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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.

Ammunition Type Carrier Use Surface Use Air Use
CC2 FlareIcon.png Flare Small Munition Flare Gun IR Countermeasure IR Countermeasure
CC2 20mmAmmoIcon.png 20mm Small Munition CIWS 20mm CIWS Turret Aircraft Chaingun (air)
CC2 30mmAmmoIcon.png30mm Small Munition 30mm Autocannon 30mm Gimbal Turret
CC2 40mmAmmoIcon.png 40mm Small Munition 40mm Autocannon
CC2 100mmAmmoIcon.png 100mm Small Munition 100mm Battle Cannon (Bear), 100mm Heavy Cannon (Bear)
CC2 120mmAmmoIcon.png 120mm Small Munition 120mm Artillery Gun (Bear)
CC2 160mmAmmo.png 160mm Small Munition Deck Gun
CC2 SonicPulseAmmoIcon.png Sonic Pulse Small Munition Sonic Pulse Generator Sonic Pulse Generator
CC2 SmokeAmmo.png Smoke Small Munition Smoke Launcher (Explosive), Smoke Launcher (Stream) Smoke Launcher (Explosive), Smoke Launcher (Stream)
CC2 LightBombIcon.pngCC2 MediumBombIcon.png CC2 HeavyBombIcon.png Bomb (Light, Medium, Heavy) Large Munition Bomb (Light, Medium, Heavy)
CC2 IRMissileIcon.png Missile (IR) Large Munition Missile Array IR Missile
CC2 LaserMissileIcon.png Missile (Laser) Large Munition Laser Missile
CC2 TVMissileIcon.png Missile (TV-Guided) Large Munition TV Guided Missile
CC2 AAMissileIcon.png Missile (AA) Large Munition Missile (AA) Missile (AA)
CC2 CruiseMissileIcon.png Cruise Missile Large Munition Cruise Missile
CC2 RocketIcon.png Rocket Large Munition Rocket Pod
CC2 TorpedoIcon.png Torpedo Large Munition Torpedo Torpedo
CC2 TorpedoNoise.png Torpedo (Noise) Large Munition Noisemaker Torpedo (Noise)
CC2 TorpedoCounterIcon.png Torpedo (Countermeasure) Large Munition Countermeasure Torpedo (Countermeasure)

An unlisted weapon type is the 15mm Cannon, used only by AI Seals on low level islands. A vastly inferior item to anything fielded by the player, the 15mm cannon functions identically to the other cannons, but deals less damage. The only way to operate this cannon yourself is to capture an island with a turret equipped with the 15mm cannon.

20mm Autocannon[edit]

CC2 AircraftChaingun.jpg
IconCC2 AircraftChaingunIcon.png
Capacity400
Cost200
Equipped OnAll aircraft
Slot TypePrimary
Weight (kg)5000
Build time120 sec

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. It can kill any ground vehicle, including Bears, albeit slower than other ground units. The range and accuracy is also sufficient to kill anti-air turrets from a safe distance.

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.

Ammunition Information
Name Icon Type Build Time Weight Cost
20mm CC2 20mmAmmoIcon.png Small 2 sec 1 1

30mm Turret[edit]

CC2 30mmAutocannon.jpg
IconCC2 30mmAutocannonIcon.png
Capacity250
Cost200
Equipped OnSeal, Walrus
Slot TypePrimary
Weight (kg)5000
Build time120 sec

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.

Ammunition Information
Name Icon Type Build Time Weight Cost
30mm CC2 30mmAmmoIcon.png Small 2 sec 1 1

30mm Gimbal Turret[edit]

CC2 30mmGimbalTurret.jpg
IconCC2 30mmGimbalTurretIcon.png
Capacity250
Cost400
Equipped OnAlbatross, Manta, Petrel
Slot TypeCamera
Weight (kg)5000
Build time120 sec

A gimballed version of the 30mm used on Seals and Walruses, equipped on aircraft instead.

This weapon replaces the gimbal camera used on aircraft, and thus cannot be equipped on the Razorbill. It is otherwise your standard 30mm cannon. Targets spotted by this camera will have target containers on them, but it is not possible to fully identify them and show their vehicle type and armament.

Official Description: Air vehicle cannon.

Ammo Description: Gun ammunition.

