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Homeworld Cataclysm Indepth Information - Ships
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6. SHIPS BRIEFING
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First of all, a brief description of ship classes and main capabilities.

+ Micro-Ships:
A new class introduced in Cataclysm, Micro Ships are very small ships piloted by AI routines. They have specialized tasks, and are not intended to be used for a stand-up fight.

+ Strike Crafts:
Fighters and Corvettes. Fast and maneuverable, these ships are useful for fast-raiding parties and harass larger ships until reinforcements arrives. Fighters lacks the turrets and firepower of the Corvettes, though they are faster.

+ Capital Ships:
A group divided into Frigates and Super-Capital Ships. Frigates features a decent firepower and armor protection while maintaining a decent maneuverability; this class features a large number of vessels, each with different armaments. Super-Capital Ships are Carriers, Cruisers, Destroyers and every other kind of ship capable of delivering massive firepower or build Strike Crafts and Frigates. To counteract one of these behemoths, use a similar vessel or a group of Frigates. Worst of all, these crafts are usually accompanied by fighter escorts.

+ Non-Combatant Ships:
Ships dedicated to record, repair and harvesting. Bigger ships usually mount only defensive turrets. They are not intended for combat, so use them for their main task.

+ MotherShips:
Massive ships capable of building any other vessel class, except other MotherShips. Your main task is to defend yours, though the armor and firepower (combined with the possibility to move them) can support attack vessels. However, defend it.

Note: under the coverage section I put the description of the weapon, showing calibre (small, medium, heavy), type (projectile, missile, ion; energy will substitute projectile after you develop Energy Cannons) and DPs (Damage Points); if this depicts two values, the first describes the standard damage, the second the upgraded value; these values are the base for every vessel. The value regards a single weapon, so if a ship has 4 guns, doing 8 DPs, the total damage will 32. I divided turrets into two categories: sponson turrets can track enemies in limited arcs but they aren't fixed nor can turn 360°. Normal Turrets are mounted on a fixed mount and can fire in 360° degrees. Enjoy.

16/10/2002 addition: while searching info for HomeWorld 2 (can't await it!), I stumbled over this beautiful website, HomeWorld Shipyard: http://www.well-of-souls.com/homeworld/hws/index.html. It contains very detailed info on every ship in both HomeWorld and HomeWorld: Cataclysm. I'm not going to copy them in this document as they are not my work and the site definitively is worth of a visit. Check it out.

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--SOMTAAW SHIPS--
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SEEKER class Reconaissance Fighter
Mass: 41 tons
Armor: 25
Firepower: 40
Coverage: 4% (single forward-fixed small projectile weapon, 7/14 DPs)
Maneuverability: very high
Max Velocity: 1050 m/s
Required Tech: none
Upgrade Tech: Advanced Sensors, Advanced Fighter Engine, Energy Cannons, Armor Level 2
RU Cost: 40
SU Cost: 2
Available from: mission 1

A reconaissance fighter. The fastest and most maneuverable ship in the game, the Seeker is used for scouting missions. Thanks to its sensor array, this fighter has the same sensor range of a Capital Ship, and its low UR cost make it ideal for recon missions in unexplored areas (or where the enemy lurks). It is imperative to withdraw it from any engagement, as the single Mass-Driver cannot deal with any armed ship. Always keep 2 or 3 Seekers: the first will patrol the area around the MotherShips, while the second will scout for your attack force.

ACOLYTE Class Heavy Fighter
Mass: 90 tons
Armor: 70
Firepower: 85
Coverage: 6% (two forward-fixed small projectile weapons, 7/22 DPs; plus two missiles, 420 DPs when upgraded)
Maneuverability: very high
Max Velocity: 825 m/s
Special Actions: Link (requires two Acolytes) Missiles
Required Tech: Fighter Engine
Upgraded Tech: Energy Cannon, Missile Tech, Linking Technology, Advanced Fighter Engine, Armor Level 2
RU Cost: 75
SU Cost: 2
Available from: mission 1

The Acolyte is the most powerful fighter in your fleet: though armor protection is lower than the Taiidan's Triikor and the Turanic's Bandit, the firepower, coverage and speed will compensate its relative thin armor. The Acolyte will be your main vessel for the first part of the game, and will continue to serve you through out the entire game as escort for bigger vessels or fast defense force. Two or three groups of 20 Acolytes each can repel attacks form all but the heaviest vessel, and the combined firepower of them can deliver serious damage to everything. Missiles are useful to provide additional firepower against large vessels. Do not use them against fighters and fast-moving corvettes, they are too maneuverable.

