![[CraftExplosives.png|128x128]]
#### EMP Bomb
3rd-level craft explosive hack
**Launch Time:** 2d6 hours
**Duration:** Permanent, until detonated
The detonation creates a burst of electromagnetic radiation in a 3-meter radius. All electronics must make a saving throw. On a failed save, the electronics stop working until they are repaired. Repairing electronics damaged by an EMP blast requires a DC 10 Intelligence (Mechanics) ability check and 10 minutes. Things affected include cars, elevators, computers (including daemons), etc. The saving throw bonus the device gets depends on the amount of insulation they have from the blast, and high-quality electronics have Faraday shielding, which can provide from a +5 to +15 bonus to this saving throw (see Faraday shielding in the gear section). Daemons have a +5 bonus to this saving throw, and if they fail, they can make the saving throw at the end of each turn as they attempt to self-repair. You must spend シ1,000 on materials to construct this explosive.