Armament
- 2 x 12.7mm Machine Gun
- Mounted on the elevated platforms on the port and starboard side of the ship
- Firing Arc: 20°
- Traverse: 130° (turns 7° per second)
- Ammo Used: 12.7mm

- Effective Range: 37.5 meters
- Maximum Range: 45 meters
- Reload Duration: 3.5 seconds
- Fire Rate: 240 rounds per minute
- Magazine Size: 150 rounds
- Accuracy: okay
- Stability: Loses accuracy during long bursts
- 2 x Twin 120mm Cannon
- Mounted on the smaller turrets on the left and right side of the ship
- Firing Arc: 10°
- Traverse: 120° (turns 25° per second)
- Ammo Used: 120mm

- Range: 100-200 meters
- Reload Duration: 2 seconds per projectile
- Firing Duration: 0.2 seconds
- Fire Rate: 27.3 per minute (reloading after each shot); Salvo of 2 in 0.2 seconds
- Magazine Size: 2
- Accuracy: 2.5m radius at minimum range up to 8.5m at max range (not including Wind effect)
- Can also be used in direct fire mode (Max Range: 45 meters, cannot adjust elevation)
- 3 x Twin 150mm Cannon
- One is mounted forward-facing on the large front turret, the other two are rear-facing on the center and rear turrets
- Firing Arc: 10°
- Traverse: 270° (turns 15° per second)
- Ammo Used: 150mm

- Range: 100-225 meters
- Reload Duration: 3 seconds per projectile
- Firing Duration: 0.2 seconds
- Fire Rate: 18.8 per minute (reloading after each shot); Salvo of 2 in 0.2 seconds
- Magazine Size: 2
- Accuracy: 2.5m radius at minimum range up to 8.5m at max range (not including Wind effect)
- Can also be used in direct fire mode (Max Range: 45 meters, cannot adjust elevation)
- 4 x 30mm Deck Gun
- Mounted on the left and right side near the center and rear of the ship
- Firing Arc: 30°
- Traverse: 90° (turns 7° per second)
- Ammo Used: 30mm

