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AtomDamage

Raw damage of a wide-area nuclear blast that nothing in play reaches.

This setting has no runtime effect

The engine accepts and loads it, but no gameplay code uses the stored value.

Specification
Applies to
global rules
File
rules.ini
Section
[CombatDamage]
Value
integer
When omitted
1000
Used by the game
No — loaded but not used

The blast the figure describes is centered on the point of detonation and carries [SpecialWeapons] NukeWarhead. In a campaign it reaches four cells and uses the figure as written; in a skirmish or multiplayer match it reaches three cells and one fifth of the figure, rounded down. Nothing is credited with the damage, and the campaign form ends by fading the palette back in. The figure is the raw damage handed to the same wide-area routine an exploding object’s death blast uses, so it is not what the cells near the center receive — ExpSpread covers how that routine scales each cell’s share by distance.

It is not the damage an ordinary nuclear shot delivers. A detonation carrying the nuclear warhead does its damage the way every other shot does, through its own warhead. This wide-area blast sits behind a test of whether the explosion animation object was allocated at all — a test the allocator never fails — so nothing in play reaches it.