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FirstStrike FoolsGuide
FirstStrike FoolsGuide
FirstStrike FoolsGuide
Welcome to the written document of all First Strike Weapons, their power, their intended purpose and their real
world counterparts. Check here for historic accuracy, feel free to add stuff but respect the layout.
Thought Process
With Final Hour, we are now attributing each Superweapon to a Superpower. We don't want to overwhelm
players with a selection of 12 weapons at the start, but instead unlock them gradually as you continue through the
game. So even if you don't feel like unlocking Iran for example, you can still use the Cobalt Rocket with your
favourite superpower now.
However, we want every Superweapon also reflect a bit on either the history or the stance of a nuclear
Superpower. There are some cool gameplay concepts which are a bit reaching (Infiltrators, Solar Laser or
Damascus Burner) when it comes to their attributed superpower, but generally all of them were inspired by
political and historical incidents, facts or weapon research.
Its been really eye opening, sometimes hilarious but mostly frightening to actually gaze into all the thought
process between real weapons of mass destruction. This document collects and shares all the stuff we found and
what we created out of it.
Fact Table
SOLAR LASER Sattelite Yes 60s 080s Instant 10s 30 hp (3/s) 1 point
Game Description
The biggest weapon of mankind. The near indestructible TSAR
rocket
STATS:
Type: Rocket
Reusable: No
Research: 060 Seconds
Build Time: 180 Seconds
Fly time: 050 Seconds
Duration: Instant
Power: 312 hp (10+3x8+6x7+10x6+16x5+24x4)
Hitpoints: 05
Radius: 16 (4x Radius)
What it does:
A huge, slow rocket with five hitpoints and an enormous explosion.
It is hard to miss a TSAR, gigantic as it is. But due to its bigger health
and devastating effect it is the biggest game-changer, that has the
power to level all of Europe in one explosion
In-Game Mechanic:
Upon impact, the TSAR makes 6 damage rigs instead of 3 for a total
of 312 area damage, which is almost 50x a normal nuke.
Coincidentally that is almost the same ratio as that one of the
Hiroshima bomb to the TSAR.
Game Description:
Nearly undetectable and instantly reusable. The elusive Stealth
Bomber
STATS:
Type: Plane
Reusable Yes (if returned)
Research: 060 Seconds
Build Time: 080 Seconds
Fly speed: 010 units/s
Duration: Instant
Power: 16 (4 + 3x2 + 6x1)
Hitpoints: 01
Radius: 4 (1xRadius)
What it does:
The Stealth Bomber is pretty much a reusable rocket. Once built it
will cloak itself on its way to the target, drop a bomb and then
return back to the capital. Should the stealth bomber return back
home safely, it is instantly reusable.
in-Game Mechanic:
The Stealth Bomber has a shader which makes him barely visible.
Just enough that a player who launched it can see it slowly
approaching its target. The Stealth Bomber can’t be shot via Quick
Defend, but it can be targeted manually if seen before its bombs
are launched.
Game Description:
Designed for maximal fallout.
The insidious Cobalt Bomb
STATS:
Type: Rocket
Reusable No
Research: 060 Seconds
Build Time: 060 Seconds
Fly time: 030 Seconds
Duration: 045 Seconds
Power: None
Hitpoints: 01
Radius: 4 (1xRadius)
What it does:
The Cobalt Bomb will contaminate selected areas. All affected areas
are “stunned”, meaning they cant do any actions for a set time. The
Cobalt Bomb is a perfect start for an attack on a specific area or
perhaps a capital, since the enemy will be helpless.
in-Game Mechanic:
“Stunned” nations will not be able to take actions. Also, they will
cancel their current task (expansion, building, research or disarm)
and be unobtainable. That makes the Cobalt Bomb also a possible
fortification of choke points or even a self-defense against
infiltrators!
Game Description:
Massive air defense system.
The unpierceable Iron Dome
STATS:
Type: Building
Reusable No
Research: 060 Seconds
Build Time: 120 Seconds
Fly time: Instant
Duration: 060 Seconds
Power: None
Hitpoints: Infinite
Radius: 18 (4.5xRadius)
What it does:
The Iron Dome is a temporary defense system that practically can’t
be penetrated, shielding all nations below it. 5 SAM sites will
constantly pump out missiles against any rocket flying into its
trajectory. Even a TSAR is no problem to annihilate with the Air
Defense Dome.
in-Game Mechanic:
The Iron Dome is the superweapon with the longest build time and
a last resort save button. It is hypothetically possible for missiles to
get through the iron dome, but the fire rate makes it almost
impossible.
Game Description:
A squadron of the best trained assassins a country has to offer, set
for the capital
STATS:
Type: Plane
Reusable Yes (if returned)
Research: 060 Seconds
Build Time: 120 Seconds
Fly speed: 005 units/s
Duration: Instant
Power: None
Hitpoints: 01
Radius: Point
What it does:
Infiltrators have a similar cycle as the stealth bomber, meaning they
are instantly reusable. Instead of bombing a country, the infiltration
squad takes over a nation. It doesn't matter if it is free or under
siege.
in-Game Mechanic:
The Infiltrators fly much slower than the bomber and they are of
course visible during the whole way. Currently, a nation can even be
under enemy control and is instantly taken over. This could even be
a capital, taking away the superweapon capabilities.. The Infiltration
Squad is both a lifesaver and a great tactical weapon.
