead).
    If d20 result equals this sum, then target receives an energy critical hit.
    If d20 result is less than sum of magical defense modifier and CHA mod., then random item is shattered (as per spell).

    The disintegrator operates until user rolls a natural -3- or less (out of charge). The most feared of all inventions, this is the weapon of choice for Marvin the Martian.

    NOW someone needs to stat up Lieutenant K9, Jupiterians and the Martian Maggot ; - )

    ReplyDelete

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