This article has been evaluated to be at quality level 5. This article may seem complete to the untrained eye, but the gaps in information are still large enough for this elite team of Panauan Ninjas to hide inside of. |
This is a list of explosions and their approximate power that are known to have occurred in the Just Cause Universe.
Introduction[]
Explosions and making thing explode have always been the focus of how the games are meant to be played. It is therefore logical that we would have a list of explosions.
Notes about the list[]
- A table might seem like the most convenient way to sort them, but tables are difficult to read when too much text has to fit into a small box.
- The list is not necessarily in the correct order, because some of the explosions are impossible to measure, but let's try to have it start from the smallest and weakest and end with the largest and most powerful.
- This list is more of an in-universe analysis than a gameplay guide. Explosions are often grossly simplified when considering damage effects and the resulting aftermath, so we can only guess how powerful the explosion would be, in-universe.
- Note that the "power of an explosion" is not some kind of an absolute unit. We can not directly measure the energy of the explosion, so we can only make guesses based on 4 things:
- The size of the fireball. This is the determining factor, since it is the most consistent and the easiest to measure accurately and without much speculation.
- The amount of damage actually caused. This is very inconsistent, because it is limited by what the game developers have bothered to develop. In many cases, there should be a crater, but normally there is none. Similarly, buildings and structures (except for bridges in the newer games) are never destroyed.
- The amount of damage that is explained, or mentioned to have been caused. This is also very inconsistent, because occasionally there are major errors of logic.
- The HP reduced from destructible objects that are caught in the blast. This, too, is extremely inconsistent, because damage output is often illogical. A common example is the game developers often making different explosions inflict the same amount of damage on objects caught in the explosion.
- Some types of explosions are exactly equal in some games (such as the equalization system in JC4). These are all covered as "standard explosions".
- Do not add massive walls of text to each section here. This article is for brief descriptions and estimations of power levels only.
List[]
All types of small destructibles (all games)[]
Main article: Small Destructibles.
This includes all unnamed small gas tanks, barrels, breaking antennas and other things.
Their power ranges from an explosion so small that no damage is caused to anything other than the item itself to the equivalent of a grenade.
SAMs in Solís (JC4)[]
Main article: SAMs in Solís.
SAMs (surface to air missiles) are anti-aircraft weapons. In JC4, the missiles seem to make a medium explosion, but they actually deal a tiny amount of damage, needing over 6 direct hits to bring down a helicopter. This means that they deal half the damage of a "standard explosion" (see below).
Vehicle explosions (JC4)[]
Main article: Vehicles in Just Cause 4.
Throughout the game series, vehicles explode once they take a certain amount of damage. In JC4, the explosions produced from a vehicle when it's destroyed is somewhat proportionate to the size of the vehicle. Explosion sizes range from tiny such as a destroyed motorcycle's explosion to very large such as the explosion produced from a SkyCastle Cargo Jet when it explodes.
The in-game power of these explosions are extremely low. Regardless of explosion size, vehicle explosions deal very little damage. If Rico is standing right next to any vehicle as it explodes, he will at most be put into ragdoll and take a low to moderate amount of damage. Only civilians can be killed by nearby vehicle explosions. Not even Black Hand grunts - who don't possess any sort of body armor - can be killed by the blast of explosions produced by destroyed vehicles.
However, note that if any person (including Rico) is stuck in a vehicle (As in operating the vehicle. Standing next to/inside the vehicle doesn't count) while it explodes, it will instantly kill them.
Grenades (JC3, JC4)[]
Main article: Grenades.
This refers to hand-thrown anti-personnel grenades.
Anti-personnel grenades are not meant to kill by a shockwave, or by a fireball, so they make a relatively small explosion. Their deadly power comes from the shrapnel (basically like bullets) that the explosion propels into all directions from the grenade. The games do not model the shrapnel.
In most cases, grenades are lethal to most infantry (an exception would be ridiculously high-healthed Titans in JC4), but deal little damage to armored vehicles.
JC1 and JC2 grenades make "standard explosions" (see below).
Mech autocannon (JC3 DLC)[]
Main article: Anvil Omni Directional Industrial Mech.
The Mech is a vehicle that comes with the Mech Land Assault DLC. There are two variants: one armed with a gravity gun and a bavarium splitter and another armed with a gravity gun and an autocannon.
