ExplosionObj

Damage()
Required
Damage defines how much damage this weapon does to various armour classes.
Amount(integer amount)
Required
amount: Amount of damage this weapon does.
Effective(string armourclass, float percentage)
Multiple, Range percentage(0%, 100%)
Armour classes which are not defined default to 0% effectiveness.
armourclass: Armour class which the effectiveness is being defined.
percentage: The percentage of the amount of damage which is applied to this armour class.
Modifiers()
Optional
See here for more details.
BlindTargetTime(float seconds)
Optional(0)
seconds: The number of seconds to make victims of this explosion blindly target other units (used for the 'Bezerker' mojo).
AreaInner(float distance)
Optional(0)
distance: When the projectile detonates, objects within the given distance receive 100% of the blast. The 100% applies to force exerted and damage inflicted on objects.
AreaOuter(float distance)
Optional(AreaInner), Min(AreaInner)
distance: When a projectile detonates, objects which are between the inner area (defined by AreaInner) and the outer area receive a portion of the blast. The blast is 100% at the inner distance and 0% at the outer distance and falls off in a squared fashion between the two.
Persist(float time)
Optional(0)
time: How long the explosion persists for. Persistent explosions are very powerful.