Important Features

1. Candusky Seismic Destabilizer, aka "City Killer".

2. Vankarian & Sons Anti-Personnel Mine.

3. Various Detonators.

4. Race Moonthall's "Special Brew".

5. Assorted Vankarian & Sons Grenades.

6. Vankarian & Sons Thermicon Charge, aka "Hull Chewer".

7.Stokhli Stun Grenades.

8.Mr.Blasto's Incendiaries Boom Bar.

9.Koort Ter'chon's "Firefall" Mix.


When I first approached our resident Ubese and asked if he would care to submit any of his explosive devices for my analysis, his reply was an odd grating noise that I took for laughter. He assured me he did and that he would bring them to my shop. A while later he arrived with a cargo crate full of some of the most dangerous and volatile devices I've seen.
In fact, the array was so impressive, that I had to choose the most interesting and unique of the lot to present here. After making my selection, Koort inquired as to how I was going to test the items. I explained that in the frozen wastes of Garnib there is no lack of cleared area. He then informed me that it would be best if he accompanied me and offered some feedback, as he's used most of the items presented here.
So please, keep in mind that some of my findings may be augmented by a less qualified opinion.
The first item we could not even test, as it's very purpose is to cause seismic damage. This is the Candusky Seismic Destabilizer, or "City Killer" as Ter'chon refers to it. This insidious device is planted in the center of a city or small village and a timer set. This gives the saboteurs time to make an escape before the device goes off. When it does, it is designed so as to cause massive shock waves to demolish building foundations up to 2km away.
Ter'chon assures me that he has yet to use it, and when I asked how he came about owning such a device he suggested we move on to an item we could test. I pressed but he would divulge no further information on the device, other than to say merely owning it broke various New Republic and Imperial laws. I suspect he picked it up on a bounty hunting mission but he would neither confirm nor deny this speculation.
The second item we were able to test and I must say it was impressive. The Vankarian & Sons Anti-Personnel Mine is powerful enough to take out a grav tank (or large iceberg in our case). It's most important feature is that the casing is shielded in such a way as to be almost entirely undetectable.
Next up was another offering from Vankarian & Sons. There were various grenades, and Koort pointed out that the manufacturer perfected the various detonation systems. These can be set to explode when a variety of conditions occur. Sound, motion sensors, and even a pheromone indicator varieties are available. One even has a facial recognition detonation device that Koort assures me he used to great effect when tracking down a violent Nikto with an unhealthy affinity for spice.
Our final offering from Vankarian & Sons (who now operate out of the Outer Rim I was informed, due to a factory fire that destroyed an inner-rim planet centuries ago) is the "Thermicon Charge", aka "Hull Chewer". This is a magnetic device that can be attached to a vehicle or starship and set to detonate. When it does, a chemical reaction utilizing a compound called "Darwhinium"causes it to burn hotly for over a minute, reaching several thousand degrees-causing enough damage that the device can literally "eat" through a starship hull. When I mentioned this sounded very similar to a Thermal Well Koort explained that while a Thermal Well uses local gravity to draw it along, the Thermicon is equipped with a repulsor device that literally drives it through whatever it is attached to, regardless of gravity or lack thereof, which is what makes it particularly effective in space.
Our next offering is a simple device but Ter'chon swears by them. Based on Stokhli technology, when these grenades explode they send out gaseous tendrils that act as a snare, entrapping and stunning whoever is in the blast radius. Ter'chon assures me he's captured several bounties with these and they perform admirably every time. They certainly worked well on the Glacial Rabbit we tested it, though the unfortunate creature fell off of the edge of the ice flow and subsequently drown.
When Ter'chon handed me our next item I laughed, thinking it was some sort of joke. However, "Mr. Blasto's Incendiaries: Boom Bar" is a real item, and according to Ter'chon surprisingly reliable. According to the Ubese, it's a "no fuss way to blow something up when you don’t have the time to get creative." After doing more research on the item, it appears the compound has an unusual chemical property that allows it to be crafted and molded into shapes and baked, only detonating when exposed to water. Apparently an assassin needed to dispose of a several targets and managed to place several "Boom Bar" vases in an art show the targets would be attending. The night of the show, the assassin hacked the security system and set off the sprinkler system-causing the vases to explode and eliminating his targets-and much of the building in the process.
When we came to our next item it appeared no different than a Mr.Blasto Boom Bar but Ter'chon informed me it was his own blend of explosive. I didn’t see the practicality of it until he detonated it near a blast vest. The explosion was impressive, but the residual damage was more impressive. When detonated, Koort's explosive also peppers the area with small, thumb-sized nuggets of thermal slag. Whatever these hit, they stick to and burn brightly, eating through armor, flesh and bone. So if the initial explosion doesn’t take out the target, the ensuing rain of fire will.
At the bottom of the crate was a long, metallic cylinder with a cap. Expecting another grenade or bomb, I carefully extracted it and asked Koort how we would be testing it. I was surprised when the Ubese produced a straw and uncapped the canister, slipping it in and taking a long draw.
Apparently this was Captain Moonthall's own "Special Brew", a concoction guaranteed to "Blast you out of your mind."
I can only take Koort's word that it certainly kept him warm after several hours on the frigid Garnib plains.