The autocannon deals much more damage but has a much slower fire rate.
Each autocannon round deals little damage and creates a small explosion with little fire and smoke. However, being an autocannon, it does have a very high fire rate for an explosive weapon.
Capstone FH155 (JC3)[]
Main article: Capstone FH155.
The FH155 is an automatic anti-aircraft gun.
Each shell makes a small explosion with little fire and some smoke. One round deals little damage, but the FH155 makes up for this with much higher fire rate than most other explosive weapons.
Sky Striker wingsuit missiles (JC4 DLC)[]
Main article: Sky Striker wingsuit.
The weaponized and rocket-powered wingsuit is a DLC that comes with the "digital deluxe", "gold" or "complete" editions of the game. It can also be separately purchased. The missiles are fired four at a time, although the player can upgrade this by making the wingsuit able to fire up to 3 salvos of four consecutively.
Upon detonation, each individual missile makes a moderate sized explosion that deals about as much damage as a grenade in JC4. With enough skill, this is a strong enough weapon that the player will no longer have any need for any type of rocket launcher.
GE-64 (JC3)[]
Main article: GE-64.
These are small fist-size explosive devices that Rico gets from their inventor Dimah, who explains that they're powered by bavarium.
The exact power can be customized by gear mods.
Rico uses them to blow out the locks on the doors of armored vehicle doors and they can be used to demolish large concrete bridges. The GE-64 has special shaped charges, so the safe distance can be as few as one meter (Rico gets himself out of the way when blowing out door locks).
The fireballs of GE-64 are smaller than those of grenades, but their presumable in-universe power is probably about the same, or too similar to conclusively distinguish. The difference is in how the device is designed the make use of its energy, not in the amount of its energy. However, note that in-game, the damage output of a GE-64 is enormous for such a tiny explosive charge (a single GE-64 can almost destroy the CS Odjur, a heavily armored vehicle).
Triggered explosives (JC2) and grenades (JC2)[]
Main article: Triggered Explosive.
In JC1 they seem to have the usual standard explosion power (see below).
In JC2 the power of grenades and triggered explosives can be upgraded in the Black Market. This does not actually increase the damage output. It increases the range to which items can be damaged. So in-universe, it sort of increases their "power", but the damage done to a specific target remains the same.
Fuel tank explosions (JC3, JC4, and possibly more)[]
Main article: Fuel tank.
This refers to the explosion a common fuel tank makes when it gets destroyed.
The explosion is a large fireball equal to the size of the tank. It deals a little less damage than a standard explosion. This is reasonable since they are highly explosive and flammable but don't contain any shrapnel.
Standard explosions (all games)[]
Most explosions are equal in their power, as measured by the damage they cause to armored vehicles.
Realistically these would all have different energy output, different armor-piercing capabilities and different explosion radiuses, but for game balance and gameplay simplicity, the developers have chosen to make them equal.
Some special rocket launchers and grenade launchers fire multiple rockets/grenades at the same time. These are believed to have 1 standard explosion per rocket/grenade. The heavy attack helicopters and ground attack aircraft of JC1 launch 4 missiles at a time, which causes 4 standard explosions at the target at the same time.
- In JC1 this includes all hand-thrown and dropped munitions, all armored vehicle cannons, vehicle-launched missiles and aircraft dropped bombs, all hand-held rocket launchers, all red barrels, all SAMs, all vehicle explosions and all fuel station pumps.
- In JC2 this includes all hand-thrown and dropped munitions, all armored vehicle cannons, vehicle-launched missiles and aircraft dropped bombs, all hand-held rocket launchers, all SAMs, all vehicle explosions, all artillery, all gas station fuel pumps, Japanese Military satellite missiles and some types of sabotage destructible objects.
- In JC3 this includes most hand-held rocket launchers (exceptions are listed separately), most armored vehicle cannons, vehicle-launched missiles and aircraft dropped bombs (exceptions are listed separately), all SAMs, most artillery (exceptions are listed separately), all vehicle explosions, the Dionysus PLDS-H (calls a strike of standard explosions), The Thunderbird (triggers a vehicle explosion) and possibly more. More research needed.
- In JC4 this includes most hand-held rocket launchers (exceptions are listed separately), most armored vehicle cannons, vehicle-launched missiles and aircraft dropped bombs (exceptions are listed separately), most artillery (exceptions are listed separately), Sky Striker missiles and possibly more. More research needed.
