Bombs

Drawing of bombs falling from bomb bay doors.

Peace from above.

Bombs are a subsection of grenades. Bombs are nothing more than great big grenades. They have a greater effect, inflict more damage, and have longer durations than the grenades or aerosols that the bomb is modelling. Grenade and aerosol special effects increase in lethality as well. Clouds, fires, radioactivity, or ice fields will last ten times longer. The intensities of poisons are amplified by ten as well. The intensity of a bomb attack cannot exceed 25.

Bombs are very deadly.

Misuse of a fusion bomb would melt an entire expedition in a flash. Even safe aerosols can become dangerous when amplified to the proportions of a bomb. A foam bomb could entomb an entire unsuspecting expedition.

Bomb Type

Bomb Type

Determine the bomb type.

Die Roll (1d100)

Bomb Name

01-03

Air Raid Siren

04-06

Black Out Bomb

07-13

Bomb

14-17

Bug Bomb

18-20

Cover Bomb

21-23

Cremator

24-26

Diffusion Bomb

27-29

Dissolver

30-34

Diversionizer

35-37

Emperor

38-40

Foam Bomb

41-45

Grand Slam

46-48

Gravitas

49-51

Jumping Jack Blast

52-54

Junk Yard

55-57

Land Scraper

58-61

Lazer Cover

62-64

Nerve Bomb

65-67

Neutron Bomb

68-70

Nuclear Device

71-74

Paint Bomb

75-77

Polarizer

78

Robot Bomb

79-82

Sky Breaker

83-86

Smog Machine

87

Space Modulator

88-90

Torc Bomb

91-93

Toxin Bomb

94-97

Tracker Bomb

98-99

World Wide Web

00

Ref’s Own Table

Die Roll

Bomb Name

Bomb Types

Air Raid Siren

Base Weapon

Siren Aerosol

Area of Effect

500h

Damage

1-20 (1d20)

Wate

2kg

EXPS

100

Value

3750

This ear-splitting siren will wail for 2-8 minutes. The initial blast of sound inflicts 1-20 (1d20) hit points of damage. Each minute spent in the area of effect will inflict another 1-20 (1d20) hit points of damage. Once a persona becomes deaf or unconscious, the siren inflicts no further damage.

This attack will deafen all audio systems for 1 to 10 days. Deafness includes organic ears and inorganic microphones. There is a 1% chance per day of deafness that the hearing loss becomes permanent. There is no saving roll against deafness from the Air Raid Siren.

Black Out Bomb

Base Weapon

Energy Drain Grenade

Area of Effect

60h, special

Damage

Special

Wate

12kg

EXPS

275

Value

75000

The blackout bomb will drain all batteries within 200 hexes. The bomb uses the stolen energy for a killing attack with a 60 hex range. The damage of the killing attack depends on the amount of energy around to drain. If there is a power plant nearby, the bomb will be ferocious. If there are only batteries around, the bomb will merely be lethal.

This bomb would deliver 5-200 (50d4) hits points of damage in a civic area. Within 200h of a power plant, detonation would do 20-800 (200d4) hit points of damage. A middling power source like a robot would be somewhere in between. Draining the power sources does not destroy them. They are only damaged if they are in the explosion range.

Bomb

Base Weapon

Fragmentation Grenade

Area of Effect

20h

Damage

50-500 (50d10)

Wate

25kg

EXPS

125

Value

2000

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

Bug Bomb

Base Weapon

Repellent Aerosol

Area of Effect

60h

Damage

None

Wate

50kg

EXPS

300

Value

2500

The bug bomb is a super-sized repellent and is the pacifist’s version of the toxin bomb. Targets repelled by the bomb must save versus intensity 25 poison. A failed saving roll indicates that the persona will irrationally run, fly or hop away. If the persona saves versus the repellent, they still must leave the area of effect. Any recursion into the repellent area of effect indicates another save is required. The residue will work repel targets for 1-6 (1d6) weeks.

Repelled Personas Table

Everything within range of this aerosol will be drawn towards the epicenter of the discharge.