Ammunition Information
Name Icon Type Build Time Weight Cost
30mm CC2 30mmAmmoIcon.png Small 2 sec 1 1

40mm Turret[edit]

CC2 40mmAutocannon.jpg
IconCC2 40mmAutocannonIcon.png
Capacity150
Cost250
Equipped OnSeal, Walrus
Slot TypePrimary
Weight (kg)5000
Build time120 sec

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.

Ammunition Information
Name Icon Type Build Time Weight Cost
40mm CC2 40mmAmmoIcon.png Small 3 sec 1 2

IR Missile & IR Missile Launcher[edit]

IR Missile Launcher
IconIR Missile Launcher
Capacity4
Cost250
Equipped OnAll aircraft (IR Msl)
Seal, Walrus (Msl Array)
Slot TypePrimary
Weight (kg)5000
Build time120 sec

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 an IR Missile Launcher. The IR Missile Launcher 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.

IR missile on aircraft. See Ammunition Information table below for stats.

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.

Ammunition Information
Name Icon Type Build Time Weight Cost
IR Missile CC2 IRMissileIcon.png Large 40 sec 10 25

Missile (AA)[edit]

CC2 AAMissile.jpg
IconCC2 AAMissileIcon.png
CapacitySingle use
Cost25
Equipped OnAll aircraft
Slot TypePrimary
Weight (kg)1000
Build time40 sec

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 and other ships.

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.

Missile (Laser)[edit]

CC2 LaserMissile.jpg
IconCC2 LaserMissileIcon.png
CapacitySingle use
Cost25
Equipped OnAll aircraft
Slot TypePrimary
Weight (kg)1000
Build time40 sec

Laser-guided missiles - or simply laser missiles - function identically to cruise missiles, except they are launched from vehicles. Laser missiles cannot be launched manually by the aircraft that carries them. To use them, an aircraft with the gimbal camera (or a ground vehicle with the observation camera) must switch their weapon (Up dpad or Z with the camera selected) to GUIDED MSL. Firing missiles now will consume the laser-guided missiles from aircraft instead of cruise missiles from the carrier.

While not as strong as cruise missiles, laser missiles can be used to launch from odd angles to dodge anti-missile defences.

Official Description: Laser-guided missile.

TV-Guided Missile[edit]

CC2 TVMissile.jpg
IconCC2 TVMissileIcon.png
CapacitySingle use
Cost100
Equipped OnAll aircraft
Slot TypePrimary
Weight (kg)2000
Build time60 sec

TV-guided missiles, when launched, will switch the player's viewpoint to the missile, allowing them to steer the missile into a target of their choice. As with other missiles, it can be intercepted by anti-missile defences, making it less practical than other missile types. Its free-flying nature, however, makes it easier to bank shots around obstacles - or to ensure you hit a bear instead of a seal or walrus. TV-guided missiles have a range of 5000m from the launching aircraft; upon exceeding this range they automatically self destruct.

Official Description: Camera controlled missile.

Bomb (L/M/H)[edit]

CC2 LightBomb.jpgCC2 MediumBomb.jpgCC2 HeavyBomb.jpg
IconCC2 LightBombIcon.png (Light)
CC2 MediumBombIcon.png (Medium)
CC2 HeavyBombIcon.png (Heavy)
CapacitySingle use
CostLight Bomb: 10
Medium Bomb: 25
Heavy Bomb: 50
Equipped OnAll aircraft
Slot TypePrimary
Weight (kg)Light Bomb: 500
Medium Bomb: 1000
Heavy Bomb: 2000
Build timeLight Bomb: 20 sec
Medium Bomb: 30 sec
Heavy Bomb: 40 sec

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.

Light bombs are unlocked by default at the beginning of any new game. Bombs have sufficient explosive power to destroy mulitple targets in close proximity, and medium and heavy bombs should be able to take out any ground target with a single round if it detonates close enough. Bombs can be released individually or in a stick of 2, 3, or 4 weapons. Like most large munitions, bombs can be intercepted by CIWS AA guns, and, if no better alternative weapon/tactic is available, dropping multiple bombs in a stick can increase the probability that one may penetrate the defensive fire.