Game Description:
An earth carving beam of purest sunlight, burning everything in its
path. The laser satellite
STATS:
Type: Satellite
Reusable Yes (if recharged)
Research: 060 Seconds
Build Time: 080 Seconds
Fly speed: 003 u/s
Duration: 10s
Power: 30 total
Hitpoints: 01
Radius: Point
What it does:
The Solar Satellite will be launched into orbit on its way from
emblem towards a designated target. Afterwards it can be activated
to fire a laser beam onto the earth, which does continuous damage
to the ground.
in-Game Mechanic:
The fly path of the satellite is at a slight angle, meaning it will take
several different routes over the earth over lifetime, with the only
constant being the initial line of emblem and target nation.
Afterwards, the Solar Laser needs to recharge.
Game Description:
Delivering its deadly payload at mach 10. the ultra fast Hypersonic
glider.
STATS:
Type: Rocket
Reusable No
Research: 060 Seconds
Build Time: 030 Seconds
Fly time: 008 Seconds
Duration: Instant
Power: 39
Hitpoints: 01
Radius: 6 (1.5xRadius)
What it does:
The Hypersonic Missile is a fast striking, fast built rocket which has a
chance to evade interceptors. A very opportunistic weapon which
can strike critical targets at a high success rate.
in-Game Mechanic:
On paper, a hypersonic does the same damage as an ICBM.
However, the Hypersonic is by far the fastest built superweapon.
Also it is faster than any other missile, which already asks for really
fast reflexes to defend. Additionally, each Interceptor firing at the
Hypersonic has a 50% fail chance, since the hypersonic might evade
it.
Game Description:
A deadly transmitter creating a dead zone, crashing all warheads to
the ground below.
STATS:
Type: Rocket / Building
Reusable: No
Research: 060 Seconds
Build Time: 100 Seconds
Fly time: 020 Seconds (ICBM)
Duration: 150s
Power: none
Hitpoints: 01
Radius: 20 (5.0xRadius)
What it does:
KALI Storm can be targeted on an area. once it hits the ground, it
will create an EMP storm on the area. Every rocket traveling over
that area will crash on the ground below.
in-Game Mechanic:
For every rocket in KALI Storms radius, the fall-down function on a
rocket will become active, making them crash on the ground below.
The range of the KALI Storm is of comparable size to the iron dome,
making it both an offensive and a defensive weapon, since the
center will rarely take damage. However, a huge rocket like the
TSAR will still do enormous damage.
Game Description:
The worlds most advanced nuke, delivering multiple real and fake
strikes at once
STATS:
Type: Rocket
Reusable No
Research: 060 Seconds
Build Time: 120 Seconds
Fly time: 030 Seconds (Slow)
Duration: Instant
Power: 111 = 3x37 (4 + 3x3 + 6x2 + 12x1)
Hitpoints: 03
Radius: 8 (2xRadius)
What it does:
The trident missile carries three real and three fake warheads,
making it almost impossible to counter.
in-Game Mechanic:
When selecting targets for the Trident, you need to select three
points within a target zone of the first attack. The Trident will then fly
into the close orbit and open up the payload. As a defender, you
will have to quickly choose and guess which of the warheads are
actually aimed and which aren’t
Game Description:
A low tech dirty bomb on a IRBM rocket, leaving an area
uninhabitable….forever
STATS:
Type: Rocket / Building
Reusable No
Research: 060 Seconds
Build Time: 080 Seconds
Fly time: 030 Seconds (Slow)
Duration: 36000s
Power: None
Hitpoints: 01
Radius: Point
What it does:
The Dirty Radium Bomb will open up as a missile and crash-land in
an area. The affected country will be destroyed and unobtainable
for the rest of the game.
in-Game Mechanic:
The Dirty Uranium Bomb functions exactly as the cobalt bomb’s
contamination, but with virtually no cooldown timer. This means
they will make nation unusable and unobtainable for the rest of the
game.
https://en.wikipedia.org/wiki/Dirty_bomb
Popular Mechanics on possible North Korean Dirty Bomb
Drone plans
Superweapon 11:
Damascus Silo Burner Rocket
Game Description:
The anti-nuke, turning enemies arsenals against them as they chain
detonate their active silos
STATS:
Type: Rocket
Reusable No
Research: 060 Seconds
Build Time: 080 Seconds
Fly time: 030 Seconds (Slow)
Duration: 20s till explosion
Power: 10 per rocket
Hitpoints: 01
Radius: 4 (1x Standard)
What it does:
The Damascus Burner will attack a nation and then, after a short
time, does damage to the nation and its neighbours, according to
the amount of nukes in the silos. This will create a chain reaction that
can only be halted if the player disarms its silos.
in-Game Mechanic:
The Damascus can’t be shot down by the targeted nation. The only
way to stop the chain reaction, is to disarm the rockets stationed in
there or using the first strike command to empty the silos.
Game Description:
Bombarding the world with leftovers from earths biggest, most
deadly nuclear test site
STATS:
Type: Building
Reusable No
Research: 060 Seconds
Build Time: 180 Seconds
Fly time: 015 Seconds (Fast)
Duration: Instant
Power: 54 (6x9) (3+6x1)
Hitpoints: Infinite
Radius: 2 (0.5xRadius)
What it does:
The Semey Launcher is a stationary launch platform that launches a
huge bunch of 6 smaller rockets towards an area. Similar to a first
strike command, you will not be able to accurately predict where
they will hit. Their explosions are smaller than ICBM missiles, but it’s
very hard to counter.
In-Game Mechanic:
The targets for each of the Semey Launcher’s rockets are
somewhere in a specified area and can’t be accurately pinpointed.
The story of the Semey test site is about both one of the most tragic
and also despicable inheritances in human history, since more than
1.5 million people still suffer from health problems to this day,
because they lived, and continue to, in its vicinity