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.

The IR missile has a similar in-game model to the TV guided missile.

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.

Bomb (L/M/H)
These unguided iron bombs come in light, medium, and heavy flavours - each doing more damage than the last. The light bomb is dark green with a yellow band around it; the medium bomb is solid grey; and the heavy bomb is dark green with a white stripe around it.

Bombs are not often seen as they are fairly difficult to use. Long range IR missiles are more commonly used to eliminate targets from a safe distance with minimal chance of crashing your plane.

Official Description: Bomb.

Rocket Pod
Rocket pods are an explosive air to surface weapon effective against all ground targets. While fairly effective on mantas and albatrosses, they are most effective on razorbills and petrels, as they can hover and strike a target repeatedly with multiple rockets.

Rocket pods are the preferred counter to bears, though they can be difficult to aim from a fast moving platform.

Contrary to the official description, rocket pods have a capacity of 19 and not a dozen.

Official Description: Holds up to 12[sic] missiles.

Ammo Description: Forward firing rocket.

Anti Air Cannon
The Anti Air Cannon, known as Turret (CIWS) in the production menu, protects your vehicles from aerial threats. It is essentially an aircraft chaingun, but mounted to a Walrus or Seal. The Anti Air Cannon automatically engages enemy aircraft and missiles, destroying both in a heartbeat.

The anti-missile defence in particular is useful when contending with three or four shield islands, which are often protected by IR missile launchers that will otherwise eliminate your bears. Remember though that these AI-operated vehicles cannot run out of ammunition, so move quickly.

Although they will not do so, the Anti Air Cannon is also highly adept at destroying enemy Seals and Walruses. It has sufficient gun depression to attack surface targets and will shred them far faster than the 30mm and 40mm autocannons. It remains ineffective against bears.

Official Description: Targets missiles and air vehicles.

Ammo Description: Chain gun ammunition.

Battle Cannon
Official Description: Long range 100mm cannon.

Ammo Description: Cannon ammunition.

Heavy Cannon
Official Description: Long range 100mm cannon.

Ammo Description: Cannon ammunition.

Artillery Cannon
Official Description: Long range 120mm artillery.

Ammo Description: Artillery ammunition.

Actuated Camera
The actuated camera, as of yet, provides no benefit to players. It cannot call in artillery strikes like the observation camera, and it takes the same slot as the weapon.

Has a maximum zoom of 32x.

Official Description: Rotatable camera.

Gimbal Camera, Observation Camera
The Gimbal Camera and the Observation Camera are identical cameras for air and ground vehicles respectively. The gimbal camera fits onto a dedicated camera slot that can mount only the gimbal camera, while the observation camera is slotted on a secondary slot.

Both camera types can call in support from the carrier's offensive weapons as well as the flare gun.

Press T or to change the camera's stabilization settings. "Stabilized" will have the camera compensate vertically for movement. "Tracking" will attempt to keep the camera centered at a single point of terrain.

Both cameras have a maximum zoom of 32x.

Radar (AWACS), Radar
Radar comes in two forms - the Radar (AWACS) on Mantas, and the normal Radar for ground vehicles. Both simply detect enemies within 10 km of the aircraft. However, it does not let you identify units within that range - the gimbal camera or observation camera must still be used to identify units and what weapon they carry.

Official Description: Detects air and sea vehicles within 10km.

Sonic Pulse Generator
The sonic pulse generator is an anti-missile defence system that must be triggered manually - it cannot activate automatically. When triggered, the sonic pulse creates an expanding bubble of sound that detonates all explosives in the blast. This makes it uniquely effective against unguided munitions such as rockets, and against semi-active weapons like cruise missiles and laser guided missiles. However, the pulse does not last long (about 2 seconds), is fairly short ranged (approximately 200 metres), and requires near-perfect timing to be effective.

Detonated explosives can still deal damage to surrounding units.

Sonic pulses can affect torpedoes as they travel close to the unit - however, its short range and the inability to spot torpedoes visually requires too much effort for too little gain. Countermeasures and noisemakers are preferred.

Official Description: Sonic pulse generator.

Ammo Description: Ammo (Sonic Pulse).