An American Peacekeeper ICBM launching
An American Peacekeeper ICBM launching

Nuclear Weapons

Available Units


In the fourth game, we are introducing new and more detailed rules for the development, construction, and use of nuclear weapons. Contrary to popular mythology, nuclear weapons are not all-powerful ultimate weapons, they are pretty much just a bigger and better way to make things go "boom". But what a boom: a typical ICBM warhead can explode with the force of one megaton, that is, the force of one million tons of TNT. Of course, nuclear weapons due also produce radiation and, under the right circumstance, radioactive fallout. This can make the large-scale use of nuclear weapons counter-productive. If you nuke a country in taking it over, all you may conquer is a blasted radioactive wasteland. However, the careful use of small numbers of nuclear weapons can swing the outcome of a war in favor of a smaller power without making the conquest worthless.

Strategic Ballistic Missiles

ICBM: Intercontinental Ballistic Missiles
Cost: 8/1 (10 missiles)
Uranium: 3 resource points per 10 missiles
Yield: 1 Warhead per missile, 1 Megaton each
Production: Nuke Program Level 3, Space Program Level 3, Aircraft Program Level 3

The longest-range and most powerful missiles in the world, these weapons can hit anywhere in the world and essentially vaporize their targets. The use of large numbers of these warheads will bring on global consequences, but if only a few are used, the contamination will only be local. However, these are fixed assets, which cannot be moved and are difficult to hide from prying eyes in the sky. If you want to destroy them as part of an arms reduction treaty, you must pay one cash point for every 10 missiles. Since they cannot be easily moved, existing ICBM's cannot be sold to other countries.

IRBM: Intermediate-Range Ballistic Missiles
Cost: 6/1 (10 missiles)
Uranium: 2 Resource points per 10 missiles
Yield: 1 Warhead per missile, 400 Kilotons each
Production: Nuke Program Level 3, Space Program Level 2, Aircraft Program Level 3

Shorter-ranged but cheaper and easier to build than ICBM's, these missiles are normally used as a regional deterrent. With a range of 2,000 miles, these can reach any of your neighbors and so often serve as a useful deterrent to invasion. These are also too large to be moved once built, but are easier to hide from spy planes and satellites. Since they cannot be moved, existing missiles cannot be sold to other players.

MRBM: Mobile Intermediate-Range Ballistic Missiles
Cost: 7/1 (10 missiles)
Uranium: 2 Resource points per 10 missiles
Yield: 1 Warhead per missile, 300 Kilotons each
Production: Nuke Program Level 3, Space Program Level 2, Aircraft Program Level 3

These are the largest and longest-range mobile nuclear weapons that can be based on land. Essentially, they are a more advanced and miniaturized version of the ICBM that can be mounted on mobile launch platforms and moved throughout your lands. They have a range of 2,000 miles.

SLBM: Submarine-Launched Ballistic Missiles
Cost: 5/1 (10 missiles)
Uranium: 2 Resource points per 10 missiles
Yield: 1 Warhead per missile, 500 Kilotons each
Production: Nuke Program Level 3, Space Program Level 2, Aircraft Program Level 3

The most mobile and survivable arm of a deterrent triad, submarine-launched missiles can be easily moved within range of any potential threat. An SSBN can hit any target in the same hemisphere. Because of the difficulty of communicating with submerged submarines, these can only hit stationary land targets. Note that newly built subs do not come with missiles, and subs can only be reloaded at major naval bases. Consult the moderator for a list of possible bases to reload your subs at if in doubt.

EMP: Electro-Magnetic Pulse Weapon
Cost: 10/2 (1 weapon)
Uranium: 4 Resource points per weapon
Yield: 1 Warhead per weapon, 15 Megatons Each
Production: Nuke Program Level 3, Aircraft factory level 3, Space Program level 3

This is a new unit, and it will be familiar to anyone who has seen the film GoldenEye. This is a satellite that goes into fractional orbit, and when over the desired target, re-enters the upper atmosphere and detonates in the ionosphere, causing a massive Electromagnetic Pulse that fries all electronics in the area below. This has the entertaining effect of knocking out most defensive radar systems, including ground-based SDI systems and anti-stealth radar. However, it can is vulnerable to interception by Space-based SDI. It also tends to wreck the economy of whatever is under it, as computer circuits fuse and power plants explode, but if you are trying to knock out SDI systems, you probably were gonna nuke that country anyway.

