GOVERNOR CLASS CRUISER
The cruiser is where the UEF’s philosophy of throwing brute force guns onto a heavily armored platform shines. Cruisers, far from being “just big anti-air boats”, have tactical missiles with range approaching a real tactical missile launcher, SAM missiles that don’t do the damage of a real SAM site but work just as well against T1 or T2 aircraft that will be dead within the first salvo anyway, and a deck gun that provides a modicum of protection against amphibious units ambushing it as well. Of course, enemy cruisers also have tactical missile defenses, so you won’t be able to use your cruise missiles on them, but against shoreline targets, it provides you a viable option to fight back against T2 artillery.
Governor Stats
Armor: 3500hp
Abilities: Tactical Missile, Missile Defense – Tactical
Cost: M2000, E18000, T4000
Intel: sight: 60 (1.17km)
radar: 80 (1.56km)
sonar: 20 (391m)
water sight: 45 (879m)
Physics:
max speed: 4.25 (83.0m/s)
turn rate: 20
Veterancy: 30, 60, 150, 300, 600 kills
* veteran level 2: +875 hp
* veteran level 4: +875 hp
* veteran level 5: repair 3 hp/s
Governor Weapons
Gauss Cannon
(Direct Fire Naval) 33.33 dps area: 1 (19.5m)
range: 64 (1.25km)
projectile weapon: 200 damage
rate of fire: 0.166667 (every 6s)
* veteran level 1: +50 damage
* veteran level 3: +50 damage
Flayer SAM Launcher
(Anti Air) 32.00 dps
area: 1 (19.5m)
range: 72 (1.41km)
projectile weapon: 16 damage x 4 projectiles = 64 damage per salvo
rate of fire: 0.5 (every 2s)
* veteran level 1: +4 damage
* veteran level 3: +4 damage
Long Range Cruise Missile
(Missile) 75.00 dps
area: 3 (58.6m)
range: 12.5 (244m) – 100 (1.95km)
projectile weapon: 2500 damage
rate of fire: 0.03 (every 33.33s)
* veteran level 1: +625 damage
* veteran level 3: +625 damage
Phalanx Anti Missile
(Defense) 4.50 dps
range: 32 (625m)
beam weapon: 1 damage x 1 beam every 0.25s for 0.5s = 3 per salvo
rate of fire: 3 (every 0.33s)
VALIANT CLASS DESTROYER
The UEF destroyer has a bunch of extra weapons tacked on – a torpedo and a torpedo defense for subs, a very weak anti-air turret just to make you feel better about those units flying overhead – but its main power lies in its two guns, one in front and one in back, that allow it to get a bead on enemy ships, especially T1 ships, with more accuracy and equivalent firepower to the Aeon destroyer, while still dodging enemy long-range fire with its high top speed. It’s not the best destroyer on the seas, but it’ll still tear through anything but opposing destroyers, and it stands a chance against the slower and weaker Cybran destroyer if it keeps moving. Good enough for government work.
Valiant Stats
Armor: 7200hp
Abilities: Torpedo Defense
Cost: M2250, E15000, T5000
Intel: sight: 55 (1.07km)
radar: 60 (1.17km)
sonar: 40 (781m)
water sight: 42 (820m)
Physics:
max speed: 6 (117m/s)
turn rate: 25
Veterancy: 30, 60, 150, 300, 600 kills
* veteran level 2: +1800 hp
* veteran level 4: +1800 hp
* veteran level 5: repair 3 hp/s
Valiant Weapons
2x Gauss Cannon
(Direct Fire Naval) 100.00 dps
area: 1 (19.5m)
range: 80 (1.56km)
projectile weapon: 300 damage x 2 projectiles = 600 damage per salvo
rate of fire: 1/6 (every 6s)
* veteran level 1: +75 damage
* veteran level 3: +75 damage
Linked Railgun
(Anti Air) 9.00 dps
range: 66 (1.29km)
projectile weapon: 3 damage x 2 projectiles = 6 damage per salvo
rate of fire: 1.5 (every 0.67s)
* veteran level 1: +1 damage
* veteran level 3: +1 damage
Angler Torpedo
(Anti Navy) 37.50 dps
range: 32 (625m)
projectile weapon: 150 damage
rate of fire: 0.25 (every 4s)
* veteran level 1: +38 damage
* veteran level 3: +38 damage
Smart Charge AntiTorpedo
(Defense) 0.20 dps
range: 25 (488m)
projectile weapon: 1 damage
rate of fire: 0.1 (every 10s)