Consumable Inheritence Issue

Setting up base classes for items, weapons, armor, consumables, etc.
Ran into an issue where it claims "does not have a constructor for this class with zero arguments.
See what is amiss please:

Item Base Class:

using UnityEngine;
using System.Collections;

public class Item
{
	public int ID{get; set;}
	public string Name{get; set;}
	public string Description{get; set;}
	public int Value{get; set;}
	public int Weight{get; set;}
	public bool Stackable{get; set;}
	public string ModelPath{get; set;}
	public Sprite Icon{get; set;}

}

Consumable:
using UnityEngine;
using System.Collections;

public class Consumable : Item
{

	public int Uses{get; set;}

	public Consumable(int Consumableid, string Consumablename, string Consumabledescription, int Consumablevalue, int Consumableweight, bool stackable, string modelPath, Sprite icon, int uses)
	{
		ID=Consumableid;
		Name=Consumablename;
		Description=Consumabledescription;
		Value=Consumablevalue;
		Weight=Consumableweight;
		Stackable=stackable;
		ModelPath=modelPath;
		Icon=icon;

		Uses=uses;

	}

}

Missiles:

using UnityEngine;
using System.Collections;

public class Missiles : Consumable 
{
	string MissileType{get; set;}    //arrow, bolt, rock, etc.
	int MinDamage{get; set;}
	int MaxDamage{get; set;}

	public Missiles(int missileID, string missileName, string missileDescription, int missileValue, int missileWeight, bool stackable, string modelPath, Sprite icon, int missileUses, string missiletype, int mindamage, int maxdamage)
	{
		ID=missileID;
		Name=missileName;
		Description=missileDescription;
		Value=missileValue;
		Weight=missileWeight;
		Stackable=stackable;
		ModelPath=modelPath;
		Icon=icon;
		Uses=missileUses;

		MissileType=missiletype;
		MinDamage=mindamage;
		MaxDamage=maxdamage;
	}

}

Thanks in advanceā€¦

Your missiles class needs to explicitly call the base class constructor. That one should be the one setting all those members that are defined in the base class. Subclasses should only set the properties introduced by them or alter the values if necessary.

public Missiles(int missileID, string missileName, string missileDescription, int missileValue, int missileWeight, bool stackable, string modelPath, Sprite icon, int missileUses, string missiletype, int mindamage, int maxdamage) : base(missileID, missileName, missileDescription, missileValue, missileWeight, stackable, modelPath, icon, missileUses) {
     MissileType=missiletype;
     MinDamage=mindamage;
     MaxDamage=maxdamage;
}