Tactical Nuclear Weapons

ADF: Air Dropped Bomb (Uranium Fission)
Cost: 3/1 (10 bombs)
Uranium: 1 Resource point per 10 bombs
Yield: 1 Warhead per bomb, 20 Kilotons each
Production: Nuke Program Level 2, Aircraft Program Level 1

Simple Hiroshima-type bombs are the easiest and cheapest nuclear weapons to build. Low in yield, these bombs will still flatten a city fairly effectively. These warheads, once built, can also be converted into warheads for almost any other type of nuclear weapons system for a price. Consult the moderator for prices, since the possible combinations are too many to list here. These bombs can be carried by any type of aircraft with a ground-attack rating higher than zero, and when used in the tactical role can vaporize an entire army division or sink several ships with one shot, greatly enhancing your chances of winning a battle. However, your planes still have to get through enemy air defenses, so if the enemy has air superiority, air dropped nuclear bombs cannot be used.

ADH: Air Dropped Bomb (Hydrogen Fusion)
Cost: 4/1 (10 bombs)
Uranium: 1 Resource point per 10 bombs
Yield: 1 Warhead per bomb, 100 Kilotons each
Production: Nuke Program Level 3, Aircraft Program Level 1

Larger and more powerful than a fission bomb is the fusion bomb, which harnesses the power of the reaction that powers the sun. Like the fission bomb, these can be converted for use in other roles. When used in the tactical role, these cause more damage to enemy units (especially ships) than fission bombs.

NDC: Nuclear Depth Charge
Cost: 3/1 (10 depth charges)
Uranium: 1 Resource point per 10 depth charges
Yield: 1 Warhead per missile, 1 Kiloton each
Production: Nuke Program Level 2

The ultimate anti-submarine weapon, these depth charges automatically kill one sub per shot. You don't have to aim them much, get within a mile or two and the sub is crushed by an underwater pressure wave. These weapons are, however, too small to usefully be converted to most other applications.

NTOR: Nuclear-tipped Torpedo
Cost: 4/1 (10 torpedoes)
Uranium: 1 Resource points per 10 torpedoes
Yield: 1 Warhead per torpedo, 5 Kilotons each
Production: Nuke Program Level 2, Aircraft factory level 1

A more accurate and powerful ASW weapon than even a nuclear depth charge, these torpedoes can also be used by submarines against ships. They are a potent weapon against carriers, for example, because one torpedo can sink even a CVN, which could absorb hits by several conventional torpedoes.

Defensive Nuclear Weapons

NDC: Nuclear Land Mine
Cost: 3/1 (10 mines)
Uranium: 1 Resource points per 10 missiles
Yield: 1 Warhead per mine, 10 Kilotons each
Production: Nuke Program Level 2

These weapons are one heck of a way to guard your border. Each mine automatically kills one invading division, and since Armored divisions usually lead an attack, they are most likely to be killed. You must define the exact location of these bombs once laid, but they can be moved around freely. These can be converted to other applications.

NSAM: Nuclear Surface-to-Air Missiles
Cost: 3/1 (10 missiles)
Uranium: 1 Resource point per 10 missiles
Yield: 1 Warhead per missile, 10 Kilotons each
Production: Nuke Program Level 2, Aircraft Factory level 1

These are only useful against massed formations of enemy bombers, but will kill large numbers of them if used properly. Fired by FSAM fixed SAM sites, these missiles give them a +5 rating against Heavy Bombers on Strategic Bombing missions.

Cruise Missiles

NASM: Nuclear Anti-Ship Cruise Missile
Cost: 4/1 (10 missiles)
Uranium: 1 Resource point per 10 missiles
Yield: 1 Warhead per missile, 200 Kilotons each
Production: Nuke Program Level 3, Aircraft factory level 1

These missiles are designed to be fired by missile ships or SSGN's at enemy fleets. They tend to destroy entire small enemy fleets, and to sink all major warships in larger fleets. Nuclear weapons used in the open ocean do not cause fallout or other global effects, although use near the shore may cause some contamination. They have a range of 250 miles.

GLCM: Ground-launched Cruise Missile
Cost: 41 (10 missiles)
Uranium: 1 Resource point per 10 missiles
Yield: 1 Warhead per torpedo, 200 Kilotons each
Production: Nuke Program Level 3, Aircraft factory level 1

Yet another sneaky way to avoid SDI defenses, these missiles have a 1,500-mile range and sneak in below enemy radar. Useful against any surface target, and the launchers are mobile. However, large numbers of simple AA guns can shoot down a few of these missiles.

TLAM: Nuclear Land Attack Cruise Missile
Cost: 41 (10 missiles)
Uranium: 1 Resource point per 10 missiles
Yield: 1 Warhead per torpedo, 200 Kilotons each
Production: Nuke Program Level 3, Aircraft factory level 1

These are a version of the GLCM that can be fired by SSGN's, BC's, or AEGIS-equipped ships. Can be used only against land targets, and have a range of 1,500 miles.


Click here to go back to the book of armaments
Click to blast off for the stratosphere


Click here to see the complete Rulebook
Click here to see all the different levels of industry
Click here to see all the different technologies you can develop
Click here to see all the different starting positions
Click here to go back to the main page.  Of course, you knew that already