W.O.M.D. BOOTSTRAP NODE 03 / ORBITAL UPLINK
PRIMING STRATEGIC MODELS, SATELLITE TEXTURES, AND COMMAND SHELL...
LOADING STRATEGIC ASSETS...
STRATEGIC COMMAND INTERFACE // NORAD NODE 03
W.O.M.D.
WEAPONS OF MASS DESTRUCTION
Configure your operation, select reconnaissance profile, and assign command faction before launch authorization.
SYSTEM: ONLINE DEFCON: 2 UPLINK: ACTIVE
STEP 01
Choose Operation
Select a command lane to begin your briefing.
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W.O.M.D. FIELD MANUAL
OVERVIEW

W.O.M.D. is a turn-based nuclear warfare strategy game. You command one of four factions fighting for global dominance on a 3D globe. Each turn has three phases: BUY, FORTIFY, and ATTACK. The last faction standing wins.

TURN PHASES

BUY PHASE — Spend credits and resources to purchase missiles, structures, satellites, and chemical weapons. Use diplomacy on neutral cities. Click owned cities to install structures, or neutral cities for diplomacy.

FORTIFY PHASE — Strengthen city defences by clicking them. Each click adds one defence unit, making the city harder to capture.

ATTACK PHASE — Select a source city, choose a warhead type, then click an enemy city to strike. You get 3 attacks per turn. Each launch costs 1 FUEL.

RESOURCES ⛽⚒⚡☢

Cities produce one of four resources each round:

FUEL — Required to launch any missile or ground assault (1 per launch).

STEEL — Build missile bases (2), interceptor batteries (1), city hardening (1).

ELECTRONICS — Launch satellites (2), missile upgrades (1), interceptor batteries (1).

URANIUM — Purchase heavy missiles (1) or chemical weapons (1).

Not all factions start with every resource — conquer or trade to fill gaps!

DIPLOMACY

Neutral cities (gray) can be influenced during the BUY phase:

SEND AID ($8) — +15 loyalty, guaranteed.

PROPAGANDA ($3) — +12 loyalty, but 25% chance of backfire (-8).

TRADE ($5) — Buy 1 resource from an aligned neutral (loyalty 50+).

At 50 loyalty a city becomes ALIGNED (trade access). At 80 it JOINS your faction voluntarily with structures intact. Connected owned cities passively generate +5 loyalty per round. Nuking neutrals causes severe loyalty penalties with ALL neutrals.

SATELLITE RECON 🛰

Cost: $12 + 2⚡. Requires a missile base. Lasts 3–6 rounds (random — satellites may deorbit, malfunction, or be hit by debris). Max 2 active.

Reveals stats of the target city and all connected cities (removes fog of war). Enemy city stats are hidden by default — defence counts and structures show as "?" until scouted. Satellites orbit visibly above their target and can be destroyed when the city they orbit is conquered.

STRIKE RELAY: Satellites also extend your attack range. If a satellite orbits a city connected to one of yours, you can strike any city connected to the satellite's target — using it as a relay point. This lets you hit targets far beyond your normal reach.

CHEMICAL WARFARE ☣

Cost: $6 + 1☢. Launch cost: 1⛽. Intercept chance: 45%.

Does not capture — instead contaminates the target for 2 rounds: income halved, interceptors disabled, resource production stopped. Low casualties. Chemical attacks on neutrals cause -20 loyalty with ALL neutral cities.

EMP STRIKE ⚡

Cost: $7 (no resources). Launch cost: 1⛽. Intercept chance: 40%.

Does not damage or capture — instead disrupts the target city for 2 rounds: interceptor battery disabled, missile base offline. No casualties. Non-lethal — minimal diplomatic consequences.

ASAT MISSILE 🛰💥

Cost: $10 + 1⚡. Requires a missile base.

Destroys an enemy satellite orbiting a specific city. Select during the BUY phase — click ASAT MISSILE, then click a city with an enemy satellite overhead. The satellite is permanently destroyed.

GROUND ASSAULT 🪖

Cost: 0 credits, 1⛽. Uses your attack slot.

Requirements: Source city has 3+ DEF, target has 2 or fewer DEF, target is connected and not a capital.

Success: Source loses 2 DEF, target captured with structures intact. If target has active interceptors, 40% chance the assault is repelled (source loses 1 DEF). No loyalty penalty — ideal for taking neutral cities without diplomatic backlash.

STRUCTURES

MISSILE BASE ($18 + 2⚒) — Enables heavy missile launches, provides reinforcement bonus.

INTERCEPTOR BATTERY ($12 + 1⚒ + 1⚡) — 2 charges/round, chance to intercept incoming missiles.

CITY HARDENING ($10+ + 1⚒) — +2 defense per level (max 2 levels).

WARHEAD TYPES

TACTICAL ($5) — Fast, cheap, easily intercepted.

BALLISTIC ($8) — Balanced attack power and speed.

HEAVY ($14 + 1☢) — Powerful, hard to intercept, requires missile base.

CHEMICAL ($6 + 1☢) — Contaminates, doesn't capture.

EMP ($7) — Disables interceptors and missile base for 2 rounds. No damage.

FACTION ALLIANCES

During the BUY phase, you can propose an alliance with another faction for $3. Only one alliance per faction at a time. The target faction can accept or reject next round.

Alliance benefits:

STRIKE RELAY: Allied cities act as relay nodes, extending your attack range through your ally's network — just like satellite relays, but free.

SHARED INTEL: Full visibility of allied city stats (defences, structures) — no fog of war between allies.

SECURE COMMS: Send encrypted messages to your ally via the alliance chat. Other factions see only ************ in the log.

WARNING: Alliances provide NO attack protection. Your ally CAN nuke you at any time. Attacking an ally auto-breaks the alliance, brands you a BETRAYER, and makes every other faction prioritize targeting you. Trust no one.

WORLD OPINION

Every faction has a World Opinion score (0 to -100). Controversial actions damage your reputation:

-25 — Nuking a neutral city. -15 — Chemical strike. -20 — Betraying an ally. -5 — Nuking enemy cities or attacking neutrals.

Positive actions (Send Aid +5, Trade +3) slowly improve opinion. Opinion recovers +3 per round naturally.

Thresholds:

CONDEMNED (-30): Neutral cities harder to recruit (+20% loyalty needed). Income reduced by $1/round.

SANCTIONED (-60): Neutrals refuse to join. Trade blocked. Income reduced by $2/round.

PARIAH (-90): All the above, plus enemies get +2 attack power against you. Cannot propose alliances.

SATELLITE STRIKE PATHS 🛰

Satellites don't just reveal enemy cities — they extend your strike range. When a satellite orbits a city connected to one of your cities, you can attack any city connected to the satellite's target — using it as a relay point.

Combined with alliance relays, you can chain connections across the entire globe: your city → allied city → satellite target → enemy city.

FOG OF WAR

Enemy city defences, structures, and charges are hidden unless you own the city, have an aligned neutral nearby, have satellite coverage, or are allied with the city's owner.

GLOBAL LEADERBOARD
COMMANDER PROFILE
COMMS CHANNEL
⚠ COMMAND DENIED
CITY INTEL
CHOOSE CALLSIGN
Your callsign is shown to other commanders instead of your account name.
SETTINGS
MUSIC
SFX
MUSIC TRACKS
SIMULATION COMPLETE
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