Sea

Sea types have the greatest firepower among the three branches, able to bring the most weapons and the biggest weapons.

Type

Choose from Submarine, Destroyer, Cruiser, Battleship or Carrier.

Submarines are able to move stealthily towards a target to deliver a close range first strike.

Destroyers are fast moving close range fighters, with the ability to get in and out of combat as they choose.

Cruisers strike a balance between Destroyers and Battleships, bringing more long-term firepower than a Destroyer while still being able to maneuver around a fight.

Battleships bring the most firepower out of any Mecha Musume.

Carriers can deploy aircraft to detect and harry enemies from safety.

Submarine

Alpha Strike

When combat begins, you may choose a surprised creature within 30 ft. of you and expend 3 munitions. All of your attacks against that creature during the surprise round of combat count as critical hits.

Destroyer

Close Range Firing

Being within 5 ft. of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Additionally, when you make a ranged attack against a creature whilst within 5 ft. of that creature, you do not provoke opportunity attacks from that creature until the end of the turn.

Cruiser

Interception

As a bonus action, you may expend 4 munitions and choose a creature you can see. Until the beginning of your next turn, you may use your reaction to that creature being hit by a melee weapon attack to make a single attack against the creature that attacked them. If this attack hits, the attack roll that that creature just made must be re-rolled.

Battleship

Salvo

You may expend 2 munitions to make a single attack with any number of weapons you have readied.

Carrier

Air Superiority

Your aircraft's attacks against non-flying creatures that do not have a flying creature other than you or one of your allies within 60 ft. of them are made with advantage.