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.
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.
| Weapon | Cost | Fuel | Reload | Damage | Range | What it does |
|---|---|---|---|---|---|---|
| Drone | $40 | 3 | 4 s | 9 | 75 | Cheap and slow. Scouts enemy defenses along its path. |
| Tomahawk | $130 | 12 | 10 s | 27 | 100 | Flies low and weaves. Fires from land, destroyers or subs. |
| Ballistic | $190 | 20 | 14 s | 38 | 140 | High arc, heavy warhead. Fires from land or subs. |
| ICBM | $480 | 80 | 90 s | 80 | Anywhere | Reaches 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.
| Aircraft | Cost | Build | Radius | Role |
|---|---|---|---|---|
| Striker | $180 | 8 s | 80 | Multirole: strike and air-to-air |
| Raptor | $300 | 12 s | 85 | Stealth air superiority and precision strike |
| Lancer | $280 | 12 s | 100 | Fast heavy bomber |
| Fortress | $420 | 16 s | 110 | Stealth heavy bomber |
| Interceptor | $160 | 8 s | 70 | Air-to-air: patrols and shoots down aircraft, drones and cruise missiles |
| AWACS | $350 | 15 s | 90 | Unarmed 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 | $120 | 6 s | 140 | Cheap, slow scout. Flies furthest to reveal land, and drops light bombs |
| Transport | $200 | 10 s | 90 | Airlifts invasion troops |
Bases
| Base | Cost | What it does |
|---|---|---|
| Airfield | $300 | Holds 6 aircraft. Needs four flat hexes. Takes 30 seconds to build. |
| Air Base | $350 | Holds 12 aircraft and rearms them faster. |
| Hardened shelters | $250 | Aircraft on the ground take 70% less damage. |
| Carrier | $700 | Holds 8 aircraft and takes them wherever it sails. |
Missions
- Strike: Attack a target and return.
- Air patrol: Circle an area for at least 30 seconds and shoot down aircraft and cruise missiles that come near.
- Escort: Fly with another squadron and defend it.
- Recon: Fly over an area to reveal it, then return.
- Rebase: Fly to another airfield or carrier and stay there.
Formations
- Finger-four: Balanced: 5% faster, and air defenses hit 5% less often.
- Echelon: Bombs land 10% harder on a single target.
- Wedge: Best protection: air defenses hit 15% less often, but it flies 15% slower.
- Line abreast: Widest vision: each aircraft sees 25% further.
- Trail: Fastest in and out: 15% faster, no extra protection.
Navy
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.
| Ship | Cost | Health | Ammo | Oil / s | Weapons | Launches |
|---|---|---|---|---|---|---|
| Destroyer | $260 | 105 | 16 | 0.5 | deck gun (range 16), air defense (range 15), close-in guns | Tomahawk, Drone |
| Carrier | $700 | 230 | 24 | 1 | air defense (range 7), close-in guns | Drone, Striker, Raptor, Lancer, Fortress |
| Submarine | $420 | 70 | 12 | 0.4 | torpedoes (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.
- CSG ring: Carrier in the middle, destroyers around it, submarines ahead and on the flanks. Best air defense overlap; a carrier with two destroyers and a sub is a strike group.
- Line ahead: One behind another. The quickest way through narrow channels.
- Line abreast: Side by side. The widest radar and sonar sweep.
- Diamond: A balanced four-ship screen.
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.
| Defense | Cost | Reach | What it does |
|---|---|---|---|
| Radar | $150 | 60 | Long-range radar. Reveals ships and lets SAMs engage early. |
| SAM site | $200 | 16 | Fires interceptors at anything hostile it can see. |
| AA guns | $120 | 7 | Rapid-fire flak. Shreds drones and jets up close, rarely stops missiles. |
| Missile shield | $400 | 34 | Long-range interceptors that only hunt ballistic missiles and ICBMs. |
Oil, ports and invasions
| Action | Cost | What it does |
|---|---|---|
| Oil rig | $250 | Pumps fuel for jets, drones, invasions and ships. |
| Port | $250 | Ships launch here, and come back here to repair and rearm. |
| Fortify | $150 | Gives a territory back 25% of its full strength, once every 20 seconds. |
| Invasion | $220 | Send 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.
| Doctrine | Kind | Each rank |
|---|---|---|
| Saturation salvos | Attack | Tomahawks and ballistic missiles cost 12% less. |
| Air superiority | Attack | Jets deal 12% more damage and are 8% harder to intercept. |
| Drone swarm | Attack | Each drone launch sends 1 extra drone. |
| Hypersonic program | Attack | Ballistic missiles and ICBMs fly 15% faster and are 6% harder to intercept. |
| Rapid reload | Attack | Strike cooldowns are 12% shorter. |
| Iron wall | Defense | SAM sites and missile shields reload 15% faster. |
| Flak curtain | Defense | AA guns are 40% deadlier and reach 1 farther. |
| Early warning | Defense | Radar and sonar reach 15% farther. |
| Hardened bunkers | Defense | Territories get 12% more strength and repair 40% faster. |
| Silent service | Navy | Torpedoes hit 20% harder. Sub-launched missiles are 10% harder to intercept. |
| Shipyards | Navy | Ships cost 8% less and carry 20% more ammo. |
| Strike group doctrine | Navy | Carriers in a strike group are hit only 23% of the time. Escorts reload air defense 10% faster. |
| War economy | Economy | Income goes up 8%. |
Combos
Two doctrines together unlock a bonus.
| Combo | Needs | Bonus |
|---|---|---|
| Sortie surge | Air superiority + Rapid reload | Jet cooldowns are another 20% shorter. |
| Integrated air defense | Iron wall + Early warning | SAM sites reach 4 farther and every interceptor hits 10% more often. |
| Wolfpack | Silent service + Shipyards | Subs sail 25% faster and reload torpedoes 30% faster. |
| Shock and awe | Saturation salvos + Hypersonic program | Ballistic missiles hit 20% harder. |
| Fortress nation | Hardened bunkers + Flak curtain | AA guns are twice as likely to stop invasion convoys. |
| Blue-water navy | Strike group doctrine + Shipyards | Carriers take 20% less damage. |
| War machine | War economy + Saturation salvos | Oil rigs pump 25% more fuel. |
| Hive mind | Drone swarm + Air superiority | Drones deal 50% more damage. |
Upgrades
Three levels each, for $400, $800, $1,300.
| Upgrade | Effect |
|---|---|
| Stealth coatings | Each level: your jets, drones and missiles are intercepted 12% less often. |
| Engines | Each level: missiles fly 15% faster, jets and ships 10% faster. |
| Warheads | Each level: every strike and shell hits 15% harder. |
| Radar | Each level: radars, ships and sonar see 20% further. |
| Interceptors | Each level: SAMs, AA guns and ship defenses hit 10% more often and reload 10% faster. |
| Armored hulls | Each 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.
| Commander | Unlocks at | Bonus |
|---|---|---|
| Admiral Reyes | Ensign | Ships cost 15% less. Strike groups need just 1 destroyer and 1 sub. |
| Air Marshal Kade | Lieutenant | Jets cost 20% less and hit 20% harder. |
| General Vance | Captain | Missile cooldowns 25% shorter. Ballistic missiles hit 20% harder. |
| Marshal Okafor | Commodore | Capital starts with a missile shield and extra AA. Interceptors hit 15% more. |
| Minister Hale | Admiral | Income +15% and 400 extra starting credits. |