W.O.M.D. BOOTSTRAP NODE 03 / ORBITAL UPLINK
PRIMING STRATEGIC MODELS, SATELLITE TEXTURES, AND COMMAND SHELL...
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, REINFORCE, 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.

REINFORCE PHASE — Deploy ICBMs to your cities by clicking them. Each click places one ICBM.

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 — ICBM counts and structures show as "?" until scouted. Satellites orbit visibly above their target and can be destroyed when the city they orbit is conquered.

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.

GROUND ASSAULT 🪖

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

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

Success: Source loses 2 ICBMs, target captured with structures intact. If target has active interceptors, 40% chance the assault is repelled (source loses 1 ICBM). 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.

FOG OF WAR

Enemy city ICBMs, structures, and charges are hidden unless you own the city, have an aligned neutral nearby, or have satellite coverage. Own and allied cities are always visible.

GLOBAL LEADERBOARD
COMMANDER PROFILE
CITY INTEL
SIMULATION COMPLETE
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