🪖 Ground unit

Missiles

Sky-only launcher with huge range. Copters and planes keep their distance.

The Missiles, a toy unit from Tiny Tactics12,000 funds

Stats

Cost
12,000
Movement
4
Move type
Tires
Vision
5
Attack range
3–5
Fuel
50
Ammo
6
Hit as
Light vehicle
  • 🎇 Indirect fire: can’t move and fire in one turn, never counters

Weapons

  • 💥 SAM

    Range 3–5 · 6 shots before resupply

    Hits Transport Copter (120%), Attack Copter (120%), Fighter (100%) and Bomber (100%).

Strong and weak against

Base damage between two full-health units on open ground, before luck and commander bonuses. “Strong” means it deals at least 55% and more than it takes back.

💪 Strong vs

😬 Weak vs

Can’t damage: Infantry, Mech, Recon, APC, Anti-Air, Tank, Heavy Tank, Artillery, Rockets, Missiles, Lander, Gunboat, Cruiser and Battleship.

Missiles damage table

AgainstMissiles dealsMissiles takes
Infantry–14%
Mech–85%
Recon–40%
APC––
Anti-Air–50%
Tank–85%
Heavy Tank–105%
Artillery–80%
Rockets–90%
Missiles––
Transport Copter120%–
Attack Copter120%65%
Fighter100%–
Bomber100%105%
Lander––
Gunboat–45%
Cruiser––
Battleship–90%

Terrain and movement

The Missiles uses the tires move type, like Recon and Rockets. Each tile costs movement points; it has 4 per turn, and every point spent also burns 1 fuel.

  • 1 point: Road, Bridge, Shoal, City, Factory, HQ, Airport and Port.
  • Slower: Plains (2) and Forest (3).
  • Can’t enter: Mountain, River, Sea and Reef.

Terrain gives defense stars: at full health each star cuts the damage it takes by 10%, and by less as it gets hurt (see the rules).

Building, repairs and transport

  • Built at: Factory.
  • Repaired and resupplied at: your own city, factory and HQ (2 HP per turn, paid at 10% of its cost per HP; fuel and ammo are free).
  • Can ride in: Lander.

Ready, set, roll out!

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