Explosives

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Data is potentially outdated
Last updated for version 1.0.8.0
Last mentioned in changelog 1.4.4.1
The current game version is 1.5.9.1

Explosives are Items that can explode, damaging their surroundings. They can be detonated through various means such as Fire, or Water.
Certain explosives can be crafted with Quality levels that improve some of their statistics. The Security Officer talent Extra Powder adds +1 quality level to explosive compounds, allowing the creation of masterwork quality explosives.

Storage

Some explosives can explode under certain conditions if they are not safely stored.

Protection against Water

Potassium, Sodium, Lithium and Salt Bulbs are triggered by water.
Certain Containers are waterproof and it is recommended to store water-sensitive explosives in them.

Protection against Impacts

Molotov Cocktails, Nitroglycerin, Oxygenite Shards, Liquid Oxygenite, Flash Powder, Mutated Pomegrenades and Mutated Raptor Banes are at risk of exploding from hard impacts.
All containers prevent impacts from having an effect on explosives inside.

Protection against Fire

Compound N, Volatile Compound N, IC-4 Blocks, Nitroglycerin, Flash Powder, Mutated Pomegrenades, Mutated Raptor Banes, Oxygen Tanks, Oxygenite Tanks, Welding Fuel Tanks and Incendium Fuel Tanks explode after short contact with fire.
They will be safe inside a Toolbelt or a Storage Container.

Protection against Chain Reactions

Compound N, Volatile Compound N and IC-4 Block, Nitroglycerin, Flash Powder can be triggered by other explosions.
They will be safe inside a Toolbelt or a Storage Container.

Explosive Compounds

Item Triggers Afflictions Penetration Severance
Chance
Structure Damage Notes

Ticking Time Bomb
Detonators
Railgun Shells
Depth Charges
Explosion (5m):
 Burn (200)*
 Bleeding (40)* (5% chance)
 Stun (10)*
 Stun (30)*
50% 75%
Explosion (5m): 300
Can be thrown.

Modified Dirty Bomb
Detonators
Railgun Shells
Depth Charges
Explosion (2.5m):
 Burn (5)* (20% chance)
 Bleeding (20)* (5% chance)
 Stun (3)*
25%
Explosion (2.5m): 90
Leaves a radiation After Effect.
Emits an EMP in a 15 meter radius.
Can be thrown.

Ticking Time Bomb (Exposed)
Detonators
Railgun Shells
Depth Charges
Explosion (5m):
 Burn (200)*
 Bleeding (40)* (5% chance)
 Stun (10)*
 Stun (30)*
50% 75%
Explosion (5m): 300
Can be thrown.

C-4 Block
Detonators
Railgun Shells
Depth Charges
Explosion (7.5m):
 Burn (30)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (10)*
50% 200%
Explosion (7.5m): 300
Can be thrown.

C-4 Block (VIP)
Detonators
Railgun Shells
Depth Charges
Explosion (7.5m):
 Burn (30)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (10)*
50% 200%
Explosion (7.5m): 300
Can be thrown.

Dirty Bomb
Detonators
Railgun Shells
Depth Charges
Explosion (2.5m):
 Burn (5)* (20% chance)
 Bleeding (20)* (5% chance)
 Stun (3)*
25%
Explosion (2.5m): 90
Leaves a radiation After Effect.
Emits an EMP in a 15 meter radius.
Can be thrown.

UEX
Detonators
Railgun Shells
Depth Charges
Explosion (5m):
 Burn (15)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (7)*
50% 50%
Explosion (5m): 150
Can be thrown.

Ticking Time Bomb (Powered)
Detonators
Railgun Shells
Depth Charges
Explosion (5m):
 Burn (200)*
 Bleeding (40)* (5% chance)
 Stun (10)*
 Stun (30)*
50% 75%
Explosion (5m): 300
Can be thrown.

Volatile Compound N
Detonators
Railgun Shells
Depth Charges
Fire: -50 condition/s
Time: -0.04 condition/s
Impact: -20 condition (over 2m/s).
Triggered by explosions
Explosion (5m):
 Burn (20)* (20% chance)
 Bleeding (50)* (5% chance)
 Stun (8)*
50% 50%
Explosion (5m): 150
Explodes 41m 40s after being fabricated.
Can be thrown.