PROS:

  • Maximum Damage

CONS:

  • Inexperience with demolitions can cause...problems




1. Candusky Seismic Destabilizer, aka "City Killer" Roleplaying Stats

Scale: Capital
Difficulty : Very Difficult
Skill: Demolitions: Buildings
Damage: 10D/9D/8D+1
Range: 1.5km/2km/2.5km
Availability: X
Cost: Not Available For Sale (Black Market: 500,000-1 million credits)


GM Notes:

2. Vankarian & Sons Anti-Personnel Mine Roleplaying Stats

Scale: Character
Difficulty : Moderate
Skill: Demolitions: Demolitions
Damage: 7D+1/6D+1/5d+1
Range: 5/20/30
Availability: R, X
Cost: 800


GM Notes:
4. Race Moonthall's "Special Brew" Roleplaying Stats

Cost: 20 credits per bottle

GM Notes:
  • A DIFFICULT stamina roll required to avoid effects. A failed roll results in -1D+1 to ALL actions for 1D6 HOURS, Per 1oz. These effects are cumulative.


5. Vankarian & Sons Proximity Anti-Vehicle Grenade Roleplaying Stats

Scale: Speeder
Difficulty : Moderate
Skill: Grenade
Damage: 7D+1/6D+2/5D
Blast Radius: 4/12/15
Availability: R, X
Cost: 625 (700 see below)


GM Notes:
  • When used against targets smaller than speeder scale do not use scale comparison rules to reduce damage. This item uses a proximity trigger, anything movement within 2m causes it to detonate, however the setting can be adjusted to detonate if movement occurs within 4 meters. Advanced models are equipped with a 3 number code to prevent disarming.


5. Vankarian & Sons Auditory Fragmentation Grenade Roleplaying Stats

Scale: Character
Difficulty : Moderate
Skill: Grenade
Damage: 5D/4D/3D+1
Blast Radius: 3-10/20/50
Availability: 1, R
Cost: 325 (400 see below)


GM Notes:
  • This item uses an auditory trigger, the setting can be adjusted to detonate if any audible sound waves occur within 1-4 meters. It's settings can be adjusted to allow it's user between 1-5 rounds to evacuate the area before arming. Advanced models are equipped with a 3 number code to prevent disarming.


5. Vankarian & Sons "ICU" Stun Grenade Roleplaying Stats

Scale: Character
Difficulty : Moderate
Skill: Grenade
Damage: 5D/4D/3D+1 (Stun Damage)
Blast Radius: 3-5/10/15
Availability: 1, R
Cost: 425 (600 see below)


GM Notes:
  • This item uses a facial recognition system to detonate. A holo of the target must be loaded via memory chip into the weapon, providing a quality image from the front or profile. Lacking either of these may limit the effectiveness of the weapon. The setting can be adjusted to detonate if the target is scanned by the 360 degree scanning system within 1-3 meters away. Advanced models are equipped with a 3 number code to prevent disarming (a VERY DIFFICULT demolitions roll is needed to do succeed). This item also comes in the Fragmentation variety (see above stats).


5. Vankarian & Sons "Sniffer" Stun Grenade Roleplaying Stats

Scale: Character
Difficulty : Moderate
Skill: Grenade
Damage: 5D/4D/3D+1 (Stun Damage)
Blast Radius: 3-5/10/15
Availability: 1, R
Cost: 425 (600 see below)


GM Notes:
  • This item uses a pheromone recognition system to detonate. A vial of the target's pheromones are preloaded into the grenade (several kits, including the most common species in the galaxy are available from Vankarian & Sons for a mere 75 credits per 10 species). When the grenade's "sniffer" detects the target it detonates. The setting can be adjusted to detonate if the target is detected up to 1-3 meters away (Wind and atmospheric conditions can impact the effectiveness of this device). Advanced models are equipped with a 3 number code to prevent disarming (a VERY DIFFICULT demolitions roll is needed to do succeed). This item also comes in the Fragmentation variety (see above stats).


6. Vankarian & Sons Thermicon Charge, aka "Hull Chewer" Roleplaying Stats

Scale: Starship
Skill: Demolitions
Damage: 8D+2
Blast Radius: 0-1 Availability: 4, R
Cost: Not for Sale (Black Market: 8,000-15,000 credits)


GM Notes:
  • Rolling a "1" on the wild die indicates premature detonation.


6. Stokhli Stun Grenades Roleplaying Stats

Scale: Character
Skill: Grenade: Stokhli Stun Grenade
Damage: 7D/6D/5D Stun Damage
Blast Radius: 15/25/40 Availability: R
Cost: 800


GM Notes:
  • Anyone caught in the blast must make an opposed Strength roll to break free from the netting (vs 7D).


6. Mr.Blasto's Incendiaries Boom Bar Roleplaying Stats

Scale: Character
Skill: Demolitions
Damage: 5D+2/5D/4D
Blast Radius: 25/50/75 Availability: 2, R
Cost: 300 per cube


GM Notes:
  • This item is triggered when exposed to H2O which makes storage and handling extremely dangerous.


6. Ter'chon's "Firefall" Blasting Compound Roleplaying Stats

Scale: Character
Skill: Demolitions
Damage: 6D/5D+1/4D
Blast Radius: 15/30/40 Availability: X
Cost: Not for sale


GM Notes:
  • Any target in the blast radius takes initial damage, then continues to take burning damage (3d) for 1d6 rounds thereafter.