Mixxer's Bomb Catalog
Mixxer, as he is called, is a black market explosives manufacturer who farms out his services to several crime syndicates, bounty hunter guilds and black market weapons dealers. He also serves privates transactions to procurement agents of the Rebellion. He will have nothing to do with the Empire, as he finds their methodology in leadership and authority "distasteful". Mixxer is a shadowy character, popping up from seemingly no where and with little explanation. He keeps to himself and is strict about not getting involved in anything or staying still for too long. His "catalog" is actually a list he developed over the last many months of explosives which he made as custom orders to many different people. He decided that as he had practice at creating these weapons over and over, he might as well provide a list which would give prospective customers some ideas of his abilities.
However, it should be noted that Mixxer is a one-man operation and all his work is custom ordered. With the exceptions of possessing a few of everything on his list, he starts from scratch to create very artful devices which are complex and masterful. The majority of his requests are for explosives which are meant for either covert operations or unorthodox manners of combat. Simply put, Mixxer can put a bomb in anything and make it go off however you wish it to, whenever you wish it to. His reliability is unmatched, which is why of all the thousands of black market explosives available, his gets the special mention. These admirable traits of fine workmanship and creation-by-order explain what some may call high prices. Do note that those who have purchased and made use of his devices have never complained about the price, for if quality and reliability are your top priority, Mixxer does a bang-up job.
- Stick Bomb: This is a catch-all name Mixxer gives to bombs
he constructs which are contained in a throwing knife of any sort. His generic
type starts with a high-quality throwing blade. The handle is hollowed and
reinforced, then filled with his personal variant of detonite, a potent explosive.
At the end of the handle is a switch which allows the user to select a time
of detonation from 1 to 30 seconds, and the timer is designed to start once
the first impact of the knife is felt by its sensor. GAME NOTES: Uses Thrown
Weapons skill or a Dexterity roll of 13-18 depending on situation of course.
Suggested price is 300 credits with a conservative explosive rated at 5D and
800 credits for a more robust blast which gives 8D. Both weapons have proved
useful to those who not only wish to throw a knife into someone's neck, but
blow those to the right and left of him to bits as well.
- Disc Bombs: For those of you familiar with the frisbee, this
is the violent version. It being rather self-explanatory, the short version
being you throw it, it goes far and explodes, here's the game stats. GAME
NOTES: Uses the Thrown Weapons skill or Dexterity. There are three
versions available, with 1-, 2-, or 3-second delays available on all versions.
Disc Bombs
|
Type |
Cost |
Damage |
Bladed |
400 cr. |
5D+2 |
MagnetoPlate |
700 cr. |
6D |
Spiked |
425 cr. |
5D+2 |
- Kaanchukkz(tm): Variety is the spice of life and this adds
heat to any dish. Modeled after an archaic weapon, there are two explosive
bulbs attatched at both ends of a one meter length of high strength cord.
The user swings it by holding one bulb and lets go towards an opponent or
object. The cord will catch upon the intended target and the bulbs (being
slightly weighted) will wrap about the target until there is no more slack
in the cord for them to envelope the person/object. Sensors in the bulbs are
designed to detonate the explosive once it senses a lack of motion. It also
goes by the nickname of the "circus bomb". GAME NOTES: Uses Thrown Weapons
or Dexterity skill, and user must roll a minimum of 17. Damage is rated at
5D+2, though GM should adjust accordingly depending on where it actually hit
the target (ie. around the neck would do significantly more damage to a person
that around the ankle, for instance). Suggested price is 400 credits or 3,800
for ten of them.
- L-RAD: This device is a reinforced and nominally shielded
briefcase packed with high-intensity explosives married to a simple detonation
switch and timer system. The timer is set by rolling the numbers to unlock
the briefcase's lid, and this option can be bypassed by putting an accompanying
key in the appropriate slot next to the timer numbers. If the key is put in
and turned, then withdrawn, the timer is disabled. This allows curious customs
agents from setting it to explode by playing with the number dials. If the
key is put in and turned, and left in, a sensor immeadiatly marks you and
detonates the explosive once you are 40 meters away. The L-RAD (LocalizedRandomApocolypticDamage)
is intended for the most severe and important of targets where margin of error
is zero or the prospect of penetrating a particular structure is daunting.
GAME NOTES: The cost is very high, coming in at 9,000 (suggested) credits.
This is due to the nature of explosives used and the sophistication of the
shielding intended to thwart scanning devices. Only one Demolitions
roll is required, which is 11 or better. Blast radius/Damage values are as
follows...
18D(1-8)17D(9-17)13D(18-29)10D(30-35)6D(36-40). Beyond 40 meters, residual
damage is up to GM discretion.
- Door Bomb: If you anticipate being up against any door that
is not made of steel, and you consider yourself to be of good strength, this
is your choice. It looks like a very, very short fence-post hole puncher.
You jam it through the door material, turn a spoke-handled wheel to lock it
into place, then press a button in the center of the spoked wheel to detonate
it. On the other side, through the pipe you forced through the door, an explosion
quickly fills the room and clears any and all within. Nothing does the job
quicker and easier. GAME NOTES: The blast fires up to 7 meters beyond the
door and engages any occupants with 7D+2 of damage, with fire residual according
to GM discretion. Uses a Strength roll according to situation and this item's
price is suggested to be 750 credits. GM's should be encouraged to use this
item as it provides quite a laugh by the players as they hear the screams
of suprise from the target room.
- BoomBoxx(tm): Are you tired of your everyday lame grenade?