- Range: 40 meters
- Reload Duration: 2 seconds
- Firing Duration: 1 seconds
- Fire Rate: 20 per minute
Automated Defenses:
The ship also has two AI Naval Turrets on its deck that are only active when anchored. They rapidly shoot Mortar Shells at smaller ships (i.e. not Large Ships) and amphibious vehicles on water that are between 75 and 200 meters from the turret, except if the targets are within 35m of a region border.
Inventory
At the front of the bottom deck, the ship has an ammo room with a single inventory slot and a stockpile that can hold 300 items but only accepts 120mm shells, 150mm shells, and Metal Beams. The room looks similar to a Storage Room however the shells can't be retrieved from it with
and the mixing of different ammo types is allowed. Crates of 120mm and 150mm can be directly submitted to it.
At the center of the bottom deck, the ship has another ammo room with a single inventory slot and a stockpile that can hold 600 items but only accepts 120mm shells, 150mm shells, and Metal Beams.
At the rear of the bottom deck, the ship has a 15 slot inventory and a large stockpile. The stockpile is identical to a Base stockpile, except the amount of 120mm shells, 150mm shells, and Heavy Oil is artificially limited to 5.
Each armament on board also has its own separate inventory with just a single dedicated ammo slot for the relevant ammo types: 30 magazines for the 12.7mm Machine Guns, 2 shells for the twin 150mm and 120mm cannons, and 50 shells for the 30mm deck guns.Mobility
Border Travel
Crossing a Region border with a Large Ship takes 60 seconds. It cannot be done if there are more than 30 friendly players or any enemy players onboard. Moving the ship or firing any ship weapons resets the timer. The ship only actually travels once every player onboard has secured a spot in the destination region. The travel is cancelled if a soldier onboard becomes wounded or if an enemy is onboard.
Ship Engines
Large Ships have two large engines in their bottom deck. Each engine can be set to either "Forward" or "Reverse" with a Wrench to modify the ship's handling. The status of each engine can be checked by pressing
on them.
Driver controls with both engines set in the same direction:
moves in the engines' direction
moves in the direction opposite from the engines, at a much slower speed and acceleration
and
turns slowly
activates the handbrake to quickly decelerate (no impact on turn rate)
Driver controls with engines set in opposite directions:
rotates the ship on itself clockwise or counterclockwise depending on engine directions
rotates the ship on itself counterclockwise or clockwise at a much slower rate and acceleration depending on engine directions
,
, and
do nothing
Turn Rates
The drivers direction, engines direction, and application of the handbrake influence the turn rate. For quick reference:
- Setting the engines in opposite directions and driving forward allows the ship to turn at its fastest rate of (64.7° per minute).
- Using the handbrake, with engines in the same direction, driving forwards, and holding
or
(Left or Right)results in a slower turn rate (16.9° per minute).
- Use of the previous configuration, without handbrake results in a slightly slower turn rate (16.8° per minute) but at a significantly higher speed (10.1knots).
- Without collision, it's not practical to turn 25° or more while moving forwards or reverse at top speed. Considerable engine manipulation and handbrake is required to accomplish this within the same region.
- With engines operating opposite of each other, use of steering or handbrake doesn't impact the turn rate significantly.
Example turn rates and times caused by driver direction, engine direction, and application of the handbrake are detailed in the table below:
Callahan Battleship Turn Rates
| Driver Direction |
Engines Direction |
Handbrake Application |
Top Turn Speed (Knots) |
Degrees(°) Turned in 1 Minute |
Time to Turn 45° |
Time to Turn 90° |
Time to Turn 135° |
Time to Turn 180°
|
| Forward |
Same |
No |
10.1 |
16.75 |
02:41 |
05:22 |
08:23 |
10:44
|
| Reverse |
Same |
No |
-5.8 |
6.22 |
07:13 |
14:27 |
21:41 |
28:54
|
| Forward |
Same |
Yes |
0.7 |
16.91 |
02:39 |
05:19 |
07:59 |
10:38
|
| Reverse |
Same |
Yes |
-0.2 |
5.59 |
07:33 |
15:06 |
22:40
|
30:13
|
| Forward |
Opposite |
No |
0.0 |
64.69 |
00:41 |
01:23 |
02:05 |
02:46
|
Features
Ship Decks
The ship has a bottom and top deck linked by two flights of stairs. Soldiers can move around on them, with no restriction on which actions they can do. The amount of soldier allowed is unlimited, however the ship cannot cross region borders with more than 30 players in total. Friendly soldiers in the water can instantly climb on the top deck by pressing
while next to the ship. To embark more easily, the top deck also has 4 narrow Gangway ramps that can be toggled with
if the ship is anchored and there is any kind of solid flat surface in front of the gangway to deploy.
Items can be dropped on the decks, they are automatically placed in the ship’s closest stockpile (or inventory if it can't fit in) after 5 minutes instead of being despawned.
The bottom deck provides shelter against the cold during Snow Storms.
Floodable Rooms
The ship's bottom deck contains 4 rooms that can be flooded. They are separated by bulkhead doors which can be toggled with
. When the ship is unanchored and hit by certain weaponry, there is a chance for a hole to appear in the wall of the room where the projectile hits: 100% for Torpedoes, 50% for other High Explosive ordnance, 25% for Armour Piercing and "penetrating" Explosive ammo, 0% for everything else.
If the hole is below the ship's water line it starts pouring water into the room, and into the adjacent rooms if the bulkhead doors aren't sealed. The ship's water line gets lower the more water is in the rooms, until the ship eventually sinks which kills everyone onboard. The extra weight also reduces the ship's speed and acceleration. Water in rooms can be bailed using a Water Bucket (reloading with
) and thrown overboard. The holes in the hull can be repaired with a Hammer and cost 50 Basic Materials.
Closed bulkhead doors cannot be opened if the water level difference between the two adjacent rooms is too high. If one room has no water this occurs when the water level in the other room is knee-high and the water's surface start looking like the water outside the ship.
The holes created by Torpedoes or 300mm shells cause Large Leaks that have a higher flow rate. Large Leaks can be partially repaired with 52 Metal Beams to reduce the rate of water leakage. Even when partially repaired, they prevent the ship from dropping anchor. Only repairing the ship at a Dry Dock fully fixes Large Leaks.
When a room is sufficiently flooded soldiers are forced to swim and can drown. Unlike in open waters, swimming in flooded rooms does not force soldiers to drop their Large Item thus allowing them to carry Metal Beams to fix large leaks. The swimming speed in flooded rooms can be doubled by wearing a Naval Uniform.
Theft Protection
Unlike most vehicles, players cannot enter any seat on an enemy large Ship or interact with them in any way, making them unstealable.
Coastal Gun Immunity
Coastal Guns cannot fire upon Large Ships.
Squad Reservation
The ship can be reserved for a Squad (via a button
in the menu) to prevent any non members from toggling the ship's anchor or changing the engine settings and to allow members to eject any player from the driver seat with the "Eject Driver" button in the menu
. The reservation doesn't prevent other friendly players from using the ship's seats or accessing the ship's stockpile however.
Anchor
The ship can be anchored by pressing
in the anchor's interaction area on the top deck which is indicated by a white arrow in a white square symbol at the front of the ship on the Port side (left). The anchor can only be dropped if the ship is not moving, is not within 150m of the Region border, doesn't have any leak, has no water inside, and isn't within 200m of an enemy Large Ship. If the Large Ship is reserved for a Squad only its members can toggle the anchor. Raising the anchor can only be done if all ship ramps are retracted.
Anchoring the ship has many effects:
- It is immobilized, its engine settings can't be modified
- Its seats for the driver and secondary gunner cannot be entered.
- Its gangway ramps can be toggled.
- The damage it receives cannot create any hole.
- Its automated Naval Turret becomes active.
Respawn
Battleships allow players to assign their "Forward" Spawn Point via a button in their menu and respawn on the ship when they die if the ship's main stockpile has Soldier Supplies. Like other Forward Bases, interacting with it updates the player's Map Intelligence.
Deployment
Players can deploy onto Battleships from the Home Region if they're not within 150m of the region border and if there is more than 25 players onboard.
Ship Despawn
Large Ships despawn after 7 days if no player enters the driver seat during that period.