QUOTE (Brainpiercing7.62mm @ Dec 12 2010, 12:57 PM)

I would treat a nuke more like FAB, because at some point the normal rules just break apart. There is a limit to how much shockwave the air can transport, and even a normal steel ship's bulkhead can survive a lot of shockwave impact, as was shown in the experiments done on nukes vs. ships. They put sheep and pigs on the ships, and some survived the blast from fairly close range (but of course later died due to radiation.)
Basically surviving a nuke in close proximity is all sorts of random (IF you have appropriate cover), which just means, if someone wants to burn his edge on it, let him. (Arguably someone messed up the scenario, anyway

). And give him a huge amount of radiation poisoning afterwards. However, I think there must be a Gene-treatment against cancer somewhere, so...
In practice I completely agree with you. Firstly, I don't think I'd ever put my players in a position where I could insta-kill them on a whim. If they were even near a nuclear weapon, it would have to be part of some sort of over-arcing plot in which I would give them at least some sort of out, unless everyone knew it was the last session and they wanted their player to have an awesome last stand or something like that.
Otherwise, why would I put my players, with whom I have been telling this story and whom I presumably like, in a situation like that?
The only other reason I can think of is if the players are so intent on going off the rails that they abandon the story and run off to get a nuclear weapon for some reason, probably to be ornery. If that's the case, then a nuclear blast would do plot damage.
The nuclear blast calculation would only come into play with arguing with rules lawyers(like the guy who claimed he could soak it) who would insist he could soak a nuclear blast and demand the rules be followed.
If folk want to get technical, I can get technical, I just don't like it. Unfortunately, that's a tool you have to have in your arsenal.
Naturally all this can be avoided by following the first rule of role-playing: Don't game with dicks.
Putting your players in a situation where a bad roll could wipe out their characters
OR a player insisting he has such a bad-ass at his disposal he could survive an atomic bomb should be avoided.