SW Explosive Compounds

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Explosive Compounds

Sources: FO (Fully Operational), HG (Hired Gun)

  • Unless stated otherwise, one charge of compound is 1 kilo of materials.
  • Explosive compounds require a Mechanics Easy (Difficulty-die.png) to set, with the difficulty increasing by one per addition charge
  • Any additional Success-result.png generated on the roll increases the base damage by one per Success-result.png


Name Base Dam Add Dam Encumb Cost&Rarity Blast Radius Special Notes Sourcebook
Baradium Charge 3 Planetary +1 Planetary 2 (R)750/5 Long Personal Scale If user generates Despair-result.png on check the device detonates immediately, dealing all damage. Anything engaged with the device adds +50 to critical injury or critical hit rolls. FO41, HG55
Detonite 15 +10 2 50/2 Short FO41, HG55
Flex-5 Detonite Tape 5 +2 1 30/4 Engaged Additional charges do not increase the difficulty of the check FO41
Fuel-Air Bomb 9 +10 3 150/2 Medium Concussive 1, Knockdown If user generates Despair-result.png on check the device detonates immediately, dealing all damage. Concussive value increases by one per each additional charge. FO41
Plasma 9 +6 2 (R)200/5 Medium Burn 1 Burn value increases by one per each additional charge. HG55
Proton Grenade 10 Varies (See Notes) 1 60/4 Short Damage increase per grenade: 2nd grenade +20, 3rd +30, 4th +40, 5th +50. Max of 150 damage for5 grenades. Additional grenades after 5th increase range band by one per grenade. HG56
Shaped Charge 15 +5 2 500/4 Engaged Breach 1, Vicious 1 Breach and Vicious values increase by one per each additional charge. FO41




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