Skyfire

Skyfire units and weapons

Every missile, aircraft, warship and defense in Skyfire: Island Command, with what it costs and what it’s for. The numbers come straight from the game.

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A destroyer fires a cruise missile at a coastal city in Skyfire

Costs are in war credits, earned in the war. Ranges are in map units: a territory is a few units across. Fuel comes from oil rigs.

Missiles and drones

Strikes launch from your territories, and some from ships. You can only target what you have seen, so scout with radar, drones or aircraft first. The closer you launch to the target, the less time its defenses get to react.

WeaponCostFuelReloadDamageRangeWhat it does
Drone$4034 s975Cheap and slow. Scouts enemy defenses along its path.
Tomahawk$1301210 s27100Flies low and weaves. Fires from land, destroyers or subs.
Ballistic$1902014 s38140High arc, heavy warhead. Fires from land or subs.
ICBM$4808090 s80AnywhereReaches anywhere and wrecks the whole region.

Each ICBM a nation fires makes its next one 50% dearer, so nukes stay a turning point rather than a habit. A missile shield is the answer to ballistic missiles and ICBMs.

Aircraft

Aircraft live at a base, an airfield on one of your territories or a carrier at sea. They fly missions as squadrons, then come home to refuel and rearm. A cratered runway can't launch or land anything until it's repaired.

AircraftCostBuildRadiusRole
Striker$1808 s80Multirole: strike and air-to-air
Raptor$30012 s85Stealth air superiority and precision strike
Lancer$28012 s100Fast heavy bomber
Fortress$42016 s110Stealth heavy bomber
Interceptor$1608 s70Air-to-air: patrols and shoots down aircraft, drones and cruise missiles
AWACS$35015 s90Unarmed flying radar. Sees furthest, the only aircraft that spots stealth jets, makes your fighters and SAMs in its view hit 25% more often, and patrols twice as long
Recon drone$1206 s140Cheap, slow scout. Flies furthest to reveal land, and drops light bombs
Transport$20010 s90Airlifts invasion troops

Bases

BaseCostWhat it does
Airfield$300Holds 6 aircraft. Needs four flat hexes. Takes 30 seconds to build.
Air Base$350Holds 12 aircraft and rearms them faster.
Hardened shelters$250Aircraft on the ground take 70% less damage.
Carrier$700Holds 8 aircraft and takes them wherever it sails.

Missions

Formations

Ships launch from a port and come back to it to repair: in port they get 10% of their health back every 5 seconds. Under way they burn oil, and with none left they sail at 40% speed.

ShipCostHealthAmmoOil / sWeaponsLaunches
Destroyer$260105160.5deck gun (range 16), air defense (range 15), close-in gunsTomahawk, Drone
Carrier$700230241air defense (range 7), close-in gunsDrone, Striker, Raptor, Lancer, Fortress
Submarine$42070120.4torpedoes (range 13, 26 damage)Tomahawk, Ballistic

Destroyer. Escort. Shoots down missiles, hunts subs, shells coasts, fires Tomahawks.

Carrier. Floating airbase. Launch jets and drones from wherever it sails.

Submarine. Hidden from radar. Torpedoes ships and fires missiles from close in. Only sonar can find it.

Carrier strike groups

A carrier sailing with two destroyers and a submarine is a strike group. The escorts' air defenses overlap around the carrier, so most missiles never reach it. The Strike group doctrine makes it tougher still.

Air defense

Defenses fire at whatever they can see, so radar comes first. Layer them: a missile shield for the long range, SAM sites in the middle, AA guns up close.

DefenseCostReachWhat it does
Radar$15060Long-range radar. Reveals ships and lets SAMs engage early.
SAM site$20016Fires interceptors at anything hostile it can see.
AA guns$1207Rapid-fire flak. Shreds drones and jets up close, rarely stops missiles.
Missile shield$40034Long-range interceptors that only hunt ballistic missiles and ICBMs.