Bombs can be manually employed from aircraft using a Continuously-Computed Impact Point (CCIP) HUD mode. In CCIP mode, the ballistics computer that is simulated in the game continously processes aircraft position, aircraft attitude, aircraft velocity vector, terrain elevation data, the kinematics of the bomb, and potentially wind to determine a predicted impact point if the bomb were released at that moment and presents it on the HUD as a CCIP symbol with an aiming point or "pipper." If the pilot of the aircraft flies to place the CCIP pipper on a desired point of impact at the time they select weapon release or "pickle" the bomb, the bomb should land close to or on that point on the ground. Note that the pilot will need to lead a moving target and aim somewhat ahead of it. The game gives the option of locking on a specific target to declutter the HUD if desired by the player to help concentrate on an individual enemy if a large number of ground targets are present.

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[edit]

CC2 RocketPod.jpg
IconCC2 RocketPodIcon.png
Capacity19
Cost250
Equipped OnAll aircraft
Slot TypePrimary
Weight (kg)5000
Build time120 sec

Rocket pods are an explosive air to surface weapon effective against all ground targets, but especially ships and carriers. A single manta equipped with rocket pods can destroy an enemy carrier in a single pass, however this is believed to be a bug and may be patched soon. This means mantas are an ideal way of hunting down and finishing off carriers.. Furthermore, mantas can equip a radar for finding enemy ships at a long distance.

Official Description: Holds 19 rockets.

Ammo Description: Forward firing rocket.

Ammunition Information
Name Icon Type Build Time Weight Cost
Rocket CC2 RocketIcon.png Large 10 sec 50 10

20mm CIWS Turret[edit]

CC2 AntiAirCannon.jpg
IconCC2 AntiAirCannonIcon.png
Capacity1000
Cost250
Equipped OnSeal, Walrus
Slot TypePrimary
Weight (kg)5000
Build time120 sec

The 20mm CIWS Turret protects your vehicles from aerial threats. It automatically engages enemy aircraft and missiles, destroying both in a heartbeat.

The anti-missile defence attribute 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 automatically, the 20mm CIWS Turret may attack land units as well. It is highly ineffective at doing so, however, and should be used in conjunction with autocannon equipped vehicles.

Official Description: Targets missiles and air vehicles.

Ammo Description: Chain gun ammunition.

Ammunition Information
Name Icon Type Build Time Weight Cost
20mm CC2 20mmAmmoIcon.png Small 2 sec 1 1

100mm Battle Cannon[edit]

CC2 BattleCannon.jpg
IconCC2 BattleCannonIcon.png
Capacity40
Cost750
Equipped OnBear
Slot TypePrimary
Weight (kg)6000
Build time120 sec

The Battle Cannon is one of two tank guns that can be equipped on the bear, the other being the Heavy Cannon. The Battle Cannon is a tank gun with a long cooldown that can nonetheless annihilate Seals and Walruses with minimal hassle.

Compared to the Heavy Cannon, the Battle Cannon has significant drop, necessitating more careful aim with it and making it less effective at longer ranges. It also makes it harder to use against low-flying air units.

Official Description: Long range 100mm cannon.

Ammo Description: Cannon ammunition.

Ammunition Information
Name Icon Type Build Time Weight Cost
100mm CC2 100mmAmmoIcon.png Small 10 sec 1 5

100mm Heavy Cannon[edit]

CC2 HeavyCannon.jpg
IconCC2 HeavyCannonIcon.png
Capacity12
Cost750
Equipped OnBear
Slot TypePrimary
Weight (kg)6000
Build time120 sec

The Heavy Cannon is the premiere anti-surface weapon that can destroy nearly all enemies. Seals and Walruses will fall in either one or two shots, and only other Bears can withstand the fury of this gun. With its gun arc flattened, the heavy cannon can even be used against helicopters.

Its biggest weakness is its extremely low amount of ammunition, necessitating careful shot placement.

Official Description: Long range 100mm cannon.

Ammo Description: Cannon ammunition.

Ammunition Information
Name Icon Type Build Time Weight Cost
100mm CC2 100mmAmmoIcon.png Small 10 sec 1 5

120mm Artillery Gun[edit]

CC2 ArtilleryCannon.jpg
IconCC2 ArtilleryCannonIcon.png
Capacity40
Cost750
Equipped OnBear
Slot TypePrimary
Weight (kg)6000
Build time120 sec

A weaker version of the carrier deck gun, the artillery gun turns the bear from a direct fire tank to an indirect fire artillery piece. Like with laser guided missiles, artillery gun work best with the gimbal or observation camera. An aircraft with the gimbal camera (or a ground vehicle with the observation camera) must switch their weapon (Up dpad or Z with the camera selected) to GND ART.

