The Rhino can be entered through a red teleporter on the back. This pad will teleport players into the lower hangar, which contains 8 Fighters. There is also a ladder that lets players ascend to the upper hangar and the driver's seat. The upper hangar contains two Fighters. If players continue to walk up, they will arrive at the highest point of the ship, with a weird sphere, which is surprisingly the pilot's seat.
The turret placement allows for decent defense from any side of the ship except underneath.
The Rhino's lower hangar contains four doors, with two on each side. Each of these doors has an opening for two Fighters. The Rhino’s higher hangar contains two doors, with one on each side. These doors have an opening for one Fighter.
Use the high Fighter count to swarm bases and opposing ships, giving new pilots something to do during war.
The Rhino's exposed underside, slow speed, sub-optimal turret types, and awkward handling means it will need support from a fleet, a Starbase, or Mega Base invulnerability to survive any dedicated assault.
When sieging, stay out of range of the base but turn sideways towards it to allow faster fighter release. Also, bring some Frigates and Destroyers as escorts to defend against the Battleships and Dreadnoughts that may counterattack.
After being added, the Rhino received a remodel in an unknown version.
Used to be one of the only Carriers with non-solid fighter bay doors. Because of this, players could walk through the doors and even pilot small ships into the Rhino. This has since been removed with the new interior remodel, although players can pilot small ships into the Rhino with proper timing.