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.