Oil, ports and invasions

ActionCostWhat it does
Oil rig$250Pumps fuel for jets, drones, invasions and ships.
Port$250Ships launch here, and come back here to repair and rearm.
Fortify$150Gives a territory back 25% of its full strength, once every 20 seconds.
Invasion$220Send troops to capture a territory once its strength is under 35%. A captured territory can't be invaded again for 30 seconds.

Oil rigs pump fuel for every launch, sortie, invasion and new ship, and ships burn it under way. Your tanks hold 600: past that, a rig's oil goes to waste, so oil is for spending, not saving.

Every territory pays income. Past your first 8, each one pays 50% of the usual rate, so a sprawling empire doesn't snowball for free.

Doctrines

Every five minutes a command decision offers three doctrines. Each can be taken up to rank III; the effect below is per rank. Requisition buys the next decision early for $1,000 and 150 oil, $500 more each time.

DoctrineKindEach rank
Saturation salvosAttackTomahawks and ballistic missiles cost 12% less.
Air superiorityAttackJets deal 12% more damage and are 8% harder to intercept.
Drone swarmAttackEach drone launch sends 1 extra drone.
Hypersonic programAttackBallistic missiles and ICBMs fly 15% faster and are 6% harder to intercept.
Rapid reloadAttackStrike cooldowns are 12% shorter.
Iron wallDefenseSAM sites and missile shields reload 15% faster.
Flak curtainDefenseAA guns are 40% deadlier and reach 1 farther.
Early warningDefenseRadar and sonar reach 15% farther.
Hardened bunkersDefenseTerritories get 12% more strength and repair 40% faster.
Silent serviceNavyTorpedoes hit 20% harder. Sub-launched missiles are 10% harder to intercept.
ShipyardsNavyShips cost 8% less and carry 20% more ammo.
Strike group doctrineNavyCarriers in a strike group are hit only 23% of the time. Escorts reload air defense 10% faster.
War economyEconomyIncome goes up 8%.

Combos

Two doctrines together unlock a bonus.

ComboNeedsBonus
Sortie surgeAir superiority + Rapid reloadJet cooldowns are another 20% shorter.
Integrated air defenseIron wall + Early warningSAM sites reach 4 farther and every interceptor hits 10% more often.
WolfpackSilent service + ShipyardsSubs sail 25% faster and reload torpedoes 30% faster.
Shock and aweSaturation salvos + Hypersonic programBallistic missiles hit 20% harder.
Fortress nationHardened bunkers + Flak curtainAA guns are twice as likely to stop invasion convoys.
Blue-water navyStrike group doctrine + ShipyardsCarriers take 20% less damage.
War machineWar economy + Saturation salvosOil rigs pump 25% more fuel.
Hive mindDrone swarm + Air superiorityDrones deal 50% more damage.

Upgrades

Three levels each, for $400, $800, $1,300.

UpgradeEffect
Stealth coatingsEach level: your jets, drones and missiles are intercepted 12% less often.
EnginesEach level: missiles fly 15% faster, jets and ships 10% faster.
WarheadsEach level: every strike and shell hits 15% harder.
RadarEach level: radars, ships and sonar see 20% further.
InterceptorsEach level: SAMs, AA guns and ship defenses hit 10% more often and reload 10% faster.
Armored hullsEach level: every ship has 25% more health.

Commanders

Pick a commander before a practice war. Each one unlocks at a career rank, earned with XP from every war you play.

CommanderUnlocks atBonus
Admiral ReyesEnsignShips cost 15% less. Strike groups need just 1 destroyer and 1 sub.
Air Marshal KadeLieutenantJets cost 20% less and hit 20% harder.
General VanceCaptainMissile cooldowns 25% shorter. Ballistic missiles hit 20% harder.
Marshal OkaforCommodoreCapital starts with a missile shield and extra AA. Interceptors hit 15% more.
Minister HaleAdmiralIncome +15% and 400 extra starting credits.

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