Aircraft Carrier
A floating flight deck that rearms embarked aircraft, with a light naval gun and short-range anti-aircraft missiles.
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
- Built at
- Deepwater Yard

- Requires
- Radar Station

Weapons
Naval gun
- Damage
- 35
- Reload
- 2 s
- DPS
- 17.5
- Range
- 5.5 tiles
- Splash
- 8 px
- Traits
- Aimed from a mount that turns on its own: the unit fires in any direction without turning its hull, and can keep firing on the move. A fixed gun has to face its target first.
- vs Light
- ×1
- vs Medium
- ×1
- vs Heavy
- ×0.75
- vs Structure
- ×0.75
- vs Ship
- ×1
Air-to-air missiles
- Damage
- 40
- Reload
- 2 s
- DPS
- 20
- Range
- 5 tiles
- Traits
- Aimed from a mount that turns on its own: the unit fires in any direction without turning its hull, and can keep firing on the move. A fixed gun has to face its target first.The round steers after its target in flight and lands on it however it moves. An unguided round is fired at where the target is heading, and can miss.
- vs Aircraft
- ×1
Counters
- 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.
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