Bomb

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) File:Fire bomb.png
Name fire bomb
Appearance fire bomb
Damage vs. small 3d6 fire explosion
Damage vs. large 3d6 fire explosion
To-hit bonus +0
Weapon skill firearm
Size one-handed
Base price 50 zm
(+10/positive
enchant)
Weight 10
Material iron
) File:Gas bomb.png
Name gas bomb
Appearance gas bomb
Damage vs. small 3d6 poison explosion
Damage vs. large 3d6 poison explosion
To-hit bonus +0
Weapon skill firearm
Size one-handed
Base price 50 zm
(+10/positive
enchant)
Weight 10
Material iron
) File:Sonic bomb.png
Name sonic bomb
Appearance sonic bomb
Damage vs. small 3d6 sonic explosion
Damage vs. large 3d6 sonic explosion
To-hit bonus +0
Weapon skill firearm
Size one-handed
Base price 50 zm
(+10/positive
enchant)
Weight 10
Material iron

Bombs are a new type of weapon in Hack'EM inspired by grenades in SLASH'EM and SpliceHack. There are three specific types, the fire bomb, gas bomb, and sonic bomb. Both are found on soldiers of various ranks; for specifics, see firearm.

Damage

The explosion of a bomb on its own will create a blast radius, a 3 x 3 square (the same form as a fireball) centered on the bombs's landing point.

Arming

Bombs will become armed when they are thrown or applied.

Note that unlike in SLASH'EM, applying a stack of bombs in your inventory will only arm a single bomb and not the entire stack. A bomb will explode one to six turns after having being armed, depending on its BUC status:

  • Blessed: 4 turns
  • Uncursed: d2+2 turns
  • Cursed: d5+1 turns

Cursed bombs additionally have a chance of not arming at all. The first turn in the above counts includes the turn taken arming the bomb. Note that the better the BUC status of the bomb, the more reliable its fuse length. Armed bombs can be kicked or picked up and thrown at other targets. The impact of a bomb always does 1-2 points of damage before the explosion, with additional sear damage depending on the bombs material.

Differences from SLASH'EM

  • When a player threw a grenade at a monster in SLASH'EM, it would not explode on impact, but a monster throwing a grenade would enjoy this benefit. In Hack'EM, the mechanic has been mirrored so that bombs always explode on impact for both the player and the monster.
  • In SLASH'EM, there is a very complicated algorithm for grenade chain-explosions. Basically, if a series of bombs are in proximity to each-other on the ground or in monsters' inventories, there will be an instantaneous explosion that will blow up all the affected bombs at the same time while expanding the blast radius. This chain reaction has not been ported to Hack'EM due to it's sheer complexity. However, a simpler version of the chain reaction will take place: anytime a bomb is exposed to fire damage, there is a chance that its fuse is lit. This includes zapped wands of fire, spells of fireball, scrolls of fire, fire bomb explosions, and other sources of fire.
  • Multiple bombs exploding on the same square do not produce a larger blast radius.
  • Bombs only weigh 10 (compared to 25 in SLASH'EM).
  • Bombs only cost 50. (compared to 350 in SLASH'EM).
  • Mercenaries and watch guards can spawn with bombs.
  • Smarter bomb throwing for monsters - they mimic the behavior of throwing exploding potions of oil, so they will wait until at least 2 squares away to target you.

Other things about bombs

  • Vents have a 3/5 chance of being destroyed when bombs are dropped or thrown into them, releasing a small earthquake in the process. This may desirable since vents can slowly release small annoying monsters over time or release poison gas.
  • Pineapples can be upgraded to random bomb types via dipping in a potion of gain level or tinkering.
  • Throwing a bomb into water, then seeing it explode causes the message: "You see a plume of water shoot up".
  • If by some way you are fast enough to arm a bomb, drop it in a pit and fill the pit with a boulder, you will "hear a muffled explosion". This message is also shown when a fire bomb explodes in a container.

See also