Okay, the new syndicate bombs are pretty sweet. You buy them for five crystals and they're too big to fit in a backpack. They're an ominous red and black color and have a... Conspicuous in-hand sprite. You can set the timer (default is 60, minimum is 30) and drop it on the floor. If you want, you can bolt it to the floor before or after arming it. When it's armed (and bolted to the floor with a wrench) it sends out its own set of bolts which makes it impossible to pick up, unless you can disarm it.
This is where it gets fun. You can unscrew the panel on it to reveal five wires. These wires can be cut and pulsed like normal wires and they all do different things. One wire disarms it, one lifts the bolts and lets you pick it up (which seems to be the only way to remove it), and of course at least one wire makes it go boom, with the nice final message of "
An alarm sounds! It's go-." Since pulsing and cutting wires does different things on most objects, it's a good idea to bring both tools as well as a bombsquad suit. I'm pretty sure all wires do something, but I didn't investigate much.
What happens if the EOD tech is a bit too slow or doesn't know what he's doing? Well...
Minibombs are pretty straightforward. They're basically super-duper high-tech spess pipebombs. For three crystals, you can have a grenade with a nice bang. Activate it as you would another grenade, throw it before five seconds are up and watch the glorious blast. Seems you can't modify the timer, though (Multitools are used to change them right?).
My ghost is sitting on where I threw the bomb. The damage off to the right is from a normal bomb I detonated while testing the wires.
Well, crewmen of Urist McStation, I hope you all know where the bomb suits are! You're going to need them.