Die Roll (1d100)

Attracted Type

01-06

Ambushers

07-12

Carnivores

13-18

Chasers

19-24

Chemosynthetic

25-30

Detritovores

31-36

Herbivores

37-42

Hunters

43-48

Mitotic Reproducers

49-54

Omnivores

55-60

Oviparous Reproducers

61-66

Photosynthetic

67-72

Spore Reproducers

73-74

Parasitic Reproducers

75-78

Trappers

79-90

Viviparous Reproducers

91-92

Robot Type

93-99

Anthro Type

00

Ref’s Own Table

Die Roll

Repelled Type

Cover Bomb

Base Weapon

Mistor Aerosol

Area of Effect

500h

Damage

None

Wate

70kg

EXPS

100

Value

2000

The cover bomb disables all sensory modalities ineffective. Sensors include eyes, sonar, infravision, touch, smell, etc. Personas within the cloud are not blinded, but there is a barrier between all five senses. Inside the cloud, vision grey, yelling is quiet, and touch is numb. Personas have no sense of direction, and combatants may bump into each other. Attack rolls are random swings and shots. Movement is random unless the persona has some form of heightened directional sense. The suspension will remain cohesive for 10-160 (1d6 x 10) days. Getting lost in the one-kilometre diameter sensory deprivation tank is guaranteed.

Cremator

Base Weapon

Napalm Grenade

Area of Effect

40h x 160h

Damage

60-600 (60d10)

Wate

39kg

EXPS

300

Value

50000

When discharged, the bomb launches itself into the air and sprays flaming adhesive gelatin 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.

Diffusion Bomb

Base Weapon

Molecular Diffusion Aerosol

Area of Effect

140h

Damage

120-960 (12d8 x 10)

Wate

100kg

EXPS

300

Value

25000

This bomb delivers microscopic tears to anything in the area of effect. This micro rending of molecular connections causes severe damage. Personas and equipment do not appear to have any apparent damage or injury. Only a detailed inspection of equipment, or bodies, will reveal the microscopic tears.

Dissolver

Base Weapon

Corrosive Grenade

Area of Effect

60h

Damage

50-400 (50d8)

Wate

25kg

EXPS

200

Value

15000

All targets in the area of effect take the initial damage of 50-400 on detonation. Inorganic targets continue to take 20-200 (20d10) hit points per unit in the area of effect. The dome of dissolving lasts 1-3 minutes. The dissolver is for clearing out mobs of inorganic (robot) targets.

Diversionizer

Base Weapon

Pyrotechnic Grenade

Area of Effect

100h

Damage

None

Wate

10kg

EXPS

100

Value

8750

The diversionizer is a shock and awe weapon. The bomb can be composed of smoke, sonic, flash or any combination. While it may not be directly lethal, its effects often result in fatalities.

Pyro Grenade Type Table

Fabulous fireworks of ferocity.

Die Roll (1d100)

Pyro Type

01-30

Flash Only

31-60

Smoke Only

61-90

Sonic Only

91-92

Flash and Smoke

93-94

Flash and Sonic

95-96

Smoke and Sonic

97-98

Flash, Smoke and Sonic

99-00

Ref’s Own Table

Die Roll

Pyro Type

Smoke

The diversionizer’s smoke attack fills the area of effect with very dense smoke. The smoke will last for 1-10 (1d10) hours. For a fancy smoke colour, jump to the Colour Table.

Flash

The diversionizer’s flash bomb will blind any target that has optical sensors. The sensors (eyes, cameras) will remain inoperative for 1 to 10 hours. There is a saving roll versus intensity 3-24 (3d8) poison.

Sonic

The diversionizer’s sonic boom delivers a painful eardrum splitting howl on discharge. The attack deafens any audio receptors in the area of effect. Total deafness lasts 1 to 10 hours, followed by days of impaired audio. There is no saving throw for the diversionizer’s sonic attack.

Emperor

Base Weapon

Demagnetizer Aerosol

Area of Effect

100h

Damage

None

Wate

55kg

EXPS

300

Value

1250

The emperor delivers an electromagnetic wave that incapacitates electronic devices. Only military hardware, specifically EMC or EMP hardened, can avoid shut down. Equipment with such hardening gets to roll versus intensity 4 to 24 (4d6) radiation. Robotic personas also get to roll versus intensity 4 to 24 (4d6) radiation. Equipment will be inoperative for 1 hour per level of intensity. There is also a 1% chance per level of intensity of permanent damage

The Emporer is also called an EMP bomb.

