Nuke: Difference between revisions
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|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 5000 meter radius [[blast]], using an attack bonus of +5. Creatures take 1 less damage for every 500 meters away they are from the blast center. Missed creatures still take 1d20+10 Heat damage, before reduction for distance. | |effect1=The nuke attacks all targets in a 5000 meter radius [[blast]], using an attack bonus of +5. Creatures take 1 less damage for every 500 meters away they are from the blast center. Missed creatures still take 1d20+10 Heat damage, before reduction for distance. | ||
|effect2=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. | |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. | |||
|special=The Nuke is too heavy to throw, and must be dropped. It is a [[Heavy]] weapon. | |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. | It's also extremely illegal, and the usage of a Nuke will usually result in attack by the most major militaries around. | ||
}} | }} | ||
Revision as of 09:37, 24 November 2013
| Nuke Weapon
| |
| Coins 600 Weight 5000 Kilograms
| |
| Damage: 1d20+16 Heat | |
| Handedness: Arming and dropping the nuke can be done one-handed. | |
| Effects: The nuke attacks all targets in a 5000 meter radius blast, using an attack bonus of +5. Creatures take 1 less damage for every 500 meters away they are from the blast center. Missed creatures still take 1d20+10 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. |