IC-4 Block
Detonators
Railgun Shells
Depth Charges
Fire: -50 condition/s
Triggered by explosions
Explosion (7.5m):
 Burn (100)*
 Burn (25)* (20% chance)
 Stun (7)*
25%
Explosion (7.5m): 50
Sets fire to a 5 meter area.
Can be thrown.

Compound N
Detonators
Railgun Shells
Depth Charges
Fire: -50 condition/s
Triggered by explosions
Explosion (5m):
 Burn (15)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (7)*
50% 50%
Explosion (5m): 150
Can be thrown.

Grenades

Item Triggers Afflictions Penetration Severance
Chance
Structure Damage Notes

Molotov Cocktail
Impact: over 5 m/s.
Explosion (5m):
 Burn (50)*
 Stun (0.5)*
Sets fire to a 4 meter area.
Can be thrown.

Nitroglycerin
Detonators
Railgun Shells
Depth Charges
Impact: over 6m/s.
Fire: -50 condition/s
Triggered by explosions
Explosion (3m):
 Burn (10)* (20% chance)
 Stun (5)*
 Bleeding (20)* (5% chance)
Explosion (3m): 90
Can be thrown.

Acid Grenade
Detonators
Railgun Shells
Depth Charges
Throw: 2 second delay
Explosion (5m):
 Acid Burn (20)*
 Acid Burn (10)* (20% chance)
 Stun (0.5)*
Leaves behind a trail of acid clouds.
Can be thrown.

EMP Grenade
Detonators
Railgun Shells
Depth Charges
Throw: 3 second delay
Explosion (5m):
 Stun (5)*
 EMP (100)*
Emits an EMP in a 5 meter area.
Can be thrown.

Stun Grenade
Detonators
Railgun Shells
Depth Charges
Throw: 3 second delay
Explosion (7.5m):
 Stun (40)*
Can be thrown.

Frag Grenade
Detonators
Railgun Shells
Depth Charges
Throw: 3 second delay
Explosion (7.5m):
 Bleeding (100)*
 Bleeding (50)* (10% chance)
 Stun (7)*
50%
Explosion (7.5m): 20
Can be thrown.

Incendium Grenade
Detonators
Railgun Shells
Depth Charges
Throw: 3 second delay
Explosion (5m):
 Burn (75)*
 Burn (15)* (20% chance)
 Stun (7)*
Sets fire to a 3 meter area.
Can be thrown.

Ammunition

Handheld Weapons

Item Afflictions Penetration Severance
Chance
Structure Damage Notes

40mm Stun Grenade
Explosion (3m):
 Stun (15)*

Explosive Slug
 Bleeding (20)*
 Stun (0.8)*
Explosion (0.7m):
 Burn (60)*
50% 100%
Impact: 20
Explosion (0.7m): 8

Explosive Harpoon
Explosion (2m):
 Burn (50)*
 Stun (1.5)*
50% 25%
Impact: 20
Explosion (2m): 10

40mm Mini Nuke
 Burn (100)*
 Bleeding (50)*
 Stun (5)*
Explosion (5m):
 Burn (200)*
 Bleeding (40)* (5% chance)
 Stun (10)*
100% 500%
Impact: 40
Explosion (5m): 300
Emits an EMP in a 10 meter radius.

40mm Acid Grenade
Explosion (5m):
 Acid Burn (20)*
 Acid Burn (10)* (20% chance)
 Stun (0.5)*
Leaves behind a trail of acid clouds.

40mm Grenade
Explosion (3m):
 Bleeding (400)* (5% chance)
 Burn (100)*
 Stun (5)*
100% 5%
Impact: 40
Explosion (3m): 20

Submarine Weapons

Item Afflictions Penetration Severance
Chance
Structure Damage Notes

Nuclear Depth Decoy
 Deep Tissue Injury (1000)*
 Burn (1000)*
 Bleeding (500)* (5% chance)
 Stun (30)*
50% 200%
Explosion (15m): 600
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference.
Attracts creatures.

