Plot Twist Hazard 3

Complexity Simple
Stealth DC 18 (trained)
Description An ominous ticking and colorful exposed wires hint at the bomb rigged to the shuttle’s cockpit.

Disable DC 16 Thievery to cut the trigger wire, DC 18 Athletics to rip the bomb out of the console and hurl it away from the craft before it explodes, or a Strike against AC 20 to destroy the ignition source before it sets off the explosive charges
Boom! [reaction] Trigger Someone starts the shuttle engine, or no creatures succeed at their checks to disable the bomb; Effect The bomb explodes. All creatures within 30 feet take 6d6 fire damage with a DC 20 basic Reflex save.