Warhammer Fantasy Roleplay First Edition Wiki
Advertisement
Bomb
Range
Short 5
Long 12
Extreme 20
ES 6
Load/Fire Times 1 round to light fuse and throw

Bombs are simple hollow shells of ceramic or thin metal containing an explosive. Bombs can be placed (in which case an attack roll is unnecessary), but they are dealt with here because in direct combat they are normally thrown. Fuses can be cut to various lengths, but for most purposes they are treated as being in units of 10 seconds (one round). Bombs affect all creatures (and buildings) within an eight yard radius.

A creature throwing a bomb rolls to hit as normal. If the throw misses, roll a D8 and consult this chart.

1 2 3
4 Target 5
6 7 8

The distance away from the target that the bomb lands in the direction rolled is determined randomly: 1D3 yards for Short range throws; 1D6 yards for Long range; and 1D6 + 1D3 yards for Extreme range.

The reduced damage which applies at long and extreme ranges does not involve the distance the bomb is thrown. Instead, it depends on the distance between the centre of the explosion and any targets within the 8-yard radius. Damage is reduced by -1 for any target 2-4 yards away and by -2 for any targets 5-8 yards away. Targets more than 8 yards away do not suffer damage.

If the attack roll is failed by 30% or more, no roll is made for miss location; the bomb lands at the thrower's feet.

Bombs are subject to misfires.

Placing Bombs[]

Despite attack rolls being unnecessary (as stated above), some rolls must be made for bombs that are placed and left to explode.

The character placing the bomb must determine how long the fuse will take to burn. A fuse may be of any suitable length from 1 round up to (theoretically) an indefinite period.

After it is lit, for the first round the fuse will burn normally. however, on each subsequent round, the character must roll D100 and, on a roll of 96+, the fuse splutters out and is useless (but may be relit). You may want to make a secret dice roll to allow the chance for the fuse to re-ignite (especially right at the end of the fuse, so that when the character goes up to relight it, the bomb blows up in his face) - a 10% chance is reasonable.

Finally, when the fuse burns down to its end, there is still the standard chance of a misfire; on a D100 roll, any natural doubles (11, 22, etc.) indicates a misfire.

You are at liberty to allow Listen tests for creatures near the bomb; the noise of a burning fuse is always soft. Modifiers should be given for distance involved and degree of ambient noise (e.g., shouting, drunken Goblins would have very little chance of hearing a fizzing fuse).

Advertisement