Nuclear Depth Decoy (cheap)
 Deep Tissue Injury (1000)*
 Burn (1000)*
 Bleeding (500)* (5% chance)
 Stun (30)*
50% 200%
Explosion (15m): 600
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference.
Attracts creatures.

Nuclear Depth Charge
 Deep Tissue Injury (1000)*
 Burn (1000)*
 Bleeding (500)* (5% chance)
 Stun (30)*
50% 200%
Explosion (15m): 600
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference.

Nuclear Depth Charge (cheap)
 Deep Tissue Injury (1000)*
 Burn (1000)*
 Bleeding (500)* (5% chance)
 Stun (30)*
50% 200%
Explosion (15m): 600
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference.

Explosive Flak Shells Box
 Bleeding (20)*
 Stun (4)*
Explosion (0.3m):
50%
Impact: 20
Explosion (0.3m): 25
Fires 1 bolt which explodes into 8 shrapnels in a 270° cone.

Physicorium Flak Shells Box
 Bleeding (30)*
 Stun (4)*
Explosion (0.3m):
50%
Impact: 30
Explosion (0.3m): 20
Fires 1 bolt which explodes into 12 shrapnels in a 120° cone.

Nuclear Shell
 Bleeding (50)*
 Stun (15)*
Explosion (15m):
 Deep Tissue Injury (1000)*
 Burn (1000)*
 Bleeding (40)* (5% chance)
 Stun (30)*
60% 500%
Impact: 100
Explosion (15m): 600
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference.

Nuclear Shell (cheap)
 Bleeding (50)*
 Stun (15)*
Explosion (15m):
 Deep Tissue Injury (1000)*
 Burn (1000)*
 Bleeding (40)* (5% chance)
 Stun (30)*
50% 500%
Impact: 100
Explosion (15m): 600
Can contain 1 small item that is used upon impact.
Explosion emits a 20m EMP wave & causes sonar interference.

Exploding Ammunition Box
 Bleeding (1)*
 Stun (0.025)*
Explosion (3m):
10% 25%
Impact: 10
Explosion (3m): 5

Physicorium Shell
 Bleeding (100)*
 Stun (15)*
Explosion (3.5m):
 Stun (7)*
80% 500%
Impact: 200
Explosion (3.5m): 50
Can contain 1 small item that is used upon impact.

Spreader Flak Shells Box
 Bleeding (20)*
 Stun (4)*
Explosion (0.3m):
40%
Impact: 30
Explosion (0.3m): 20
Fires 1 bolt which explodes into 22 shrapnels in a 240° cone.

Depth Charge Shell
 Burn (15)* (20% chance)
 Bleeding (40)* (5% chance)
 Stun (7)*
50% 50%
Explosion (7m): 175
Can contain 1 small item that is used upon impact

Railgun Shell
 Bleeding (50)*
 Stun (15)*
Explosion (2.5m):
 Stun (7)*
60% 500%
Impact: 100
Explosion (2.5m): 50
Can contain 1 small item that is used upon impact.

Pulse Tri-Laser Fuel Box
 Stun (0.9)*
 (3 projectiles x 0.3)
 Deep Tissue Injury (90)*
 (3 projectiles x 30)
Explosion (1m):
 Burn (210)*
 (3 projectiles x 70)
 Stun (6)*
 (3 projectiles x 2)
40% 100%
Impact: 15
(3 projectiles x 5)
Explosion (1m): 15
(3 projectiles x 5)
Fires 3 lasers in a fixed spread.

Pulse Laser Fuel Box
 Stun (0.5)*
Explosion (1.5m):
 Burn (100)*
 Stun (3)*
50% 100%
Impact: 5
Explosion (1.5m): 10

Focused Flak Shells Box
 Bleeding (20)*
 Stun (4)*
Explosion (0.3m):
10% 100%
Impact: 30
Explosion (0.3m): 20
Fires 1 bolt which explodes into 5 shrapnels in a 50° cone.