"Heavy cannon" (JC3) and "Heavy missile" (JC3)[]
Main article: Vehicle mounted weapons, CS Odjur and CS Navajo
The "heavy cannon" is a highish-caliber cannon mounted on the CS Odjur "tank". The "heavy missile" is a large missile the CS Navajo is equipped with.
One heavy cannon shell makes a medium-sized explosion with some fire and smoke. The heavy missile explosion is noticeably larger, although both deal the same damage - equal to about 1.5 "standard explosions".
Bavarium wingsuit missiles (JC3 DLC)[]
Main article: Bavarium wingsuit.
The Bavarium wingsuit is an upgraded version of the wingsuit that comes with the Sky Fortress DLC pack. It has a rocket booster, a machine gun and missiles.
The missiles are said to be Bavarium powered. This explains the bluish explosion.
The in-game power of these missile is about the same as two "standard explosions".
RG-PBA 9 Railgun (JC4)[]
Main article: RG-PBA 9 Railgun.
The way this weapon fires is special. The Railgun must charge up electrical energy before firing a projectile at a high velocity. The longer the charge, the higher the damage output. Minimum charging time will result in extremely low damage output, lower than anything on the list, even small destructibles. Maximum charging time results in the explosion dealing about twice as much damage as a "standard explosion".
Railgun artillery (JC4)[]
Main article: Railgun Artillery (JC4).
This is a mounted artillery weapon that must charge up electrical energy before launching an explosive projectile at a high velocity.
The explosion is produced from a detonated railgun shell is slightly bigger than a "standard explosion". In-game, a railgun shell's explosion deals about twice as much damage as a "standard explosion".
PBX Mine Launcher 2A7 (JC4)[]
Main article: PBX Mine Launcher 2A7.
As the name quite literally states so, it is a device that launches mines.
The launcher can deploy mines and the player can manually detonate them with the secondary fire function of this weapon.
Upon detonation, the mine creates a small explosion with some quickly-dispersing smoke and very little fire. However, one should not underestimate the mine's small grenade sized explosion, for its damage output is great enough to kill any infantryman, and destroy most vehicles in one hit. Armored vehicles such as the Warchief Assault Tank will experience a ~75% HP reduction should they be caught in the immediate vicinity of the mine when it explodes. The maximum damage of the mine (those closest to it will experience more damage) is estimated to be equal to 2.5 "standard explosions".
Armored train cannon (JC4)[]
Main article: Trains and railroads in Solís.
Some of the armored trains in Solís are equipped with an enormous, very high-caliber artillery gun.
A single shell fired from this specific type of armored train's gun creates a big explosion that deals a lot of damage, about 3-4 times as much as a "standard explosion".
Defense Cannon (JC4)[]
Main article: Defense Cannons.
This is an enormous stationary artillery cannon that fires massive explosive projectiles.
As one could expect from such a gigantic gun, a single Defense Cannon shell produces a large explosion that deals very high damage output, about 4-5 times as much as a "standard explosion".
DA 9.3 Lightning Gun (JC4)[]
Main article: DA 9.3 Lightning Gun.
The way this weapon fires is complicated. See the weapon's main article for details.
It has two types of ammunition. One of them might be as strong as a "standard explosion", but the secondary fire is said to be more powerful. In either case the weapon takes up this space in the list.
eDEN Spark (JC3 DLC)[]
Main article: eDEN Spark.
This device is explained to attract and guide natural lightning.
The lightning is a continuous stream, rather than sudden bang, so the total damage output depends on the time spent using it. The minimum power is probably equal to a "standard explosion" (see above). For the purpose of this list, we are counting the destruction of 1 second of firing.
Natural lightning (JC4)[]
Main article: Lightning storm.
The most powerful form of natural lightning can 1-hit-kill Rico and destroy any destructible object. It is therefore at least as powerful as 9 "standard explosions", since that's what it takes to destroy the most heavily armored vehicle in JC4, the Spearhead Transport. Another way to interpret the power is to assume that it has infinite power, but the range is very small.
Note that not all lightning is this powerful. The weakest, most common form of natural lightning has less damage output than a standard explosion.
Rigged vehicles (JC4)[]
Some sports cars are equipped with a bomb, an IED of sorts on the back of them. They appear very similar to the Z80 bombs (see items lower on the list), but are much less powerful.
