Bombs are different from a normal explosive device, in that they are customized for a specific situation. Each bomb is made up of five components:

  • The damage type
  • The detonation trigger (primer)
  • The damage inflicted (blast power)
  • The explosive radius
  • The potency

Under-Licensed Use. If you attempt to prime any bomb that you do not have the license for, your inexperience makes it difficult. There is a 30% chance that any bomb you prime detonates immediately. You cannot build a bomb without the proper licensing, attempting so results in an inert junk object.

Quicklinks: Damage Type | Primer | Blast Power | Radius | Potency | Weight | Cost | Crafting | Using a Bomb Diminishing Effect | Disabling a Bomb


Damage Types

The damage type of a bomb that you can create or plant is based on your explosive licensing level.

  • Explosive License I: You can create or plant a bomb that deals physical damage.
  • Explosive License II: You can create or plant a bomb that deals elemental or physical damage. You can optionally choose a specific subtype of elemental for the damage (acid, cold, fire, lightning, poison).
  • Explosive License III: You can create or plant a bomb that deals elemental, physical, or plasma damage. You can optionally choose a specific subtype of elemental for the damage (acid, cold, fire, lightning, poison).

Primer

The method that a bomb can be detonated is determined by its’ primer.

  • Null bombs will not detonate through any default method. Typically a null bomb is detonated through a relay into the bomb, then sending a positive signal to it remotely.
  • Timed bombs will detonate after an amount of time passes that you determine when you prime the charge. You can set it to any duration, but for every 10 days that pass the bomb accumulates a 5% chance (up to a maximum of 99%) that the bomb will not detonate, and instead breaks.

A bomb that has not been primed can not be relayed into.


Blast Power

The damage for a bomb is determined by its blast power. You can choose the blast power of a bomb you create, however the maximum blast power is limited based on your explosive licensing level.

  • Explosive License I: Your maximum blast power is 10.
  • Explosive License II: Your maximum blast power is 15.
  • Explosive License III: Your maximum blast power is 20.

A creature with explosive license III can create a bomb with a blast power up to a maximum of 50. However, a blast power of more than 20 is always illegal to possess without specialty clearances.


Radius

The reach of a bombs’ explosion is determined by its radius. You can choose the radius of a bomb you create, however the maximum radius is limited based on your explosive licensing level.

  • Explosive License I: Your maximum radius is 20 feet.
  • Explosive License II: Your maximum radius is 35 feet.
  • Explosive License III: Your maximum radius is 50 feet.

A creature with explosive license III can create a bomb with a radius up to a maximum of 500 feet. However, a radius of more than 50 is always illegal to possess without specialty clearances.


Potency

The potential of a bombs’ explosion is determined by its potency.You can choose the potency of a bomb your create, however the maximum potency is limited based on your explosive licensing level.

  • Explosive License I: Your maximum potency is 12.
  • Explosive License II: Your maximum potency is 16.
  • Explosive License III: Your maximum potency is 20.

A creature with explosive license III can create a bomb with a potency up to a maximum of 30. However, a potency of more than 20 is always illegal to possess without specialty clearances.


Weight

The weight of a bomb is determined by its damage type, blast power and radius. The formula is listed below:

  • Bomb Weight = Blast Power + ( Radius / 4 ) + Type Variable*
  • Type Variable: Physical damage increases the weight by 1 pound, elemental damage increases the weight by 2 pounds, and plasma increases the weight by 3 pounds.

The size of the bomb can be estimated as 1 cubic foot for every 10 pounds of weight.


Cost

The cost of a bomb is determined by its blast power, radius, and potency. The formula is listed below:

  • Bomb Price = (Blast Power × 100) + (Radius × 20) + (Potency × Potency × 10)

Crafting

You can craft a bomb with bomb-makers tools (detailed in the general items page) and the required materials from a proper vendor and spend time to craft it.

Cost: The cost of the materials required to create a bomb is equal to one-half of the bomb price.

Time: Crafting the bomb requires that you dedicate time to building the bomb. The time it takes to craft a bomb is equal to its blast power + potency in hours.


Using a Bomb

Any creature can use an action to prime a bomb. Priming a bomb enables the bomb and prepares it for detonation or use. This is the point that a timed bomb is set, or a relay can be formed into it.

Once a bomb detonates, all creatures within the radius of the bomb must make a Dexterity saving throw with a DC equal to the bomb potency. On a failed save, a target takes damage equal to 1d12 for each blast power in a damage type that matches the damage type of the bomb. On a successful save, a target takes half as much damage. Structures and other objects take double damage from a bomb detonation.

Diminishing Effect

The radius and damage of the bomb might be diminished due to colliding into structures. Any remaining radius and damage to creatures and objects beyond a structure destroyed by a bomb is reduced by 50%. The thickness of the structure required to reduce the radius and damage in this way is determined by the material:

  • Glass: 9 inches
  • Wood: 6 inches
  • Stone: 3 inches
  • Metal: 1 inch

Disabling a Bomb

You can attempt to disable a bomb. This process takes 1 minute of uninterrupted focus and requires you to have a set of technician tools (detailed in the general items page). During this time, you must keep the bomb within 5 feet of you at all times, can not perform any actions, and can only move up to 5 feet each round.

At the end of the minute, you must make an Assembly roll. The DC for the roll is equal to the bombs potency. This roll is made with disadvantage if you do not have the required explosive license to craft the bomb. On a success, the bomb is disabled and can be salvaged for parts to craft other bombs. On a failure, the bomb detonates.

You do not know the license level of a bomb by simply looking at it, doing so requires that you study the bomb. You can use an action to analyze the bomb by making a DC 15 Perception check. On a success, you learn the license level of the bomb, but do not learn anything beyond that.