Foam Bomb

Base Weapon

Foam Aerosol

Area of Effect

160h

Damage

None

Wate

75kg

EXPS

100

Value

1237

The foam bomb instantly covers its area of effect with a rapidly hardening blob of foam. The foam pad is ten h deep. The foam hardens in 20 units. The bomb will permanently trap anything still within the foam after 20 units. The foam is thick and slows movement by 1/2.

Once cured, the foam is easily cut away. However, trapped personas are entirely helpless. At no time are personas at risk of suffocation. A more likely death is dehydration and starvation.

Grand Slam

Base Weapon

Big Bertha

Area of Effect

160h

Damage

120-1440 (12d12 x 10)

Wate

50kg

EXPS

300

Value

50000

The Grand Slam is a concussion bomb. Aside from doing massive damage, the grand slam topples targets.

Grand Slam Effect
  • 160h range 12d12 damage

  • 240h range stun

  • 320h range topple

These effects are cumulative. Stun is versus intensity 25. Topple is versus intensity 25.

Gravitas

Base Weapon

Gravruptor Grenade

Area of Effect

250h

Damage

Special

Wate

50kg

EXPS

250

Value

300000

The gravitas generates 1-12 random gravities of anomalous attraction. The effect will either smash targets into the ground, throw them high into the air, or fling them off into space. The gravitas produces an instantaneous burst of random acceleration. Newtonian physics conveniently need not apply. Objects greater than 100 tonnes in wate are not affected by this grenade’s attack.

Up

25% of the time, the gravitas reverses gravity by 1-12 (1d12) gravities. Reversing gravity accelerates everything in the opposite direction to the present gravity. The general effect is that things go flying into the air. All items fly one hex into the air per anomalous gravity. This acceleration inflicts 1 to 12 (1d12) hit points of damage per gravity of acceleration. Hitting the ground inflicts an additional 1-6 (1d6) hit points per gravity. Colliding with an immobile object along the path of the toss will also inflict 1-6 (1d6) hit points per gravity.

Down

The remaining 75% of the time, the gravitas will add 1-12 (1d12) g to the local terrain. Increasing gravity causes personas to crash to the ground and vehicles to grind into the dirt. This pressing problem will also inflict damage to all targets in the area of effect. This damage is 1 to 12 (1d12) hit points in damage per extra gravity. E.g., three gravities would smash targets into the ground for 3-36 (3d12) hit points of damage.

All Around

This weapon is a ZOG (zero gravity) combat weapon. The gravruptor flings enemy combatants off into space. All targets accelerate away from the epicentre at 1-12 (1d12) gravities. This acceleration inflicts 1 to 12 (1d12) hit points of damage per gravity of acceleration. The targets are also flying away at one h/u for every 2 points of damage. Consider a gravitas that generated five gravities on detonation The referee generates 24 HPS of damage using 5d12. Each target subtracts 24 HPS from their HPS Total and is flying away at 12 h/u.

Jumping Jack Blast

Base Weapon

Multiple Explosive Grenade

Area of Effect

Special

Damage

Special

Wate

45kg

EXPS

250

Value

25000

The jumping jack blast will detonate multiple times with unpredictable effects. There will be a 1 to 10 (1d10) unit pause between explosions. The new epicentre will be 20 to 120 (2d6 x 10) hexes away from the last one.

The jumping jack blast is the "exploding cigars" of mass destruction. This bomb initially explodes like any other bomb, but similarities end there. After the first explosion, the bomb flies into the air, only to land and explode again. The number of detonations, area of effect and damage is determined each time.

The successive explosions will occur 1-10 (1d10) units apart. The new epicentre will be 20 to 120 (2d6 x 10) hexes away from the last one. The easiest way to determine is to make a random facet roll.

Diagram showing grenade miss direction on hexagon sheet.

Roll to see where it lands (1d12).

Jumping Jack Pattern

Where and how this bouncing baby bomb delivers its devastation.