Well, no more! This one tidies up any messy situation in a heartbeat (or lack
thereof). GAME NOTES: Uses regular Grenade skill and suggested price
is 2,400 credits. Blast radius/Damage values are as follows...
12D(1-2)10D(3-8)6D(9-12)3D(13-20)
- The Armmageadonn Series: This is for two types of people.
Those who need a device to wreak as much confusion and destruction as possible
simultaneously and those who are sick. There are three types of Armmageadonn
bombs. "Speerhed" is a rather compact ball-shaped bomb which you rest on the
ground and it delivers an eruption of spikes upon detonation. "Wettball" works
by melting a thick outer casing of iron then explodes, sending fragments of
molten metal everywhere. Finally, "Fyrgyzr" is like a pyromaniac's sprinkler
system. It provides a six-way squirt of flame outward which spins around and
lasts for about eight seconds. Those of you who find these weapons particularily
violent and unnecessarily blatant are probably right. These are reserved for
"special" situations. GAME NOTES: No particular skill check beyond a nominal
Demolitions roll are required for any of these devices. The Speerhed
costs 1,800 credits and enacts 1Dx5D of damage per victim within 10 meters.
Dodging the spikes is a very difficult roll. The Wettball costs 3,000 credits
and enacts 1D4x7D per victim within 11 meters. Last, the Fyrgyzr costs 2,500
credits and inflicts up to 9D of fire damage to all within 9 meters. Mixxer
has a deal on these weapons: for any 10 purchased, you get a Fyrgyzr free.
Neat, hmm?
- Acid Bomb: This bomb is shaped like a large soup can. It has
an outer casing of reinforced, ribbed dyluminum (a very soft metal with a
very low tear threshold) and an inner casing of ceramic which contains 110oz.
of acid. This bomb is meant to be used to inflict extreme physical damage
to objects made of alloys. Use of this bomb on living beings is not only distasteful
and below given rules of combat conduct, but is also phenomenaly disgusting.
GAME NOTES: Costs 3,000 credits. Should not be thrown as vigorously as a regular
grenade, but uses the same skill. Inflicts 8D+2 of damage on anything within
10 meters, with continuous burns (make your own rules for damage on this).
- BassBomb(tm): This unique device utilizes an amplified signal
charged by a powerful micro-cell to deliver a concussive wave-field of debilitating
sound. It is a popular riot control item, and it's primary advantage is when
the contents of a street or room must be spared any damage, but the occupants
must be dealt with. Note that several assasins have had immense success placing
these with a timer in an elevator or narrow corridor, producing brain-twisting
results. Also note that use of this item, unless carefully thought out ahead
of time, can wreak terrible results on the user. GAME NOTES: This item costs
3,000 credits due to high-quality, sophisticated parts created by Mixxer.
It delivers approximately 8D of physical damage to living beings dependant
on proximity and 9D of stun likewise.
- BioSnipe Rounds(tm): The two top ways of attempting assasination
are by sniper or poison. The BioSnipe round enables the best of both worlds
to be utilized, thus increasing the chances the target is eliminated. Mixxer
chose the KCA Dissuader KD-80 Rifle as his platform to work off of. He rebuilds
the rounds fired from this weapon with increased jacketing to allow higher
penetration through multiple obstacles, then fills them with Olabrian Trichoid
rather than borless acid. The result is a round which can penetrate, for instance,
several average-thickness walls or a window then an anti-ballistic vest. When
hit, the target should already be dying from rapid blood loss, but also be
infested with Olabrian Trichoid. Mixxer can, on request, fill the round with
a large variety of other biological or chemical agents at no extra cost. Different
agents must be provided by purchaser. It should be noted that firing this
round at an un-armored person with the round not travelling through any obstacles
will yield only the impact damage as the round will fail to stay in the persons
body and infest them with the trichoid. GAME NOTES: You can only buy BioSnipe
rounds in prepacked ammo clips for the KD-80 (6 rounds) at 1,000 credits per
clip (suggested). Damage from this round is valued at 6D, removing +2 for
every moderate strength obstacle it must travel through (average wall, door,
vest, etc.). After 20-51 hours incubation, trichoid burrows into victim's
bones, causing 6D damage every 10 minutes. For additional details on the Olabrian
Trichoid, see pages 108-109 of "The Truce At Bakura Sourcebook." KD-80 stats
are as follows:
Model: Kelvarek Consolidated Arms Dissuader KD-80 Rifle
Scale: Character
Skill: Firearms
Ammo: 6
Cost: 1,800, 30 (ammunition clip)
Availability: 4, F or R
Fire Rate: 2
Range: 50/1.5/2.5 km
Damage: 3D; 3D acid burn damage for three rounds unless character has
hardened materials which resist acids.
Game Notes: Internal laser sighting system automatically adds +1D to firearms
rolls if the user takes a full round to aim (in addition to the standard
aiming bonus). Rifle is relatively bulky and longer than many rifles at
4'5". See page 74 of "Fantastic Technology"; this is the rifle variant
of the KCA KD-30.
Mixxer is in the process of adding more to his list, as he already has ten more items prepared for addition. As he does create custom bombs for any occasion, and if you are in need of one, he would be happy to take your requests and prepare a special treatment for you. Simply send an email to
Mixxer, with the subject being "Bombs" and include your query. Mixxer will consult with you about what you need, create it, post it on his list and notify you of that posting. Remember, a full explanation of what you need is in order due to the nature of his custom abilities and the number of varying factors.
This is an original work by Tim Salam
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