Trick bombs and trick mines of Aporue, including those used in Melza, both by law enforcement and by criminal users.
Another different assortment of gadgets in the setting. Most of them are not as explosive as they
might seem at first glance. In this article, you'll find an overview of all of them, brought together, just like the
projectiles overview in a previous article. Now that the concepts for these particular gadgets are not being
slowly worked on and we them finished, their overviews are all in one place, in this article.
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Trick bombs
Types of trick bombs
Flashbomb - basically, a steampunk flashbang, used for
temporary dazing of visual and aural senses. The upper hemisphere houses
a chemical powder that lights up, large and durable lenses to
distribute the flash, and small grilled slits that spread the loud
"bang" sound. The lower hemisphere houses the needed mechanisms. The
trigger has a brass surface, to be clearly visible when one needs to
press it quickly. The trigger is level with the outward surface and when
pressed, it goes downward into the bomb's interior, triggering a
clockwork mechanism that works a firestriker. The top part of the
firestriker pokes through a "floor" in the middle of the bomb, into the
upper hemisphere. It creates a series of sparks here, which light a
chemical powder that creates a brief, but very bright flash, and an
audible bang as it burns out. (The composition of the powder is similar
to the things used in weak pyrotechnics or Christmas sparklers.) The
flashbomb is popular for arrests, ambushes and quick getaways.
Obviously, the chemical powder needed for it to work is quite costly to
buy or manufacture, and the bomb needs to be refilled after being used.
Gasbomb - the rounder, higher-capacity cousin of the
knockout arrow. Once the trigger is pressed, small pistons push sleeping
gas or a form of tear gas out of a small container, through small pipes
hidden beneath both hemisphere, and out of the small vents on the
surface. The pistons are quite powerful (often spring-loaded for extra
punch), so the bomb vents the knockout gas in a spray-like motion,
increasing the speed and effectiveness of the gas cloud's spread. When
sleeping gas is used instead of tear-inducing gas, this is the only
trick bomb capable of non-lethally incapacitating someone for a
prolonged period. Obviously, the gas is quite costly to buy or
manufacture, and the bomb needs to be refilled after being used.
Smokebomb - the weakest of the more complex trick bombs,
this is more of a defensive measure than one usable for any sort of
ambush or surprise incapacitation. When a quick flash and bang from a
flashbomb is not enough for an escape, or one needs a literal smoke
screen, this bomb comes in handy. Though externally, smokebombs are by
and large the same, the inner workings might vary a bit. Some use a
combination of easily attainable chemicals to create thick smoke (much
like OTL smokebombs), some instead use a lump of dry ice that gets water
poured on it, creating a more mist-like smoke screen. Obviously, the
chemicals needed are quite costly to buy or manufacture, and the bomb
needs to be refilled after being used.
Grenade - a simple, ceramic, disposable grenade. Can be
mass-produced from usual pottery clay, baked in a kiln, filled with
gunpowder and other explosive substances, and lit by a wick with a
length of one's choosing. Closely based on older, early styles of
military grenades, which have been phased out of the setting's present
day militaries, but are still a good enough design for illegal civilian
utilisation.
Oil bomb - as much of a trick bomb as it is a backup
storage of oil that can be used for lighting and other purposes. Oil is
stored in a refillable glass container (as seen in this image) or a
ceramic container, and when needed, one can smash it against the ground
to create a slippery puddle to set a trap for pursuing enemies. If an
oil slick is not enough, one can also light the oil with a bit of open
fire, creating a fiery barrier (this works especially well against wild
animals and various monsters).
Glue bomb - very similar to the oil bomb, though weaker,
as it can't create as big a puddle and can't be lit by fire. The idea is
that a pursuer would get his footwear temporarily stuck in the glue,
making him lose balance and trip, or be otherwise slowed down. Like in
the case of the oil bomb, it can also be used as a storage container for
glue, in case the substance is needed due to unforseen circumstances
(repairs by gluing stuff together, etc.).
Summary
Three more complex mechanical bombs and three simpler bombs, with a more
home-made feel to them. The first three are also used by law
enforcement, but the latter three are more exclusive to thieves and
other criminals.
An image depicting the possible variations
the surface of a flashbomb's outer shell can have, depending on the
exact specimen. As all of these bombs are manufactured from leftover
steel and metal, the appearance of a flashbomb's surface can vary quite
widely, even if the specs are the exact same. The same goes for the
other metal-and-clockwork trick bombs.