Die Roll (1d100)

Detonations

Area of Effect

Damage

01-50

1st

100h

40-400 (40d10)

2nd

50h

20-200 (20d10)

3rd

0h

Dud

51-85

1st

120h

50-500 (50d10)

2nd

80h

40-400 (40d10)

3rd

40h

30-300 (30d10)

86-99

4 times

100h

40-400 (40d10)

00

Ref’s Own Table

Die Roll

Detonations

Area of Effect

Damage

Junk Yard

Base Weapon

Magnetic Disruptor Grenade

Area of Effect

150h

Damage

Special

Wate

37kg

EXPS

300

Value

112500

The junkyard bomb resembles an implosive super magnet. When detonated, this bomb attracts loose items towards its epicentre. The disruptor will attract anything inorganic: metals, alloys, plastic, wood, etc. Armour gets ripped off of personas. Tools tear from utility belts. Weapons fly from the paws of personas. Unless the terrain is intentionally completely barren, there will always be stuff to attract. Personas have no chance to keep anything in their hands once the gravitas bomb attracts it.

Everything inorganic within 150h will fly towards the epicentre. These high-speed projectiles smash into all targets within the area of effect. The targets closest to the detonation endure more hurtling stuff. The damage increases the closer the target is to the epicentre of the grenade detonation. A persona 150h out from the epicentre would take 1d4 of damage. A persona at the epicentre would take 150d4.

In zero gravity, the bomb will attach to the nearest object within range. If there is no reference object, the junkyard bomb will create a satellite of junk.

Land Scraper

Base Weapon

Energy Grenade

Area of Effect

150h x 150h x 10h

Damage

12-480 (12d4 x 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.

Lazer Cover

Base Weapon

Anti Lazer Aerosol

Area of Effect

70h

Damage

None

Wate

50kg

EXPS

275

Value

50000

The lazer cover bomb dissipates any lazer bolts entering its gaseous field. The antilazer cloud causes lazers to flare out into harmless glowing balls. The cloud does not obstruct vision. The lazer cover bomb does not affect other energy attacks like ​fission, fusion, or plasma. There is no limit to the amount of damage that a lazer cover bomb can dissipate. The shimmering cloud evaporates 1-10 hours after detonation.

This bomb is also called the peacemaker.

Nerve Bomb

Base Weapon

Gas Grenade

Area of Effect

260h

Damage

Varies

Wate

25kg

EXPS

275

Value

22500

The nerve bomb discharges a dense mist of poisons. The nerve agents are both contact and respiratory poisons. All organic targets must roll vs poison attack or suffer the described effect. The gas’s intensity will vary from 4-24 (4d6).

The cloud of gas will remain and be poisonous for one day per point of intensity. Prevailing winds may affect the duration and intensity of the gas cloud.

Gas Type Table

What type of nerve agent is harboured in this nerve gas bomb.

Die Roll (1d100)

Gas Effect

Duration

01-10

Blindness

1-10 hours

11-20

Comatose

1-10 hours

21-30

Death

Forever

31-40

Insanity

1-4 days

41-50

Lethargy

1-10 days

51-60

Nausea

1-20 hours

61-70

Paralysis

1-20 hours

71-80

Attribute

1-6 hours

81-90

Unconsciousness

1-4 days

91-99

Vomiting

1-6 hours

00

Ref’s Own Table

Die Roll

Gas Effect

Duration

Lethargy - halve all rolls.

Nausea - halve all attributes.

Attribute - subtract 1d10 from attribute, can be fatal.

Neutron Bomb

Base Weapon

Radiation Grenade

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 then must roll versus intensity 25 radiation.

The area of effect remains hot for 25 years, dropping one level of radiation intensity per year. The site will remain radioactively anomalous forever. What mad alien race would invent such a sick and twisted device?

Nuclear Device

Base Weapon

Fusion Grenade

Area of Effect

200h

Damage

100-1200 (10d12 x 10)

Wate

42kg

EXPS

300

Value

10000

This 'device' is the favourite mundane terran tool for preserving peace through assured immolation. What mad alien race would invent such a sick and twisted weapon?