The maximum range of the artillery cannon is 5000 meters and there is no minimum range. Artillery cannon support is very accurate, but the shots follow a high trajectory and take a long time to land. It takes about 25 seconds for a shot to land at maximum range.


Official Description: Long range 120mm artillery.

Ammo Description: Artillery ammunition.

Ammunition Information
Name Icon Type Build Time Weight Cost
120mm CC2 120mmAmmoIcon.png Small 20 sec 1 20

Actuated Camera[edit]

CC2 ObservationCamera.jpg
IconCC2 ObservationCameraIcon.png
Cost50
Equipped OnAll Ground Vehicles
Slot TypeSecondary
Weight (kg)5000
Build time60 sec

The actuated camera can only be used by players to look around the vehicle. It cannot call in artillery strikes like the observation camera, but fits in a secondary slot.

Has a maximum zoom of 32x.

Official Description: Rotatable camera.

Gimbal Camera, Observation Camera[edit]

CC2 GimbalCamera.jpgCC2 ActuatedCamera.jpg
IconCC2 GimbalCameraIcon.png (Gimbal)
CC2 ActuatedCameraIcon.png (Observation)
Cost50
Equipped OnAlbatross, Manta, Petrel (Gimbal)
Seal, Walrus (Observation)
Slot TypeCamera (Gimbal)
Primary (Observation)
Weight (kg)5000
Build time60 sec

The Gimbal Camera and the Observation Camera are identical cameras for air and ground vehicles respectively. The Gimbal Camera is slotted into a dedicated spot on the Manta, Albatross, and Petrel. The Observation Camera takes up the primary weapon slot on Seals and Walruses.

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

Press T or X button 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.

Observation Camera Description: Ground vehicle observation camera.

Gimbal Camera Description: Air vehicle observation camera.

Radar (AWACS), Radar[edit]

CC2 AWACSRadar.jpgCC2 LandRadar.jpg
IconCC2 AWACSRadarIcon.png (AWACS)
CC2 LandRadarIcon.png (Radar)
Cost500 (AWACS)
250 (Radar)
Equipped OnManta (AWACS)
Seal, Walrus (Radar)
Slot TypeRadar (AWACS)
Primary (Radar)
Weight (kg)8000
Build timeRadar: 120 sec
AWACS: 180 sec

Radar comes in two forms - the Radar (AWACS) on Mantas, and the normal Radar for ground vehicles. Both simply detect enemy ships and aircraft 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.

Fuel Tank (Aircraft)[edit]

CC2 FuelTank.jpg
IconCC2 FuelTankIcon.png
Capacity100 L
Cost50
Equipped OnAll aircraft
Slot TypePrimary
Weight (kg)5000
Build time40 sec

Used to extend the range of aircraft, fuel tanks carry an additional 100 litres of fuel for the aircraft. Fuel tanks can also be used as improvised bombs against enemies, and can be dropped by firing them.

Official Description: Air vehicle additional fuel.

Sonic Pulse Generator[edit]

CC2 SonicPulseGenerator.jpg
IconCC2 SonicPulseGeneratorIcon.png
Capacity1
Cost250
Equipped OnAll vehicles
Slot TypeSecondary
Weight (kg)2500
Build time60 sec

When triggered, the sonic pulse generator 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.

The sonic pulse generator is an anti-missile defence system that must be triggered manually - it cannot activate automatically.

A sonic pulse in action.

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).

Ammunition Information
Name Icon Type Build Time Weight Cost
Ammo (Sonic Pulse) CC2 SonicPulseAmmoIcon.png Small 20 sec 10 50

Smoke Launcher (Explosive, Stream)[edit]

CC2 SmokeExplosive.jpgCC2 SmokeStream.jpg
IconCC2 SmokeExplosiveIcon.png (Explosive)
CC2 SmokeStreamIcon.png (Stream)
Capacity1
Cost50
Equipped OnAll vehicles
Slot TypeSecondary
Weight (kg)2500
Build time60 sec

Smoke is mostly a weapon used for PVP purposes. Both smoke launchers, when deployed, create clouds of obscuring smoke that can block player vision. However, multiple smoke clouds must be present to prevent your targeting container from appearing on the enemy's screen. Smoke is generally best to obscure the vision of high-damage targets like Bears, or to cover weaker units like Seals and Virus bots should they come under fire.

