Carrier Command 2/Weapons

The vehicles of Carrier Command 2 can equip a variety of weapons and equipment to change how they fight. Most vehicles have two types of slots: usually one primary slot for the unit's main weapon and a few secondary slots for equipment like missile decoys.

Islands build the guns themselves (turrets) as well as their ammunition, which is separated into Small Munitions and Large Munitions. Small Munitions generally consists of bullets and artillery rounds, while Large Munitions usually includes missiles, bombs, and other explosives.

Aircraft Chaingun
The principal aircraft weapon, the aircraft chaingun is usable by all aircraft. It is a no-frills, rapid fire weapon mostly used against ground targets in gun runs, or against slow-flying aircraft like Razorbills and Petrels. It is highly ineffective against ships and bears.

Turning WW2-style dogfights are very uncommon and most dogfights are settled with long range AA missiles.

Even if you don't use the aircraft chaingun on your units, it is advised to keep a healthy stock of 20mm ammunition on your carrier to keep its CIWS working.

Official Description: Aircraft-mounted chaingun.

Ammo Description: Chain gun ammunition.

30mm Cannon
The standard weapon used by seals and walruses to attack both air and ground targets. It is an autocannon. unlocked by default on all games. The 30mm has notable damage falloff - it can scratch albatrosses at higher altitude, but at lower altitudes it can destroy the albatross very easily.

Autocannons, when used by the AI, have a significant accuracy reduction when engaging aerial units. If you're in an aircraft, keep your distance from them.

Official Description: Ground vehicle cannon.

Ammo Description: Gun ammunition.

40mm Cannon
The 40mm autocannon is a straight upgrade to the 30mm, dealing more damage by having a higher rate of fire. It is otherwise nearly identical in performance to the 30mm - even the icon is similar, though it is also thicker and blockier. Unlike the 30mm, the 40mm must be unlocked by capturing a Turret island, and then a Small Munitions island to get its ammunition.

Like with the 30mm, it suffers from a significant accuracy reduction when controlled by the AI and engaging aerial units.

Official Description: Ground vehicle cannon.

Ammo Description: Gun ammunition.

IR Missile & Missile Array
IR Missiles are surface-targeted missiles. When launched, they will simply track the nearest enemy and drop on the target from high altitude.

IR missiles can be built normally and loaded onto aircraft for long range ground attack purposes, or loaded into a Missile Array - known as Turret (IR Missile) in the production menu. The Missile Array loads up to four IR missiles in it, turning your Seal or Walrus into a long range surface to surface missile battery. IR missiles have an extraordinary range, and can be safely fired from your carrier to the island's interior.

As with all missiles, IR missiles can be intercepted by anti-aircraft armament on carriers or vehicles. They can also be decoyed by missile decoys, or destroyed outright by the sonic pulse generator.

Official Description: Holds up to 4 missiles.

Ammo Description: IR tracking missile.

AA Missile
The anti-aircraft version of the IR missile, the AA missile locks onto the nearest enemy aircraft and destroys it. AA missiles are not loaded onto missile arrays like IR missiles. The only users of AA missiles aside from aircraft are carriers.

Like with IR missiles, AA missiles can be decoyed by missile decoys, intercepted by AA guns, or destroyed before they reach the target with the sonic pulse generator.

Your AA missiles on the carrier are held in two missile launchers each holding four missiles.

Though it is impossible to know for sure, it is believed that Needlefish and Swordfish use this type of missile against aircraft.

Official Description: Anti-air tracking missile.

Laser Missile
Official Description: Laser-guided missile.

TV-Guided Missile
Official Description: Camera controlled missile.