Nuclear Device Areas of Effect
  • 200h tiny and small sized personas disintegrate

  • 200h medium, large, and gigantic personas take 100-1200 (10d12 x 10) hit points

  • 300h immolation

  • 400h blinding flash

  • 600h radiation attack

Immolation

Any flammable object within 300 hexes of the epicentre catches fire. The immolation includes personas as well as equipment. Anything ignited by the bomb will burn until extinguished.

Blinding

Any personas within 400 hexes have a chance of being blinded. The chance of being blinded is 1/2% per point of damage. This attack affects both organic and inorganic personas and devices. Vision restores spontaneously in 1-10 (1d10) days.

Radiation

Any target within 600 hexes is subject to a lethal radiation attack. The intensity of the attack is 25.

The effects of a nuclear device are cumulative. Consider a persona that is within 200 hexes taking 600 HPS of damage. First, she subtracts 600 HPS from HPS Total (hahaha). She catches fire, is blinded and suffers a 25 intensity radiation attack.

Residual Radiation

For effect, the ref can make the 200 hex area of effect a lingering radiation zone. The radiation intensity decreases from 25 by one point per month. The device creates a permanent radiation anomaly for detectors and canines.

Paint Bomb

Base Weapon

Paint Aerosol

Area of Effect

80h

Damage

None

Wate

50kg

EXPS

50

Value

2250

This bomb colours everything within range to match the same colour as the bomb’s casing. A paint bomb could paint everything within range in stripes or even plaid. Personas caught in the area of effect will be temporarily blinded for 1 minute. Unclothed organic personas must save vs intensity 1-6 (1d6) damaging poison. To determine the paint colour and pattern, jump to Bomb Colour.

Polarizer

Base Weapon

Cryoblast Grenade

Area of Effect

160h

Damage

30-300 (30d10)

Wate

25kg

EXPS

300

Value

25000

There is a 1% chance per hit point of damage of trapping the target in an ice mausoleum.

Robot Bomb

Base Weapon

Catabolic Dismodulator Aerosol

Area of Effect

20h, special

Damage

50 to 600 (50d6)

Wate

42kg

EXPS

300

Value

2250000

The robot bomb turns inorganic matter into an opaque, iridescent cloud of freezing gas. The attack dismodulates any equipment, vehicles, armour, computers or robots (including persona robots) within the area of effect. A persona robot gets a roll versus intensity 13 to 28 (10+3d6) poison or disappears.

Everything within 60h of detonation will take damage from the freezing gas. These targets are mostly organic personas because dismodulation destroyed everything else. The freezing gas cloud inflicts 50 to 600 (50d6) hit points of damage. If an organic persona is in the detonation hex of this weapon, they too can disintegrate. An organic persona suffering a direct hit has a 42% chance of disappearing along with their equipment. An organic persona gets a roll versus intensity 13 to 28 (10+3d6) poison.

Sky Breaker

Base Weapon

Skylighter Grenade

Area of Effect

800h x 600h

Damage

40-400 (40d10)

Wate

70kg

EXPS

300

Value

275000

The sky breaker combines a massive serving of destruction with shock and awe. The initial detonation fires straight up, apparently doing nothing. Then 20 to 60 units later, the area of effect is hailed with shards of iridescent glowing ice. This bomb depends on complex meteorological mechanisms and does not work underwater, in zero gravity or a vacuum.

Smog Machine

Base Weapon

Smoke Aerosol

Area of Effect

240h

Damage

None

Wate

50kg

EXPS

50

Value

5000

The smog machine creates a gigantic immobile pall of a particular colour. The cloud will disperse over 10 to 80 (1d8 x 10) weeks. The dense smog requires excavation equipment for removal. If the range penalties are in play, the smog counts as opaque. The colour of the smog will match the colour of the casing of the bomb. To determine the smog colour jump to Bomb Colour.

Toxin Bomb

Base Weapon

Poison Aerosol

Area of Effect

240h

Damage

Death

Wate

50kg

EXPS

300

Value

35000

The toxin bomb cloud is a mix of nerve gas and pulmonary desiccant. The lethal combination is very selective. The lethal attack does not linger and only affects those personas indicated. Any persona affected by this attack must win a poison roll or die. The intensity of the poison is 25

While the lethal toxin’s effect has no duration, there is a lingering residue. This residue violently repulses susceptible personas. Affected personas cannot approach the swath area unless they win another poison roll. The repellant effect will last for 1-3 (1d3) weeks.

