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Aircraft Carrier

Aircraft Carrier

A floating flight deck that rearms embarked aircraft, with a light naval gun and short-range anti-aircraft missiles.

NavalNaval unitsTier 3Ship

Stats

Tier
Tier 3
Cost
2200 metal
Build time
85 s
Hit points
2600
Armor
Ship
Speed
1.3 tiles/s
Unit cap
6
Vision
11 tiles
Power
−6
Transport capacity
10 cargo weight
DPS
37.5
Range
5.5 tiles

Weapons

Naval gun

GroundShips
Damage
35
Reload
2 s
DPS
17.5
Range
5.5 tiles
Splash
8 px
Traits
vs Light
×1
vs Medium
×1
vs Heavy
×0.75
vs Structure
×0.75
vs Ship
×1

Air-to-air missiles

Aircraft
Damage
40
Reload
2 s
DPS
20
Range
5 tiles
Traits
vs Aircraft
×1

Counters

×1LightMediumHeavyStructureShipSubmarineAircraft
Effective againstCountered by
Light
Effective against: ×1; Countered by: ×1
Medium
Effective against: ×1; Countered by: ×1
Heavy
Effective against: ×0.75; Countered by: ×1
Structure
Effective against: ×0.75; Countered by: ×1.10
Ship
Effective against: ×1; Countered by: ×1.60
Submarine
Effective against: —; Countered by: ×1.30
Aircraft
Effective against: ×1; Countered by: ×1.70

The Aircraft Carrier is a Tier-3 mobile base for an air wing, built at the Deepwater Yard with a Radar Station. Its flight deck holds 10 cargo weight: a Falcon takes 2, so five fit aboard. Helicopters and transport aircraft can use the deck too.

How to use

Select aircraft and right-click your carrier to board, or select the carrier and right-click an aircraft to call it in. The aircraft flies to the ship even while it is underway. Unload launches the wing over open water, one aircraft at a time. Aircraft aboard go down with the ship if it sinks.

Aircraft must land aboard to replenish ammunition from the carrier; flying alongside does not rearm them. An aircraft with every gun empty automatically flies to the nearest available airbase or carrier. At a carrier it lands, occupies deck capacity while rearming, then launches to resume its orders or return to its previous station. A full deck sends incoming aircraft to another available base; with no alternative, they wait for space.

Aircraft you manually board remain aboard as a reserve after rearming, until you order an unload. These aircraft occupy deck capacity too. Rearming follows the aircraft's turnaround time and the faction's power supply; an EMP stops the carrier's service. Airbases still rearm aircraft within four tiles, and strategic warheads still require an airbase.

The forward naval gun engages surface targets while the aft starboard launcher independently tracks aircraft and fires homing missiles.

Sail behind Destroyers, with Frigates covering the wing's turnaround. The carrier's light naval gun and short-range AA missiles defend against light harassment, but it has no sonar or anti-submarine weapon. Enemy missile boats and naval strike aircraft can fire from beyond its defenses.

Last edited