The bomb is tied to the car and the two cannot be separated by any means. Once the car takes enough damage to explode, the bomb will explode as well. It creates a large fireball (about 15 meters in diameter) that rises up from the explosion similar to the sphere tank explosions (see items lower on the list), except much smaller. Smoke is present, but largely blocked out by the fire. Despite the large explosion, maximum damage output is approximately equal to one "standard explosion", and the area of effect is much smaller than the fireball itself.
Explosive Piñata (JC4)[]
Main article: Confetti Piñata.
Confetti Piñatas are fragile objects and explode in a burst of confetti when they take damage.
Explosive piñatas from the supply drop explode when taking damage.
Surprisingly, the explosion of an exploding piñata is very large (especially for the object's remarkably small size), over 20 meters in diameter. The explosion leaves a lot of smoke behind. Maximum damage output is almost double of a "standard explosion", which is pretty low for such a large explosion, especially when you compare it to other items placed before this on the list. The area of effect is a ~5 meter radius around the point of impact, and anything outside of the AOE will experience pretty much zero damage.
Explosions in Test of Loyalty (JC1) and some sidemissions (JC1)[]
Main articles: Test of Loyalty and Types of missions in Just Cause.
- Test of Loyalty is a mission in JC1 where Rico blows up a factory and steals a truck with fragile cargo. The factory has some large chemical reactors that must be destroyed. This can be done by placing Triggered Explosives at marked spots.
- The same reactors can appear as targets during Guerrilla sidemission 4, where their complete destruction is also triggered by a single "standard explosion".
- Guerrilla mission 12 features the complete destruction of a "White fort prison compound", which again is completely destroyed by a single "standard explosion".
- Rioja Cartel mission 2 features the complete destruction of a wind turbine (the likes of which are normally indestructible), which again is completely destroyed by a single "standard explosion" caused by the player.
As far as can be seen, in terms of game programming, the explosions are probably normal "standard explosions", but in this case they completely destroy large systems of metal buildings and machinery. This means that in-universe the chemical reactors, turbines and buildings must have detonated due to some internal causes, once sabotaged by Rico's "standard explosion".
Gas Holders (JC2) and Sphere tanks (JC3, JC4)[]
Main articles: Gas Holder, Sphere Tank (JC3) and Sphere Tank (JC4).
These are large round tanks of gas that function as sabotage destructible objects / chaos objects. The type of gas is never specified, but the fireball is yellow and orange, so it can't be methane, or propane.
They explode after a small amount of small arms fire and cause an impressive fireball.
The JC3 version is said to destroy everything destructible with in 20-30 meters and the JC4 version is said to destroy things with in 30-40 meters, but armored vehicles can survive at closer ranges. The range of destruction may seem about the same as the below M488, but it doesn't cause as much damage.
Explosion in Broadcast News (JC1)[]
Main article: Broadcast News.
Broadcast News is a mission in JC1 where Rico raids the San Esperito Broadcast Center. At the end of the mission the player has to blow up the base of the main broadcast mast. This can be done with any rocket launcher, grenade, or triggered explosives, but the explosion triggers a cut-scene where Rico narrowly escapes a large explosion fireball, about 15-20 meters across. In-universe, the final player-caused detonation must have triggered some additional explosives.
The reason why this explosion is ranked so high on the list is that right after the explosion, the camera cuts to Tom Sheldon who is building a pyramid of cards. He heard the explosion and the small shockwave knocks over the pyramid.
After the mission, the mast is still standing, but the facility is no longer operable. An interesting thing to note is that the base of the mast has a big metal mesh, so in-universe the explosives dropped/fired by the player could have fallen to an underground part of the building that must have been loaded with explosives.
M488 (JC3), Z80 Bombs (JC3) and Falco Maxime missile (JC3)[]
Main articles: M488, Feats and challenges in JC3, Falco Maxime: Centcom, FOW.
The M488 is a hand held rocket launcher. The rocket has some type of bavarium warhead. The Z80 bomb refers to the same type of bavarium bomb mounted on a vehicle. These vehicle bombs are used in the Crash Bomb challenges. The Falco Maxime missile refers to Falco Maxime: Centcom's FOW defense system: several missile launchers that launch bavarium-tipped missiles. All three of these weapons make the same explosion.