Other

Item Triggers Afflictions Structure Damage Notes

Oxygen Tank
Fire: - 10 condition/s
Misfuel: explodes after 1 second when used in items requiring Fuel.
Explosion (1.5m):
 Burn (25)*
 Stun (5)*

Oxygenite Tank
Fire: - 10 condition/s
Misfuel: explodes after 1 second when used in items requiring Fuel.
Explosion (1.5m):
 Burn (50)*
 Stun (10)*

Welding Fuel Tank
Fire: - 10 condition/s
Misfuel: explodes after 1 second when used in a Plasma Cutter.
Explosion (1.5m):
 Burn (25)*
 Stun (5)*

Incendium Fuel Tank
Fire: - 10 condition/s
Misfuel: explodes after 1 second when used in a Plasma Cutter.
Explosion (1.5m):
 Burn (100)*
 Stun (10)*

Mutated Raptor Bane
Impact: over 5.5m/s.
Fire: -50 condition/s
Not Contained: 5 second delay.
Explosion (1.5m):
 Nausea (50)*
Can be thrown.

Mutated Pomegrenade
Impact: over 5.5m/s.
Fire: -50 condition/s
Not Contained: 5 second delay.
Explosion (0.5m):
 Burn (50)*
Sets fire to a 0.01 meter area.
Can be thrown.

Salt Bulb
Water
Explosion (0.5m):
 Burn (20)*
 Stun (5)*
Can be thrown.

Lithium
Water: 3 second delay. Resets if no longer in water.
Explosion (1.5m):
 Burn (25)*
 Stun (5)*
If its contained within Railgun Shells or Depth Charges it will explode from contact with water 3 seconds after they were launched, but not on impact.

Sodium
Water: 3 second delay. Resets if no longer in water.
Explosion (1.5m):
 Burn (25)*
 Stun (5)*
If its contained within Railgun Shells or Depth Charges it will explode from contact with water 3 seconds after they were launched, but not on impact.

Potassium
Water: 3 second delay. Resets if no longer in water.
Explosion (1.5m):
 Burn (25)*
 Stun (5)*
If its contained within Railgun Shells or Depth Charges it will explode from contact with water 3 seconds after they were launched, but not on impact.

Flash Powder
Railgun Shells
Depth Charges
Impact: over 8m/s.
Fire: -50 condition/s.
Triggered by explosions
Explosion (2.5m):
 Burn (50)*
 Stun (5)*
Can be thrown.

Sulphurite Shard
 Acid Burn (20)*
 Stun (5)*
Explosion (2m): 3

Incendium Crystal
Railgun Shells
Depth Charges
Explosion (2.5m):
 Burn (50)*
 Stun (5)*
Explosion (2.5m): 4
Sets fire to a 0.1 meter area.

Oxygenite Shard
Railgun Shells
Depth Charges
Impact: over 8m/s.
 Burn (80)*
 Stun (5)*
Explosion (2m): 20
Can be thrown.

Liquid Oxygenite
Railgun Shells
Depth Charges
Impact: over 8m/s.
Explosion (2m):
 Burn (50)*
 Stun (1.5)*
Explosion (2m): 10
Due to its explosive nature it can be used offensively when loaded into a Syringe Gun or an Advanced Syringe Gun.

Banana Peel
Motion: Humans and Creatures within 0.05 meter.
Explosion (0.2m):
 Stun (4)*
Stun doesn't affect clowns.

After Effects

Name
Item Identifier
Caused By Time
Lasted
Damage Range 1 Damage Range 2 Damage Range 3 Notes
Radius Afflictions Radius Afflictions Radius Afflictions
dirtybombafteremitter
dirtybombafteremitter
Dirty Bomb 4 16 6Radiation Sickness per Second 12 16Radiation Sickness per Second 8 24Radiation Sickness per Second Causes Sonar interference.
nuclearaftereffectemitter
nuclearaftereffectemitter
Nuclear Shell
Nuclear Depth Charge
Nuclear Depth Decoy
10 10 5Radiation Sickness per Second Causes Sonar interference.
Acid Emitter
acidmistemitter
Acid Grenade
40mm Acid Grenade
3 1.5 2.45Acid Burn per Second
v·d·e·h
Weapons
Submarine Weapons
Turrets
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Handheld Weapons
Ranged Weapons
Melee Weapons
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Ammunition & Explosives
Ammunition
Explosives