diff --git a/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj b/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj
index 770fd27890..6cac6b07e1 100644
--- a/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj
+++ b/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj
@@ -574,6 +574,7 @@
+
diff --git a/OpenRA.Mods.Common/Warheads/TargetDamageWarhead.cs b/OpenRA.Mods.Common/Warheads/TargetDamageWarhead.cs
new file mode 100644
index 0000000000..751a261b31
--- /dev/null
+++ b/OpenRA.Mods.Common/Warheads/TargetDamageWarhead.cs
@@ -0,0 +1,62 @@
+#region Copyright & License Information
+/*
+ * Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
+ * This file is part of OpenRA, which is free software. It is made
+ * available to you under the terms of the GNU General Public License
+ * as published by the Free Software Foundation, either version 3 of
+ * the License, or (at your option) any later version. For more
+ * information, see COPYING.
+ */
+#endregion
+
+using System.Collections.Generic;
+using OpenRA.GameRules;
+using OpenRA.Mods.Common.Traits;
+using OpenRA.Traits;
+
+namespace OpenRA.Mods.Common.Warheads
+{
+ public class TargetDamageWarhead : DamageWarhead
+ {
+ public override void DoImpact(Target target, Actor firedBy, IEnumerable damageModifiers)
+ {
+ // Damages a single actor, rather than a position. Only support by InstantHit for now.
+ // TODO: Add support for 'area of damage'
+ if (target.Type == TargetType.Actor)
+ DoImpact(target.Actor, firedBy, damageModifiers);
+ }
+
+ public override void DoImpact(WPos pos, Actor firedBy, IEnumerable damageModifiers)
+ {
+ // For now this only displays debug overlay
+ // TODO: Add support for 'area of effect' / multiple targets
+ var world = firedBy.World;
+ var debugOverlayRange = new[] { WDist.Zero, new WDist(128) };
+
+ if (world.LocalPlayer != null)
+ {
+ var devMode = world.LocalPlayer.PlayerActor.TraitOrDefault();
+ if (devMode != null && devMode.ShowCombatGeometry)
+ world.WorldActor.Trait().AddImpact(pos, debugOverlayRange, DebugOverlayColor);
+ }
+ }
+
+ public override void DoImpact(Actor victim, Actor firedBy, IEnumerable damageModifiers)
+ {
+ if (!IsValidAgainst(victim, firedBy))
+ return;
+
+ var damage = Util.ApplyPercentageModifiers(Damage, damageModifiers.Append(DamageVersus(victim)));
+ victim.InflictDamage(firedBy, new Damage(damage, DamageTypes));
+
+ var world = firedBy.World;
+ if (world.LocalPlayer != null)
+ {
+ var debugOverlayRange = new[] { WDist.Zero, new WDist(128) };
+ var devMode = world.LocalPlayer.PlayerActor.TraitOrDefault();
+ if (devMode != null && devMode.ShowCombatGeometry)
+ world.WorldActor.Trait().AddImpact(victim.CenterPosition, debugOverlayRange, DebugOverlayColor);
+ }
+ }
+ }
+}