There are a wide variety of
specialized abilities that flagships can receive in Lost
Admiral Returns, and you never know when you might find
a new ability you have not yet seen before...
The abilities are grouped into three
classes when being earned from from battles that
will be "resolved" into specific abilities when awarded
to you. IE. An "A" module will randomly
give you the best abilities, while a "C" class module only
gives the most basic abilities. "B" modules give
middle level abilities.
You also get to customize how large a
flagship is by spending Perk points to increase it's
size. And for every flagship, you can choose to
have a Carrier or Battle style.
Each ability comes in two levels of
power, represented by a Capitol letter, or small letter:
- M - m =Faster movement - Quite simply lets
you move through more hexes each turn. Using one
of these modules will lower the maximum size your
Flagship can have.
- S - s = Better Scanning - Only for Carriers
- lets the carrier see enemy surface ships further out
than the normal 2 hex range.
- R - r = Repair Ships - Allows the flagship
to repair itself and nearby friendly ships a small
amount each turn. Usually will not repair ships
back to 100% of their maximum original size.
- A - a = Better Air Aid - Only for Carriers
- lets the carrier add more bonus damage to nearby
friendly ship attacks against enemy surfaced units.
- B - b = Ship Building - Special
prefabricated ship parts combined with constant
supplies and personnel being delivered to the flagship
allow the flagship to construct different types of new
ships right in the current map hex. Helps
reinforce war zones around the flagship by bringing in
- N - n = Neutralizer - Prevents the enemy
player from receiving Victory Points for their cities
within range of this special ship. If the enemy
has a similar Neutralizer ship in range of their own
city, the two abilities cancel each other out (and the
Enemy gets their VPs).
- Other - There are plenty of rumors
of other special abilities that flagships can gain and
exploit during battle. Keep your eyes open!
New Modules are earned at the end
of battles for three separate performance categories:
All of the Clout points you earn at
the end of battles, or on other occasions, are credited
towards all three categories at the same time. The
amount of Clout needed in each category differs, so you
will probably earn several "Battle" class modules for
every "Rank" module you earn over time. The more
letters a module has, the better. And "A" letters
tend to be better than "B" or "C" letters.
As described at the start of this chapter, these A-B-C
class letters will be "resolved" into specific
individual ability modules of either a lower power
(small letter) or higher strength (capital letter).
- "Officer Rank" - The best modules
take longer to earn, and are based on your current
officer rank namesake. These modules tend to be
three letters in length, giving any flagship with them
three abilities in one chunk! Improve your
Officer Rank by playing on as many different Classic
Maps (#1-9) and Random Maps as possible.
- "Color" of rank - Medium sized
modules (two letters long) are earned based on the
current "quality" or color of your officer's rank.
The better the color, the better the module you earn.
Improve your "Color" by defeating higher AI levels on
each type of map, and / or winning by a very large
- recent "Battle" performance - This
category of module are usually quickly earned, improve
in quality if you have won more battles than you have
lost / aborted since the last "Battle" module you
Questions? Suggestions? Email email@example.com with your
feedback, questions, and suggestions!
This manual is broken up into sections explaining
how to play the game, how the program menus work, and
other details of interest to players of Lost Admiral
Returns. Start at the
top to find the
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