Warhead

## Construction

### Build price

600 Metal, 4500 Energy (Missile Silo + Warhead Costs) - 400 Metal, 2000 Energy (Workshop) - 600 Metal, 3000 Energy (Upgrade Centre) - Effective Cost : 1600 Metal, 9500 Energy

### Scrap income

300 Metal, 2250 Energy

The Warhead is a mid-game powerful silo that needs to be built on Foundation Rock with an open roof. It fires a large rocket that flies to the target painted by a sniper. If it manages to hit the enemy fort, it will deal colossal damage, capable of completely toppling Forts in a single strike.

### Advantages

* Deadly mid-game weapon
* Missile has very high sway - Much more difficult for defenses to hit it
* Extremely high damage; high pushing force upon impact
* Large blast radius

### Disadvantages

* Requires sniper for it to fire
* Long reload time
* Requires foundation space and an open roof
* Very high costs to firing it
* Vulnerable to EMP rockets

### Strategy

The Warhead is a midgame finisher missile designed to obliterate bases with sheer force. This place in a match is because the weapon is acquired by upgrading the Missile Silo, so it requires investment in both the Workshop and Upgrade Centre tech devices as well as a Sniper to designate the target. Its blast radius is very large, and it can destroy a metal strut instantly upon impact, while dealing varied damage to nearby struts and weapons.

A common strategy is also to have a Missile Silo plus a Warhead, then fire both at the same time. Ideally, the swarm missile will absorb any hits directed at the Warhead, allowing it to reach the enemy base unscathed. This strategy, however, requires a large amount of energy to function properly, due to the Warhead's costly 4000 energy per shot.

It takes 2 shots for it to be shot down, and combined with the very high sway in flight, it makes it a very hard target to hit. However, it can be countered: multiple machinegunners or a few Miniguns can shred missiles by sheer bullet count and low spread, while EMP Rockets can confuse it and possibly force it to fire into the ground instead of your target. Combined with the high costs of firing it and the reload speed, it's a good idea to combine it with even more snipers or even an AP Sniper to remove enemy AA and extend the window of opportunity to attack. This will help ensure that the missile will successfully hit the enemy base.

It is to be noted that as the game goes on, the easier it is for the enemy to develop more defenses and AA weaponry (such as Flak, providing another reason why the Warhead is restricted to the midgame. Missile Silos also take up Mine slots, which is troublesome for a late game economy. The Cannon is a more reliable source of damage (if not the most reliable at the end game) as it cannot be shot down or deflected by shields. Therefore if the missile fails to deal sufficient damage, it may be prudent to continue investing in technology devices.

Another note is that the Warhead can survive a single hit from Machineguns and Miniguns, however, Flak will bring down the Warhead in one hit. Once hit, it will veer off course and potentially even hit your own base. When this happens, the smoke trail behind the Warhead will turn black to note its damaged state. Among the Forts community, a Warhead in this state is known as a 'drunk' Warhead.