The Battleship is basically an experimental unit that you can build in your naval factory. It has ungodly amounts of armor, tactical missile defenses to make sure it isn’t taken out by shore defenses before it’s had its say in the matter, and anti-air guns designed to kill gunships rather than bombers (which your cruisers should already be handling). Like all battleships, it has main guns that are essentially T2 artillery pieces, mounted on a very heavily armored frame; like the Monkeylord on land, it can handle anything by itself, but works much better when surrounded by its friends (or another battleship!)
2x Proton Cannon (Direct Fire Naval) 202.50 dps area: 3 (58.6m) range: 128 (2.50km) projectile weapon: 750 damage rate of fire: 0.27 (every 3.7s) *veteran level 1: +188 damage *veteran level 3: +188 damage 2x Electron Autocannon (Anti Air) 55.00 dps range: 44 (859m) projectile weapon: 5 damage x 4 projectiles = 20 damage per salvo rate of fire: 2.75 (every 0.36s) *veteran level 1: +1 damage *veteran level 3: +1 damage 2x Nanite Torpedo (Anti Navy) 66.00 dps range: 32 (625m) projectile weapon: 200 (5 times 40 damage over 1 second) rate of fire: 0.33 (every 3.03s) *veteran level 1: +10 damage *veteran level 3: +10 damage 2x Zapper Anti Missile (Defense) 14.40 dps range: 32 (625m) beam weapon: 6 damage x 2 beams every 0.25s for 0.5s = 36 damage rate of fire: 0.4 (every 2.5s)
Command Class Aircraft Carrier
The Cybran carrier is quite cheap to build, and really only useful on large maps where you want to send out a wing of aircraft without risking them running out of fuel on the journey. It has powerful anti-air guns, but they are just guns, so they won’t always connect and take down the enemy gunships. It can build aircraft of its own, but that’s more of a side benefit – really, it’s there to protect your torpedo bomber fleet until they are unleashed on enemy battleships.
4x Electron Autocannon (Defense): 40.00 dps range: 44 (859m) projectile weapon: 5 damage x 4 projectiles = 52 damage per salvo rate of fire: 2 (every 0.5s) *veteran level 1: +3 damage *veteran level 3: +3 damage Zapper Anti Missile (Defense) 7.20 dps, range: 32 (625m) beam weapon: 6 damage x 3 beams, one every 0.25s = 18 damage rate of fire: 2 (every 0.5s)
Plan B – Strategic Missile Submarine
Just because your nuclear weapon comes on a sub doesn’t mean it’s any less painful to build. Remember not to build this in your only naval factory, as you’ll shortly get overwhelmed. The Cybran sub can’t actually fight other naval fleets, unless they’re UEF and you’ve killed all their T1 subs already, because they’ll simply shoot down its tactical missiles leaving it as just an extremely expensive sub that is too slow to escape after firing its nukes. Against land forces, however, this will strike fear into the hearts of enemy Commanders, as tactical missiles appear from nowhere and their Naval Factory gets suddenly nuked. Although the sub itself is relatively cheap, the nukes are very expensive to build, so don’t get any illusions of grandeur.