The M488 rocket is a lot smaller than the other two, so it's therefore the most technologically advanced.
The explosion fireball is about 20-30 meters in diameter and 30-40 meters tall. It's not a normal fireball either. The "fire" has a lot of colorful electrical sparks (lighting and such).
It causes no crater, but is guaranteed to destroy or even despawn practically all destructible objects in the blast radius.
The M488 is likely the most powerful handheld weapon that the player can have in free-roam gameplay in the Just Cause game series.
Big unidentified bomb (JC4)[]
Main articles: Easter Eggs in Just Cause 4.
There's a big bomb on a small island at the eastern coast of Solís. The origin of this bomb is unknown. On YouTube it is normally speculated to be a nuclear bomb, but there is no evidence to suggest that it is not conventional.
The bomb is stuck in the ground and takes effort with the grappler and/or other means to loosen it. Once it's loose, it can be delivered to and detonated anywhere.
It causes an enormous explosion (almost 100 meters in diameter) and completely vaporises anything with in 5 meters (meaning anything within 5 meters of the bomb when it detonates will despawn).
In-universe, this bomb's power seems to be somewhat more than that of the M488/Z80 bomb, but not by much (speculation based on fireball size and resulting smoke).
Agency submarine missiles (JC4 DLC)[]
Main article: Agency submarine missiles.
There are two types of large missiles found on the Agency submarines. This is a part of the Danger Rising DLC expansion pack.
The player can launch them by damaging them.
Once detonated, they cause massive explosions with fireballs up to ~125 meters in diameter. All destructible items at the target area are destroyed.
In-universe, these are likely conventional explosives.
Tower explosion in JC:M trailer (JCM)[]
Main article: Just Cause Mobile.
In both trailers for Just Cause Mobile (upcoming spin-off mobile game by Square Enix), there is a brief clip showing a big tower in what appears to be a military base exploding. Basically, in the trailer, a bunch of oddly-dressed hippies storm an enemy base, assault a bad guy, blow up a machine, and make a big tower in the base explode. It creates quite a big explosion, about 150 meters in diameter and 50-60 meters tall (guesstimate).
Explosions at Illapa outer towers (JC4)[]
Main article: Illapa.
The main goal of the JC4 storyline is to stop the Project Illapa. Rico partly accomplishes this by causing large explosions at the science facilities three main towers. The explosions have large fireballs that are said to each shut down one of the tower facilities, and the top half of the towers are completely gone.
The bomb in Bavarium on a Plane (JC3)[]
Main article: Bavarium on a Plane.
Bavarium on a Plane is a mission that features a bavarium bomb. The bomb itself is never seen, because it's stored in an armored truck. In the mission Rico prevents the transportation of this bomb by hijacking the plane and destroying the bomb. It is unknown if the resulting explosion is the full potential of the bomb, or simply conventional explosives detonating around the bomb and thus destroying the primary fuse, preventing the actual intended explosion from going off.
The size of the fireball is difficult to measure, because it's seen from a distance, above a sea, with pretty much no points of reference.
Blizzard core explosion in Operation Illapa (JC4)[]
Main article: Operation Illapa.
Operation Illapa is the last storyline mission in JC4, where Rico raids and destroys the main science facility at Illapa.
During this raid he sabotages a "blizzard core", which is located in tunnels inside the mountain. The tunnels have measurements in hundreds of meters and the core explosion sends fire about 100 meters up in an upward tunnel. Upon exiting the tunnel, the explosion has a fireball about 50 to 100 meters across.
The explosion causes no crater, or other such damage, but is implied to have caused total destruction to the facility inside the mountain.
Explosion in Missile Cowboy (JC3)[]
Main article: Missile Cowboy.
Missile Cowboy is a mission in JC3 that features Rico altering the course of a large ballistic missile that has some type of bavarium bomb.
The missile is forced to hit a mountain at Cima Leon: Centcom. The explosion destroys a part of the stone and concrete base building(s) and leaves a large crater (how large?) in the mountain.
All of Medici seems to be largely made of bluish-grey stone. Assuming that it's as strong as "usual stone", it should be possible to use the size of the crater to estimate the amount of kinetic energy that was spent there.
Explosion in Love is in the Air (JC1)[]
Main article: Love is in the Air.
Love is in the Air is a mission that features Rico stopping 3 nuclear missiles by detonating one of them.
