A field manual for FrontWars
Nukes: three warheads, one gate
Three warheads, one gate. The silo costs a million and the warheads cost 750,000, five million and thirty-five million, and the whole chain is useless until you own the silo.
- TESTEDall four prices and the SAM price, read off the build menu, 2026-11-03
- IN-GAMEdamage lines per warhead, the 100-pixel SAM range, the 7.5 second cooldown
- OFFICIAL ONLYSteam lists three warhead types without numbers
- NEEDS CHECKthe blast radius in tiles, damage falloff, and whether a SAM stops every type

What each one is for
| Slot | Cost | Client's description | Damage line |
|---|---|---|---|
| Atom Bomb | 750,000 | Nuclear weapon / Small explosion | 100% |
| Hydrogen Bomb | 5,000,000 | Thermonuclear weapon / Large explosion | 80% |
| MIRV | 35,000,000 | Multiple independently targetable reentry vehicles | 50% per warhead |
The two percentage columns disagree on purpose and both are the client's: the build menu calls the atom a small explosion while the Instructions screen gives it the highest damage line at 100%. Read the damage line as the share of a target it takes, and the menu line as a mood.
The silo comes first
Nothing in the war row works from the bar. The silo at 1,000,000 is the gate: buy it, and the warhead cells become live. That is why the effective price of a first nuke is 1,750,000 and the effective price of your first MIRV is 36,000,000 — the silo is not an extra, it is the entry ticket.
SAM: 100 pixels of no
The client states the SAM launcher covers a range of 100 pixels and costs 1,500,000, with a cooldown of 7.5 seconds. A pixel range is a screen measurement, not a map one, which means the same SAM covers different ground at different zoom levels. We have not tested whether that is literally what the engine does; we are reporting the unit the client printed rather than converting it into tiles we never measured.
Two limits worth knowing before you buy
A nuke cannot be retreated. Retreatment costs 25% of the attacking troops for ordinary attacks per the Instructions screen, and nukes are excluded from that entirely — there is no take-back.
The MIRV, per the same screen, only damages the player you clicked when you fired it. It is not an area weapon against a coalition; it is one very expensive message to one person.
What we have not measured
The blast radius in tiles, whether damage falls off with distance, and whether a SAM stops all three warhead types or only some. Each needs a controlled launch with a known target, which is a session of its own. Until then this page prints the prices it read and the sentences the client printed, and nothing else.
Last checked against the client: 2026-11-03 · client v42.5