NUKE
- POWER
- INSTANT
- LEADS WITH NUKE
- ONE AT A TIME
NUKE is spent rather than run: it is a blast over everything in sight, and it is over in the instant it is used.
And only one may sit in the dock at a time: a second is left lying on the floor and the merchant will not sell you one, because a pocket full of these would not be a power any more.
The one power that is over the instant it is spent. It bills every body within sight — minion, elite and boss alike, nobody exempt — twice what the average one of them is carrying, so the rank and file are simply gone and the heavy things are merely badly hurt. It is the answer to a room, never the answer to a fight.
What it does
The blast
| WHAT | VALUE |
|---|---|
| RADIUS | 240 PX |
- NO CLOCKit never becomes a running power, so nothing about it can be extended, stacked or cut short.
How often it turns up
No venue's loot pool carries NUKE. It is the one power the loot rules hand out themselves, on two channels of their own.
About 1.2% of every ordinary loot payout in the game is a bomb instead — a flat slice, everywhere, all campaign, and the reason one turns up when nothing in particular is going wrong.
The second channel is the bailout, and it only opens when the fight has already gone badly: nothing at all until 20 monsters are on screen at once, then a rising chance on every kill, reaching the rung's own ceiling at 45.
That ceiling tapers the harder the run is — the gentle rungs are pulled out of a swarm, and JESUS is never rescued from one at all.
Only ever one: while a bomb sits in the dock, or lies uncollected on screen, neither channel rolls another.
| DIFFICULTY | AT A PACKED FIELD |
|---|---|
| EASY | 5% |
| MEDIUM | 3% |
| HARD | 1.2% |
| NIGHTMARE | 0.5% |
| JESUS CHRIST! | never |