Contents
Previous
Next
Nuclear weapons are the most terrifyingly destructive instruments of
death ever created. If they are included in your campaign, they are
devastating enough to have slightly more complicated effects than
regular weapons. Nuclear weapons, unlike conventional explosives, have
four distinct threats:
-
The explosive fireball: the area affected is 3 scales higher than a
conventional explosive of the same mass, and deals +20 damage. All
damage is heat.
-
The shockwave: the area affected is 4 scales higher than the fireball,
and deals as much damage as a conventional explosive, but the damage is
Bludgeoning. There is no nuclear shockwave in space, as there is no
atmosphere.
-
Deadly Radiation: the area in the fireball is exposed to extreme
radiation. Every 2 scales away is affected by radiation of one step
lighter so, at +3 scales there is extreme radiation, +5 scales is
heavy, +7 (the shockwaves blast) is moderate, +9 is light, and +11
(2,000 times the area of a conventional weapon) is minor.
-
The electro-magnetic pulse. Everywhere in a +11 scale area takes 1d6 + 3
EMP damage. EMPs are not created from nuclear explosions except on a
planet with an atmosphere similar to Earths
The blast radius is increased by 2 scale categories and damage by +30.
Anything within +2 scale categories of that blast radius is affected by
1d6+2 EMP damage. Damage type becomes Bludgeoning and Heat, whichever
would be most effective.
Contents
Previous
Next