Poisoned Personas Table

Everything within range of this aerosol will be drawn towards the epicenter of the discharge.

Die Roll (1d100)

Poisoned Type

01-06

Ambushers

07-12

Carnivores

13-18

Chasers

19-24

Chemosynthetic

25-30

Detritovores

31-36

Herbivores

37-42

Hunters

43-48

Mitotic Reproducers

49-54

Omnivores

55-60

Oviparous Reproducers

61-66

Photosynthetic

67-72

Spore Reproducers

73-74

Parasitic Reproducers

75-78

Trappers

79-90

Viviparous Reproducers

91-92

Robot Type

93-99

Anthro Type

00

Ref’s Own Table

Die Roll

Poisoned Type

Tracker Bomb

Base Weapon

Matter Detector Aerosol

Area of Effect

120h

Damage

None

Wate

49kg

EXPS

300

Value

2000000

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

World Wide Web

Base Weapon

Web Aerosol

Area of Effect

160h x 20h

Damage

None

Wate

50kg

EXPS

300

Value

50000

The worldwide web bomb splatters the area of effect with a super adhesive goo. The webby mess will trap anything caught in the area of effect until it dissipates. The web maintains its sticky grip for 20-160 (2d8 x 10) minutes. Any persona that strolls into the goo will instantly become stuck.

A trapped persona can attempt to make subtle movements without risk. Small actions like pulling a trigger, firing an aerosol, or taking a pharmaceutical are possible. Struggling to break free is very risky. There is a chance that the web will block the persona’s face and risk suffocation. There is a 1% chance of suffocation whenever a trapped persona struggles.

Any attempt to free a persona is a chance to entrap the rescuer. Procedures such as burning, dissolving or disintegrating will have varying success. Consult the Sphincter Dice to determine if a particular attempt to destroy the web works.

The colour of the web will be the same as the colour of the bomb casing.

Drawing of humanoid hand holding a spherical black bomb with lit fuse.

Worst nuke fuse ever.

Detonator

A bomb’s detonator is the nitty-gritty of the device. Unlike grenades and aerosols, bomb detonators are NOT designed with persona safety in mind. The bombs have radio detonators, fuses, or other long-range triggering devices that allow 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 quickly annihilate an entire expedition. There is a 75% chance that a bomb’s detonator is separate from the bomb itself. Safety first.

Drawing of humanoid man affixing a timer to a garbage can.

Some people hate recycling.

Number

Bombs come in the loneliest number, one.

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.

Bomb Shape

Bomb Shape Table
Shape up and ship out.

Die Roll (1d100)

Bomb Shape

01-10

Bag

11-20

Banana

21-30

Cube

31-40

Pear

41-50

Pineapple

51-60

Pyramid

61-85

Sphere

86-00

Ref’s Own Table

Die Roll

Bomb Shape

Bomb Shape Shift

This table is optional.

Bomb Shape Deformation Table

Contort the bomb’s basic shape.

Die Roll (1d100)

Deformation

01-20

Elongated/Stretched

21-40

Flattened/Squashed

41-49

Inverted

50-97

Normal

98

Involuted

99

Add another basic shape

00

Ref’s Own Table

Die Roll

Deformation

Bomb Adornment

Adornments are the most fun and aggravating descriptors of bombs.

Bomb Strange Adornment

The adornment may be relevant to the bomb’s function, but most likely not.

