Weapons - Bombs and missiles

Military Weaponry

Description:

Heavy bombs/missiles are 20th level, Mediums are 15th level, and light are 10th level.

Heavy Blast Bomb
Cost: 8,000 Credits ($40,000)
Type: Energy (Electricity is common, but come in all types)
Damage: 160
Blast: 30 ft radius
Save: 22 reflexes for half
Enlarged Warhead: 60 ft radius, 9,000 credits
Extended Range: 320/960/3200 as missile, 9,000 credits
Special types cannot be combined

Heavy Thermite Bomb
Cost: 7,000 Credits ($35,000)
Type: Fire (Available as cry-bomb/Cold and Chem Bomb/Acid)
Damage: 120 first round (60 on second and third rounds)
Blast: 30 ft radius
Duration: 3 rounds
Save: Reflexes 20 for half
Enlarged Warhead: 60 ft radius, 8,000 credits
Extended Range: 320/960/3200 as missile, 8,000 credits
Increased Capacity Warhead: 6 rounds duration (60 2nd-6th), 8,000 credits
2 special types can be combined for 9,000 credits

Heavy Neutron Bomb
Cost: 9,500 Credits ($42,500)
Type: Death Effect
Damage: 80 total dice toughness killed instantly
Blast: 40 ft radius
Save: Fortitude 24 negates
No special variants

Medium Persistent Bomb
Cost: 6,000 Credits ($30,000)
Type: Fire (Available as a cryo-bomb/Cold and Chem Bomb/Acid)
Damage: 36
Blast: 20 ft radius
Duration: Damage continues for 15 rounds
Save: 22 reflexes for half
No special variants

Medium Blast Bomb
Cost: 6,000 Credits ($30,000)
Type: Energy (Electricity is common, but come in all types)
Damage: 120
Blast: 30 ft radius
Save: 22 reflexes for half
No special variants

Medium Neutron Bomb
Cost: 6,500 Credits ($32,500)
Type: Death Effect
Damage: Slays 60 dice of toughness total
Blast: 40 ft radius
Save: Fortitude 22 Negates
No special variants

Medium Thermite Bomb
Cost: 5,250 Credits ($26,250)
Type: Fire (Available as cry-bomb/Cold and Chem Bomb/Acid)
Damage: 90 first round (42 on second and third rounds)
Blast: 30 ft radius
Duration: 3 rounds
Save: Reflexes 20 for half
Enlarged Warhead: 60 ft radius, 6,500 credits
Extended Range: 240/720/2400 as missile, 6,500 credits
Increased Capacity Warhead: 6 rounds duration (42 2nd-6th), 6,500 credits
Special types cannot be combined

Light Nerve Gas Bomb
Cost: 2,500 Credits ($12,500)
Type: Poison
Damage: Death or 4 damage/round (toughness 3D+2 or less no save, 4D-6D toughness save or die, no save vs damage)
Blast: 20 ft radius
Duration: 10 minutes
Save: Fortitude 16 vs death
No special variants

Light Blast Bomb
Cost: 1,500 Credits ($7,500)
Type: Energy (Typically fire, but can be any)
Damage: 60
Blast: 20 ft radius
Save: Reflexes 12 for half
Enlarged Warhead: 40 ft radius, 2,000 credits
Extended Range: 160/480/1600 as missile, 2,000 credits
Combining both special types costs 2,500 credits

Light Entangling Bomb
Cost: 2,000 Credits ($10,000)
Type: Constriction
Damage: 10 per round
Blast: 20 ft radius
Duration: 10 rounds (1 minute)
Save: Melee vs 15 or entangled
Enlarged Warhead: 40 ft radius, 2,500 credits
Extended Range: 160/480/1600 as missile, 2,500 credits
Increased Capacity Warhead: 20 rounds duration: 2,500 credits
Enhanced Adhesives: Melee vs 17 or entangled: 2,500 credits
Special types cannot be combined

Bio:

Light Bombs typically weigh 5 pounds, but can be made even lighter for use as heavy grenades. Light missiles can be used in shoulder mount launchers and have a range of 80/240/800. (1/5 cf in launcher, 1/10 cf as cargo)

Medium Bombs are generally too large to use by hand an occupy 1 CF of space in a vehicle (about 50 lb), but may be mounted externally. Medium missiles require a tripod or vehicle launcher but have a range of 120/360/1,200. (2 cf in launcher, 1 cf as cargo)

Heavy Bombs are 10 CF as cargo (about 500 pounds) and heavy missiles are always vehicle or emplacement mounted with a range of 160/480/1,600. (20 cf in launcher, 10 cf as cargo)

Weapons - Bombs and missiles

Arcane Empire II Conklingc