Smoke is highly affected by wind, and in highly windy situations smoke becomes very difficult, if not impossible to use. It also only obscures vision through it - standing inside a smoke cloud does not affect the enemy's vision.

Smoke launchers come in two flavours: stream and explosive. The explosive launcher (top) deploys four smoke grenades in a cross-shape pattern around the vehicle. In the case of air units, the smoke does not start until these grenades hit the ground. The stream launcher (bottom), by contrast, creates a stream of smoke behind you vehicle, making it more effective when equipped on aircraft.

Explosive Description: Smoke Launcher (Explosive)

Stream Description: Smoke Launcher (Stream)

Ammo Description: Ammo (Smoke)

Ammunition Information
Name Icon Type Build Time Weight Cost
Ammo (Smoke) CC2 SmokeAmmo.png Small 10 sec 10 1

Virus Module[edit]

CC2 VirusModule.jpg
IconCC2 VirusModuleIcon.png
Capacity1
Cost200
Equipped OnSeal, Walrus
Slot TypePrimary
Weight (kg)5000
Build time60 sec

Islands can only be captured by use of a Virus Module. The Virus Module can only be mounted on surface chassis, in the primary weapon slot with only the Seal and Walrus being able to carry it. The Virus Module Carrier can't mount any offensive armament and is a sitting duck in combat. Clear the way before the Virus Module Carrier arrives, or send some escorts along with it. The Virus Module can be manually deployed by the player via vehicle control, or automatically by use of waypoint. To do this, set a waypoint near the island base and assign it the Deploy Vehicle order. Only one virus module is required to capture an island.

The Virus Module contains two small Virus Bots. The Virus Bots are entirely automated island hacking robots. The Bots can't be controlled by the player, via manual control or by use of waypoints. When deployed, the Bots will march to the Island base. Once they are in range, the capture process will begin. The Virus Bots have a very limited range in which they are able to move, so it is advised to deploy them as close as possible to the island base.

The Virus Bots can be easily destroyed by both friendly fire and enemy fire, due to the small HP. It is advised to clear the surroundings of enemies before starting to capture the island.

Official Description: Deploy island hacking bots.

Flare Launcher[edit]

CC2 FlareCountermeasureLauncher.jpg
IconCC2 FlareCountermeasureIcon.png
Capacity16
Cost100
Equipped OnAll vehicles
Slot TypeSecondary
Weight (kg)5000
Build time30 sec

Anti-missile flares can be mounted on any chassis (both surface and air) in the secondary weapon slot. Anti-missile flares are used to throw off any IR or AA missiles fired at your unit by decoying the enemy missile away from the unit towards the flare. The unit will automatically dispense a set of four flares when a missile is getting near, or alternatively, a player can manually dispense flares via manual override.

Anti-missile flares consume the Flare ammo.

Official Description: Anti-missile flares

Ammo Description: IR countermeasure flare

Ammunition Information
Name Icon Type Build Time Weight Cost
Ammo (Flare) CC2 FlareIcon.png Small 4 sec 10 1

Deployable Droid[edit]

CC2 DeployableDroid.jpg
IconCC2 DeployableDroidIcon.png
CapacitySingle use
Cost500
Equipped OnMule
Slot TypeUtility
Weight (kg)5000
Build time60 sec

These sentry droids are usable only by Mules, and act similarly to virus bots in that they are deployed from the vehicle. Unlike the virus bots, droids are deployed singly, and take about 1 second to deploy.

A deployed droid.

Once set up, they have limited movement and are easily the slowest vehicle in the game. However, their dual autocannons let them shred through most vehicles, and act very similarly to aircraft chainguns. Their small profile makes them hard to hit directly, but their small profile can also prevent them from getting line of sight when in the smallest of holes.

Droids do not refill for free, but remain can remain indefinitely in a single spot. They can be rearmed and refuelled using a mule.

Official Description: Mule module to deploy a temporary sentry droid