Nuclear
Weapons
Surviving a nuclear bomb is the ultimate test of superheroic might;
only a few characters can do it, and it is never an easy thing. The
atomic bombs dropped on Hiroshima and Nagasaki by the United States
were equivalent, within the context of the Mutants & Masterminds
rules, to +33 attacks. A nice round +35 can be used by GMs looking for
something on the order of a 1 megaton bomb. Nuclear weapons of this
sort are reduced in power by 2 ranks for every 1,000 yards of range.
When using nuclear weapons, it is advised to also use the Massive
Damage option found on p. 128 of the core rules. In summary: characters
who fail their damage save by more than 10 are disabled; those who fail
by more than 15 are dying; those that fail their damage save by more
than 20 are killed instantly.
While this may seem so extreme as to be laughable (remember that a +35
attack prompts a DC 50 damage save) there are some heroes who can
survive even an attack of this magnitude. Consider, for example,
Centurion, who is described in the M&M Annual on p. 52. With a +25
damage save his minimum roll (assuming the expenditure of a Hero Point)
is 35, which fails by 15 and leaves him Disabled. The following round,
he can spend a second Hero Point to recover, provided he succeeds at a
DC 20 Con check (his bonus is still +25). Two rounds after being at
ground zero for a nuclear blast, Centurion walks out of the wreckage a
bit worse for wear (and down two Hero Points) but otherwise in good
shape. |