Missile Arena 1.20
Objective, to shoot down enemy ships Renamed from Missile Command
Editor's note:
Each "hit" removes life from the user's life guage. Slowly eliminating percentage of life.
There is now a (untested) banning feature to help prevent laggy games
Offense
Name   Range Homing Damage Speed Special     Unit Used   Built Unit   Cost  
Fragmine short none 2% fastest Queen firebat low
Cluster Bombs med none 2% fastest multi hit Valkyrie ghost med
Smart Bomb med 4 sec 6% fast Scout scv med
Ballistic Mortar long none 8% fast Sci Vessel goliath high
Strike Missile short infinite 8% fast Wraith marine low
Scorpian Missile med infinite 6% slow Devourer vulture med
Johnny's Missile infinite infinite 10% slowest Guardian dragoon med
Prism Missile infinite infinite 16% slow Invincible for first 25 seconds Cruiser dark archon high
Shower Missile long infinite 2% fast multi hit Transport templar med
Tomahawk long delayed 8% fast Corsair tank high
ICBM infinite infinite 2% fastest Scourge probe low
Defense
Name   Range Homing Damage Speed Special     Unit Used   Unit to Drop   Cost  
Magnetic Pulse - - - - All missiles in area are destroyed reaver high
Gravity Pulse short - - fast All projectiles momentarily head toward the center archon med Refund
SRAM short projectiles - fastest Mutalisk medic low
Aeromine - - 6% - stand still mine Overlord zealot med
Pulse Generator long - - - Kills all projectiles. One per. Carrier dark templar med
Energy Flare - - 12% - Lasts an extremely short time Observer H. Ultralisk med
Notes to users
Similar missiles that are fired together will act alike and deplete at the same time.
Counter Missiles only target other missiles and will track all available missiles until depletion.
Healing center in the center heals 2% for every 5 seconds spent in the center.