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What you shoot with

Weapons differ not by a damage number but by how they change the battle: one fires flat, another drops behind cover, a third reaches what no barrel can.

Deck Gun

Damage: 1

The workhorse: cheap and always available, but weak against armor.

Up to 8.8° of spread — at 400 units that is nearly forty of drift, so hitting takes either a short range or luck. One damage against armour is a quarter of a section, which means a monitor with armour 4 simply cannot be killed with it. Its value is elsewhere: three cheap classes carry it, and resupply returns it fastest.

Main Battery

Damage: 3

Heavy and accurate: half the spread of a deck gun, and it defeats armor.

Spread of 1.5-4.6°, half the deck gun's, and a reach of 1089 — the longest of any ballistic weapon. Three damage defeats every class but the monitor in two hits. Twelve rounds on a battleship is the longest sustained fire in the game after the railgun.

Mortar

Damage: 2

Arcs over smoke and hulls. Splashes onto neighbouring sections.

Lobs high and covers an area of 46 — the only cheap way to reach a ship behind smoke or another hull. The spread is wide, up to 11.5°, but the blast forgives it: a thirty-unit miss still connects. Two damage is exactly a frigate's armour.

Autocannon

Damage: 1

A burst of four: forgiving to aim, useless against heavy armor.

A burst of four singles: four damage a shot, more than the main battery. But each round flies separately and is nearly useless against armour 3-4 — four quarters of a section. Take it against boats and submarines, not battleships.

Torpedo

Damage: 4

Runs along the surface to the first target. One-shots a patrol boat.

Runs along the surface to the first thing it meets rather than arcing, so the only way to miss is to miss the line. Spread of 0.5-2.2° makes it the most accurate ordinary weapon. Four damage sinks a patrol boat outright and takes half a cruiser. The magazine is tiny — two on a destroyer, three on a submarine — and resupply is slow to return them.

Rocket Salvo

Damage: 1

A fan of four rockets — good against a tight formation.

A fan of four rockets with a 30-unit blast each: against a tight formation that is four hits from one shot, against a lone target usually one. Nine salvos on a cruiser. The closer the enemy parked their fleet, the better it pays.

Airstrike

Damage: 2

Three bombs on a chosen point, at any range.

Range does not apply: it strikes any point of the enemy water, including places no shell can physically reach. Three bombs at 2 damage with a 56-unit blast — six damage a sortie, more than anything else in the game. The price: two sorties a battle, and resupply never brings them back.

Railgun

Damage: 4

An instant beam, no leading required. Punches clean through.

Spread of 0.4° — effectively a straight line, no leading required. It punches clean through both sides, catching everything on the way. Four damage across twelve rounds: 48 potential from a single ship, more than any other weapon in the game.

Guided Missile

Damage: 3

Homes in mid-flight — hits where a shell would miss.

Corrects itself in flight at 55°/s, so it lands where a plain shell would miss: aim roughly and the missile finishes the job. Three damage for two fleet points. The carrier is fragile — armour 1 across two sections, and any hit is fatal.

Depth Charge

Damage: 2

The only reliable answer to a submarine: double damage against one.

The only answer to a submarine: damage doubles against a submerged target, from 2 to 4. It detonates on a 0.7-second fuse over a 50-unit area, so precision matters little. Its reach of 556 is the shortest of the ballistic weapons — you will have to close in.

Nuclear Strike

Damage: 2

Covers a quarter of the water. One per battle.

A consumable rather than ship armament: one per battle, bought in the shop. It covers a 150-unit circle — a quarter of the water — for 2 damage, with 4 in the 45-unit core. The point is not one target but catching half a formation at once.

Surface Drone

Damage: 3

An unmanned boat: the longest reach, and it lifts the fog on the way.

An unmanned boat runs the surface for up to nine seconds, turning onto its target at 72°/s. On the way it lifts the fog within 96 units — this is reconnaissance as much as its 3 damage. Three per battle, never replenished, so spending them blind is a waste.