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Trick mines
Types of trick mines
Flashmine - when even a steampunk flashbang is not enough,
you pull out the lovechild of a mine and a flashbang ! The flashmine is
used for temporary dazing of visual and aural senses, of course. The
internal mechanisms are identical to those in the flashbomb, as is the
special chemical powder housed in the mine. The resulting bright flash
and loud bang from a physically triggered or time-triggered flashmine is
aimed upward as much as possible, capable of blinding and deafening a
person even if they're not looking downward, towards the ground. The
particular specimen depicted on the picture has not one, but two
resetting sockets. The flashmine is popular for arrests, ambushes and
knockouts, especially when one wants to use the element of surprise.
Obviously, the chemical powder needed for the mine to work is quite
costly to buy or manufacture, and the mine needs to be refilled after
being used.
Gasmine - the larger alternative to the knockout arrow and
gasbomb, better suited for springing a pre-meditated trap than either
of the two. The internal mechanisms are identical to those in the
gasbomb and knockout arrow, as are the types of gas available for the
mine's container. Powerful little pistons push out the gas upward from
the many vent-like openings on the top plate of the mine, in a spraying
motion (aimed at hitting the height of a person's head or upper torso).
When sleeping gas is used instead of tear-inducing gas, this is the only
trick mine capable of non-lethally incapacitating someone for a
prolonged period. Obviously, either incapacitating gas is quite costly
to buy or manufacture, and the mine needs to be refilled after being
used.
Smokemine - the weakest of the mines, this is more of a
defensive measure than one usable for any sort of ambush or surprise
incapacitation. Ironically, one might say that the target of a smokemine
inadvertently contributes to giving the users of this mine an edge, be
they law enforcement or skulking-and-escaping thieves. Though
externally, smokemines are by and large the same, the inner workings
might vary a bit from specimen to specimen. Some use a combination of
easily attainable chemicals to create thick smoke (much like OTL
smokebombs), some instead use a lump of dry ice that gets water poured
on it, creating a more mist-like smoke screen. Obviously, the chemicals
needed are quite costly to buy or manufacture, and the mine needs to be
refilled after being used.
Mine - ye olde classic "goes kaboom-kablooey" mine. Unlike
the fairly cheap ceramic grenade seen on the bomb chart, the explosive
mine requires more mechanically refined manufacturing techniques, and
thus also a better-equipped workshop. While it can't be as mass-produced
in anywhere near the numbers a grenade can, it can still be
manufactured rather cheaply from reused steel, much like the other mines
and clockwork bombs. (However, after exploding, they're
non-retrievable.) In Melza and Aporue in general, the military
application of mines like these has been discussed, but due to a lack of
major wars on the continent, they've been largely relegated to pest
control against various forms of corporeal monsters. This makes them
favoured not only among official organisations tasked with such duties,
but also among various adventurers and criminals interested in tomb
raiding. They are not used much for anti-personnel purposes, not even by
criminals, as the use of such strong explosives draws suspicion easily
and the potential resulting deaths rob even seasoned criminals of alibi
or other "plausible deniability". These are the only mines not
recommended for resetting once they're placed and triggered with a timed
countdown.
Summary
These specialised mines are close cousins of the bomb gadgets seen
earlier in this post, covering the same basic purposes as the first four
bombs on that previous chart. They are mechanically almost identical to
their bomb counterparts. What sets them apart are certain general
capabilities they have, as mine-like gadgets/weapons.
Specifically: Each mine is about the size of a dinner plate. The entire
top surface is a pressure plate, triggering the mine, once the little
safety switch is toggled. All of them also come with a timer that can be
optionally set for countdowns, with around half a minute or slightly
over being the maximum countdown time available. This makes the mines
viable as traps, especially for incapacitating guards and the like, or
for blowing up various monsters. The controls near the safety switch
also include a little socket that can be used to reset a triggered or
timed-and-triggered mine. To reset the mine via the socket, you simply
use the same lockpicks you use on doors. Since these mines are harder to
hide and usually have to be set up quickly and on the go, most thieves
(and law enforcement members) try to hide mines in spaces that have
greater shadows or are mostly plunged into dark. This makes them harder
to spot.
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Other Thick as Thieves weapons and tools concept art
- Tools of the trade: Trick arrows and other projectiles
- Tools of the trade: Lockpicking tools and equipment
- Law enforcement insignia in Melza (City Watch)
- Law enforcement insignia in Melza (Frontiersmen Corps)
- Law enforcement sword hilts in Melza
See also
- Gameplay: Stealth and sneaking skills
- Gameplay: Lockpicking
- Tools of the trade: Exploration, travel and work tools and equipment
- Tools of the trade: Ranged weapons
- Tools of the trade: Melee weapons
- Tools of the trade: Clothing and footwear
- Tools of the trade: Armour and protective clothing
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Copyright
(C) 2017, 2019 - 2024 P. Molnár
(C) 2017, 2019 - 2024 Knight-Errant Studios



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