Missile Silo

The missile silo is a huge building capable of making incredibly lethal war-heads. With range capable of punishing opponents in BTDB.

There are several upgrade paths. (more than 2) each capable of going to 5. (although only 1 can be 5, the rest still have to be 2).

Info
Each path, as to be expected is to allow for different play-styles.

Path 1 focuses on single, devestating warheads with a blast radius easily comparable to a ground 0.

Path 2 revolves around a high amount of smaller missiles. This allows for brutal and more frequent attacks.

Path 3 uses debilitating de-buffs.

Path 4 has a more balanced area between the first 3 paths, large firepower and de-buffs with a generous reload time.

Path 5 lets the Missile Silo do more tasks besides just firing missiles.

By default the missiles are immune/highly resistant to a lot of anti-missile weapons.

Be aware that the damage against towers only applies to an opponent's towers.

Base form
Damage: 1000 (85 against towers)

Blast radius: 1.5x that of a 3/2 bomb tower (including the reach of the clusters bombs).

Blast damage: 800 (70 against towers)

Reload time: 4 minutes.

Projectile speed: Very fast

Projectile delay (time before it lands): 2 seconds (5 if attacking an opponent)

Range: Near-limitless (for what you need to know, it is limitless)

Accuraccy: Near-Perfect

Cost: 40,000

Cluster missile (1/x/x/x/x)
The missile breaks into 4 pieces before reaching the ground, this can cover a far larger area.

Damage: 1000 (85 against towers)

Blast radius: 1.5x that of a 3/2 bomb tower (including the reach of the clusters bombs).

Blast damage: 800 (70 against towers)

Reload time: 4 minutes.

Projectile speed: Very fast

Projectile delay (time before it lands): 2 seconds (5 if attacking an opponent)

Range: Near-limitless (for what you need to know, it is limitless)

Accuraccy: Near-Perfect

Cost: 30,000

Bonuses: The missile spits into 4 before impact. Please note that the damage per piece is 30% of the initial projectile.

Defenses (2/x/x/x/x)
A few fancy systems not only bank-rupts whoever is funding these. It also protects the missile from things that'll want to stop the missile from stopping them.

Damage: 1000 (85 against towers)

Blast radius: 1.5x that of a 3/2 bomb tower (including the reach of the clusters bombs).

Blast damage: 800 (70 against towers)

Reload time: 4 minutes.

Projectile speed: Very fast

Projectile delay (time before it lands): 2 seconds (5 if attacking an opponent)

Range: Near-limitless (for what you need to know, it is limitless)

Accuraccy: Near-Perfect

Cost: 25,000

Bonuses: The missile spits into 4 before impact. Please note that the damage per piece is 30% of the initial projectile.

Bonus 2: The missile is now able to withstand almost any anti-missile weapon.

Destructive warhead (3/x/x/x/x)
Remove all of the things!

Damage: 1900 (170 against towers)

Blast radius: 90% of a ground 0's blast radius.

Blast damage: 1500 (130 against towers)

Reload time: 5 minutes.

Projectile speed: Very fast

Projectile delay (time before it lands): 2 seconds (5 if attacking an opponent)

Range: Near-limitless (for what you need to know, it is limitless)

Accuraccy: Near-Perfect

Cost: 55,000

Bonuses: The missile spits into 4 before impact. Please note that the damage per piece is 30% of the initial projectile.

Bonus 2: The missile is now able to withstand almost any anti-missile weapon.

Destructiver Warhead (4/x/x/x/x)
The radiation is just an excuse to make the bomb more powerful.

Damage: 2500 (230 against towers)

Blast radius: 120% of a ground 0's blast radius.

Blast damage: 1950 (180 against towers)

Reload time: 5 minutes.

Projectile speed: Very fast

Projectile delay (time before it lands): 2 seconds (5 if attacking an opponent)

Range: Near-limitless (for what you need to know, it is limitless)

Accuraccy: Near-Perfect

Radiation radius: 170% of a ground 0's blast radius

Radiation damage: 30.5 (to bloons) (3.5 to living towers) damage per second.

Radiation duration: 25 thousand years  seconds

Cost: 65,000

Bonuses: The missile spits into 4 before impact. Please note that the damage per piece is 30% of the initial projectile.

Bonus 2: The missile is now able to withstand almost any anti-missile weapon.

Bonus 3: Radiations.

Destructiverest Warhead (5/x/x/x/x)
They didn't need that, did they?

Damage: 5500 (450 against towers)

Blast radius: 280% of a ground 0's blast radius.

Blast damage: 4950 (380 against towers)

Reload time: 7.5 minutes.

Projectile speed: Very fast

Projectile delay (time before it lands): 2 seconds (5 if attacking an opponent)

Range: Near-limitless (for what you need to know, it is limitless)

Accuraccy: Near-Perfect

Radiation radius: 370% of a ground 0's blast radius

Radiation damage: 50.5 (to bloons) (5.5 to living towers) damage per second.

Radiation duration: 45 thousand years  seconds

Cost: 125,000

Bonuses: The missile spits into 4 before impact. Please note that the damage per piece is 30% of the initial projectile.

Bonus 2: The missile is now able to withstand almost any anti-missile weapon.

Bonus 3: Radiations.

Cluster missile (x/1/x/x/x)
The missile breaks into 4 pieces before reaching the ground, this can cover a far larger area.

Damage: 1000 (85 against towers)

Blast radius: 1.5x that of a 3/2 bomb tower (including the reach of the clusters bombs).

Blast damage: 800 (70 against towers)

Reload time: 4 minutes.

Projectile speed: Very fast

Projectile delay (time before it lands): 2 seconds (5 if attacking an opponent)

Range: Near-limitless (for what you need to know, it is limitless)

Accuraccy: Near-Perfect

Cost: 20,000

Bonuses: The missile spits into 4 before impact. Please note that the damage per piece is 30% of the initial projectile.

'''TO BE COMPLETED. (There are 25 upgrades DX)'''