As a political consequence, the destruction of Korhal forced the Confederates to limit themselves to tactical weapons. Battlefield targeting was provided by ghosts to prevent outside tampering to the missile guidance systems. The scenario used to train ghosts to direct nukes is the extremely lifelike holo-projection simulation, Scenario A11-X93, more commonly known as Nukes Away.
The cataclysm removed the inhibitions the remaining Korhalians had on using their own arsenal.
By 2501, Dominion ghosts were directing much smaller Apocalypse-class nuclear missiles as tactical weapons. Some battlecruisers were outfitted with ten-kiloton tactical warheads for ship-to-ship combat and ground bombardments.
A ghost launches and "aims" the nuclear missile at a targeted location. The missile arrives 10-15 seconds after. The ghost must aim for the entire duration; if the ghost takes any other action, or the ghost is killed, or the missile is cancelled, the launch is aborted and the missile is wasted.
The launch is broadcast to all players with the audio and visual message "Nuclear Launch Detected." The targeted location is visible to all players as a small flashing red dot.
The missile deals 500 damage or removes two-thirds of total hit points (whichever is greater) to all units within a wide blast radius. One nuke kill most units, and critically damage most buildings. Two nukes will destroy nearly anything. Without Ocular Implants, the ghost's targeting distance is within the blast radius.
The dot indicating the point on which the nuclear missile is about to fall can be hidden by various methods. The easiest way is to place an air unit over the point so that the dot is effectively hidden. When fighting against the zerg, targeting a missile on a bleeding zerg structure will also disguise the dot as some of the blood from the structure, and it will be impossible to distinguish the dot. Another easy alternative is to use firebats, whose flames can actually hide the dot as long as both the missile and the firebat are targeting the same structure. In certain cases, targeting a mineral field may also allow for making the dot difficult to see.
This article or section contains information about StarCraft: Ghost, which has been declared non-canon. Elements may be taken as 'flavor lore' however. The content may be significantly out of date. Please do not add speculation to this article, and remember to cite a published source for details.
Ghosts and spectres can call down nuclear strikes, dealing 300 damage + 200 vs buildings.
The launching player sees a large red symbol on the target area while the opponent only sees a red dot. When the ghost is aiming the nuke, it will be "frozen", but it can still be given the order to "move away", which it will do the moment it is unfrozen.
In the Wings of Liberty single-player campaign they may also be called down by spectres. They are built in and launched from the ghost academy, and require a factory. Though the nuke's target is still shown as a small red dot to enemies, to the player and allies a large red target with cross hairs shows the nuke's target, with the cross hairs growing closer together as the targeting of the nuke completes. The size of the target approximates the area of effect of the nuke, giving the player and allies a clear area to evacuate from.
Nuclear missiles appear in the "Missile Command" mutator in Co-op Missions as a 100 health unit that will be launched toward the player's base. The mutator "Going Nuclear" also launches random Versus-style nuclear missiles across the map the players have to dodge.
Space Station deals 500 damage to Heroic targets it contacts, everything else is instantly destroyed. Assault Drones will attack nearby targets. Lasts 10 seconds. At level 14, on death, the station explodes with a nuclear blast, dealing 300 damage (+200 vs structures).
Blankets a target area with a seemingly endless barrage of 20 Tactical Missiles (40 at Mengsk Level 13), each dealing 150 (+100 vs structures) damage in a small area, followed by a Nuclear Missile, which deals 500 (+300 vs structures) damage in a large area.
Mastery: Increases the Nuclear Annihilation damage by +1.5 (+1 vs Structure) on Tactical Missiles and +5 (+3 vs Structure) on Nuclear Missile per Terrible Damage mastery point. Up to a maximum 195 (+130 vs Structure) on Tactical Missiles and 650 (+390 vs Structure) on Nuclear Missile.