The explosion fireball is hundreds of meters in diameter and the shockwave nearly knocks over a glass of wine at a location multiple kilometers away. Rico, Tom and Maria were radiated by this, but evidently not so much that it would harm them.
The actual damage that the game developers bothered to model only made 3 missile silos vanish from the launch site as if they were never there. Buildings and trees in the immediate vicinity are all left untouched.
Mjölnir crash landing (JC3)[]
Main articles: Easter Eggs in Just Cause 3 and Wikipedia.
This is an easter egg to the hammer of Thor.
In the mountains of Insula Striate is an about 400 meter wide and on average about 150 meter deep with the Mjölnir (Thor's hammer) in the middle of it. It is implied that the Mjölnir hit the ground there with immense kinetic energy.
The explosion must have been well over 100 kilotons. The crater is about the same size as the Sedan nuclear test of 104 kt, which caused a similar crater. However the Sedan explosion was in a desert (loose sand as opposed to the solid rock of Medici mountains) and the Sedan bomb was detonated at the bottom of a 194 meter deep shaft (as opposed to the surface impact at Medici).
Explosion in I've Got the Power (JC1)[]
Main article: I've Got the Power.
I've Got the Power is a mission in JC1 that features Rico disabling a nuclear power plant by causing its nuclear fuel to detonate.
The explosion fireball was about a kilometer thick and caused a beverage to visibly shiver in a glass, multiple kilometers away. Rico, Tom and Maria were radiated by this, but evidently not so much that it would harm them.
The actual damage that the game developers bothered to model only made the nuclear power plant completely vanish. Trees in the immediate vicinity of the plant were left untouched.
In reality, nuclear power plants can not have a large nuclear explosion. Sabotage/misuse/natural disasters can result in an explosion (as was the case at Chernobyl), but this is not energy from a nuclear reaction and is a lot smaller.
Judging by the size of the fireball and comparing it to the sizes of known real nuclear tests, the explosion's energy output must have been up to 250 kilotons, according to NUKEMAP.
Explosion in A Just Cause (JC2)[]
Main article: A Just Cause.
A Just Cause is a mission in JC2 that features a nuclear explosion. Rico is tasked with stopping a group of 4 cruise missiles that are each armed with a nuclear bomb. The missiles are initially flying in formation for some reason. This is when Rico hotwires one of them to switch targets and strike an oil refinery.
The explosion takes place at Pulau Berapi and seems to be about the size of the island. It's stated to somehow destroy all of (or the majority of) Panauan Oil, which makes pretty much no sense. Pulau Berapi does not receive any actual harm in the explosion, so it's fine afterwards (unless the player has already raided it before the mission).
Realistically it's impossible for this to make any difference at all to an undersea oil field because the explosion occurred above the water. Undersea oil fields are under ground at the bottom of the sea. The shockwave would not harm the oil and the radiation would be soaked up by the water above the oil field.
It's not easy to determine the size of the fireball, or surface dust cloud. The explosion at at Pulau Berapi and the barge is located about 100 meters west of a small unnamed island that is also located west of Pulau Berapi. We should estimate the "camera" distance from the barge and then, assuming that the explosion is at the center of the refinery, it would be possible to use trigonometry to calculate the width of the clouds. Or alternatively, we could also assume that the explosion is about the size of the refinery island. Which would make it about 1.4 km across. If this is the case, then the explosion would have a yield of approximately 500 kilotons, according to NUKEMAP.
Pachakawri meteor hit (JC4)[]
Main article: Pachakawri.
The Pachakawri is a giant crater in the desert of Solís. The crater is roughly 700 meters wide at the top and about 370 meters wide around its relatively flat bottom. The tall edges are about 100 meters tall (measured from surrounding ground). The bottom is about 300 meters deep (measured from the surrounding ground).
The name Pachakawri means "meteor" in Quechua.
Quote from the map marker: "Ancient legend tells of a falling star that left its mark here. Many died, and the sky was black for weeks."
This is the most powerful known explosion event in the Just Cause Universe. In reality, if a large enough meteor did hit the Earth, the skies would indeed go black for an extended period of time, and there would be worldwide ramifications.
See also[]
- Nuclear missiles, an article that lists the currently known nuclear weapons in the Just Cause Universe.
- Wikipedia article on TNT equivalent, a common way of measuring the power of large-scale explosions.