Difference between revisions of "Nuke"

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(Adjusting for a more modern lifestyle)
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|points=400 |weight=350 [[Kilograms]]
 
|points=400 |weight=350 [[Kilograms]]
 
|handedness=Arming and dropping the nuke can be done one-handed.
 
|handedness=Arming and dropping the nuke can be done one-handed.
|effect1=The nuke attacks all targets in a 25000 meter radius [[blast]], using an attack bonus of +5. Creatures take 1 less damage for every 600 meters away they are from the blast center. Missed creatures still take 1d20+14 Heat damage, before reduction for distance.
+
|effect1=The nuke attacks all targets in a 25000 meter radius [[blast]], using an [[accuracy]] of +5. Creatures take 1 less damage for every 600 meters away they are from the blast center. Missed creatures still take 1d20+14 Heat damage, before reduction for distance.
 
|effect2=The first 1000 meters of the [[blast]] radius becomes dangerously radioactive for 1 hour, with 15 fewer minutes for every 1000 additional meters. While dangerously radioactive, creatures and objects in the area take 1d10-3 Light damage per round. After the time has passed, the radiation dies down to levels that are only significantly harmful with much longer exposures.
 
|effect2=The first 1000 meters of the [[blast]] radius becomes dangerously radioactive for 1 hour, with 15 fewer minutes for every 1000 additional meters. While dangerously radioactive, creatures and objects in the area take 1d10-3 Light damage per round. After the time has passed, the radiation dies down to levels that are only significantly harmful with much longer exposures.
 
|effect3=The nuke can be set with a timer, delaying its explosion by a specified number of rounds. The timer can be changed or canceled with a wired connection and a DC 6 [[Hacking]] check.
 
|effect3=The nuke can be set with a timer, delaying its explosion by a specified number of rounds. The timer can be changed or canceled with a wired connection and a DC 6 [[Hacking]] check.

Revision as of 05:03, 1 April 2014

Nuke
Weapon
Coins 4000
Weight 350 Kilograms
Damage: 1d20+22 Heat
Handedness: Arming and dropping the nuke can be done one-handed.
Effects: The nuke attacks all targets in a 25000 meter radius blast, using an accuracy of +5. Creatures take 1 less damage for every 600 meters away they are from the blast center. Missed creatures still take 1d20+14 Heat damage, before reduction for distance.
The first 1000 meters of the blast radius becomes dangerously radioactive for 1 hour, with 15 fewer minutes for every 1000 additional meters. While dangerously radioactive, creatures and objects in the area take 1d10-3 Light damage per round. After the time has passed, the radiation dies down to levels that are only significantly harmful with much longer exposures.
The nuke can be set with a timer, delaying its explosion by a specified number of rounds. The timer can be changed or canceled with a wired connection and a DC 6 Hacking check.
Special: The Nuke is too heavy to throw, and must be dropped. It is a Heavy weapon.

It's also extremely illegal, and the usage of a Nuke will usually result in attack by the most major militaries around.