Die Roll (1d100)

Fancy Attachment

01-04

Access Panels

05-08

Antennae, Coiled

09-12

Antennae, Straight

13-16

Antennae, Up and Down

17-20

Hoses, Dangling

21-24

Hoses, Looped

25-28

Indentations, Random

29-32

Indentations, Round

33-36

Indentations, Square

37-40

Indentations, Triangular

41-44

Knobs, Glowing

45-48

Knobs, Inflating deflating

49-52

Monitor, Data Stream

53-56

Monitor, Static

57-60

Protuberances, In and Out

61-64

Protuberances, Pointed

65-68

Protuberances, Springs

69-72

Protuberances, Wobbly

73-76

Protuberances, Gnarled

77-80

Random, Sparks

81-84

Random, Squirts or Drips

85-88

Random, Steam Puffs

89-90

Things that Whiz and Click

91-94

Tubes, Liquid Filled

95-98

Tubes, Pulsing

99

Tubes, Solid

00

Ref’s Own Table

Die Roll

Fancy Attachment

Bomb Colour

Keep it simple with a 1d10 roll, or make it zany with a 1d100 roll.

Giant Colour Table
Colour your world.

Simple

Fancy

(1d12)

Colour

(1d100)

Colour

1

Black

01-04

Black

5

Carbon

6

Charcoal

7

Midnight

8

Oil

2

Blue

9-12

Blue

13

Blueberry

14

Cyan

15

Cobalt

16

Denim

17

Navy

18

Robin

19

Sapphire

3

Brown

20-22

Brown

23

Coffee

24

Oak

25

Mocha

26

Taupe

4

Gray

27-29

Gray

30

Fog

6-10

Granite

31

Silver

32

Slate

33

Smokey

5

Green

34-36

Green

37

Apple

38

Avocado

39

Emerald

40

Forest

41

Jungle

42

Lime

43

Olive

44

Sage

45

Seaweed

6

Orange

46-48

Orange

49

Gold

50

Dijon

51

Spice

7

Pink

52-54

Pink

55

Blush

56

Daisy

57

Violet

58

Watermelon

8

Purple

59-61

Purple

62

Eggplant

63

Grape

64

Indigo

65

Magenta

66

Maroon

67

Plum

68

Violet

9

Red

69-72

Red

73

Burgundy

74

Cherry

75

Scarlet

76

Lava

77

Ruby

78

Violet

10

White

79-81

White

82

Milk

83

Shell

84

Vanilla

11

Yellow

85-87

Yellow

88

Corn

89

Goldenrod

90

Macaroni

91

Manilla

92

Mustard

93

Peach

12

Choose

94-00

Ref’s Own Table

(1d12)

Colour

(1d100)

Colour

Simple

Fancy

Colour Affect
Optional roll to change how the colour appears.

Die Roll (1d20)

Affect

1

Bright

2

Clear

3

Dark

4

Dirty

5

Drab

6

Dull

7

Florescent

8

Grizzly

9

Iridescent

10

Light

11

Metallic

12

Muted

13

Normal

14

Punchy

15

Ruddy

16

Shimmering

17

Shiny

18

Sparkly

19

Transparent

20

Choose

Die Roll (1d20)

Affect

Colour Pattern
Roll to see how the two colours interact.

Die Roll (1d20)

Pattern

1

Accents

2

Bolts

3

Cammo

4

Digicam

5

Diamonds

6

Dots

7

Hexagons

8

Ovals

9

Patchy

10

Plaid

11

Polka Dots

12

Poke A Dots

13

Splashes

14

Splotches

15

Spots

16

Squares

17

Squiggles

18

Stripes

19

Tartan

20

Triangles

Die Roll (1d20)

Pattern

Bomb Parameters

Bomb Creator Template

Range

Not applicable

Area of Effect

times 20

Damage

times 10

Wate

times 25

EXPS

No change

Value

times 50

Range

Bombs cannot be thrown and do not have a range.

Area of Effect

The area of effect of bombs is almost always a radius in hexes. The cover granted to a bomb attack must be much more substantial than that needed to impede other areas of effect attacks. In the case of a bomb, only a military bunker may be able to protect the target. Bombs are deadly. The goal of a bomb is to destroy large areas effectively and economically.

Damage

The damage parameter has a range of hit points and the dice for calculating the damage amount in parentheses. If there is no damage parameter listed, the weapon likely has some other horrible effect.

Any damage that the base weapon inflicts is multiplied by 10. This multiplier raises even the most trivial area of effect weapon damage to killer proportions. If the referee feels that a non-lethal base weapon 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 base artifact type. The wate is in kgs.

EXPS

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

Value

The value of a bomb is 50 times that of its base artifact type. The value is in eps.