MIMIC Class Infiltration Ship
Mass: 55 tons
Armor: 20
Firepower: none
Coverage: none
Maneuverability: very high
Max. Velocity: 750 m/s
Special Action: Mimic Link (requires two Mimics)
Required Tech: Fighter Engine, Mimic Tech
Upgrade Tech: Linking Technology, Quantum Explosive Charge, Advanced Fighter Engine, Armor Level 2
RU Cost: 70
SU Cost: 3 (2 in version 1.00)
Available from: mission 2

Developed after Turanic raiders nearly fooled the Soomtaw fleet, the Mimic is capable of mimicking (¬_¬...) enemy or friendly Fighters or Corvettes, as well as small asteroids. The main purpose of the Mimic is to gather intelligence, as the fighters ahs no weapons. The only way a Mimic can inflict damage is to slam it on a enemy ships, but this will destroy the Mimic. This kamikaze tactic is most efficient when Quantum Charges are installed on Mimics. However, I've never found suicide attacks a good way to win.

SENTINEL Class Defense Pod
Mass: 21 tons
Armor: 350
Firepower: 290
Coverage: 15% (single small projectile on sponson turret, 21/42 DPs, forward)
Maneuverability: high
Max Velocity: 250 m/s
Special Action: Force Shield
Required Tech: Micro Ship Construction
Upgrade Tech: Energy Cannon, Force Field Level 1, Force Field Level 2, Force Field Level 3, Armor Level 2, Armor Level 3, Advanced Sensors
RU Cost: 70
SU Cost: 3
Available from: mission 5

The smallest manned class in your fleet, the Sentinel is basically a point-defense craft, capable of generating strong energy shields capable of deflecting all enemy shots at the highest level. The form a perfect shield you'll need from ten to fifteen Sentinels: properly positioned in sphere formation, those crafts can protect even the MotherShip. Recommended to screen mission objectives from enemy attacks or the biggest elements of your strike force.

LEECH Class Breaching Pod
Mass: 26 tons
Armor: 30
Firepower: none
Coverage: none
Maneuverability: very high
Max Velocity: 1250 m/s
Special Action: Leech
Required Tech: Phased Telemetry
Upgrade Tech: Armor Level 2
RU Cost: 40
SU Cost: 2
Available from: mission 6

The second and last Micro-Ship serving in your fleet, the Leech is completely automated. This pod is capable of evading all standard sensors, attach itself to an enemy vessel and slowly eat it away. The Leech can also remain attached to a vessel and broadcast sensor data, but this won't allocate damage to the enemy. The third special action the Leech can perform is to do damage to an enemy vessel and then dock with the MotherShip converting the damage don with resources. Not bad after all, but this pod must be used wisely to be effective, especially if the enemy has advanced sensors online.

AVENGER Class Corvette
Mass: 180 tons
Armor: 140
Firepower: 170
Coverage: 6% (four forward-fixed small projectile, 8/26 DPs)
Maneuverability: high
Max Velocity: 600 m/s
Special Action: Unlink (produces two Acolytes), EMP
Required Tech: Fighter Drive, Linking Technology
Upgrade Tech: Energy Cannon, EMP Weapon, Advanced Fighter Drive, Armor Level 2
RU Cost: 150
SU Cost: 4
Available from: mission 1

When you develop linking technology, you will be able to produce Avengers ACVs (Acolyte Composite Vehicle): the first consists in producing them from the MotherShip, the second unites two Acolytes in a single ACV. The Avenger has every Acolyte characteristic times two, except maximum speed (slightly slower) and maneuverability. When an ACV unlink, it produces two standard Acolytes. The link/unlink procedure takes about five seconds, and the ACV itself is a very useful craft, though it lacks turrets and armor protection that any other corvette has; however, speed and maneuverability are superior, and the Avenger can dogfight with other fighters: usually, a group of Acolytes will be destroyed by a group of ACVs. The EM Pulse is useful in guard duties, especially against Beast Cruise Missiles: by disabling the Missile's drive system the ACV will have plenty of time to line with the targets and blow it to pieces.

MARTYR Class Infiltration Corvette
Mass: 110 tons
Armor: 40
Firepower: none
Coverage: none
Maneuverability: high
Max Velocity: 550 m/s
Special Action: Unlink (produces two Mimics), Mimic
Required Tech: Fighter Drive, Holographic Emitter, Linking Technology
Upgrade Tech: Quantum Explosive Charge, Advanced Fighter Drive, Armor Level 2
RU Cost: 140
SU Cost: 6 (4 in version 1.00)
Available from: mission 2

Like the Avenger, the Martyr is formed of two Mimics. The Martyr can mask itself as Frigates or big asteroids. The suicide attack (especially with Quantum charges) are now VERY effective, and if are willing to spare some resources, a group of Martyrs can destroy Frigates and badly damage Super-Capital Ships. I love them Smile

MINION Class Heavy Tug
Mass: 12.900 tons
Armor: 4.700
Firepower: 2.500
Coverage: 6% (single forward sponson turret with medium projectile, 50/100 DPs)
Max Velocity: 398 m/s
Special Action: Ram
Required Tech: Afterburner
Upgraded Tech: Advanced Ion Cannon, Repair Bots, Armor Level 2, Armor Level 3, Infection Vaccine
RU Cost: 650
SU Cost: 10
Available from: mission 1

The first Frigate you will able to build. Poorly armed for a Frigate, as the Minion features a single Mass Driver, the Frigate exists only to do its special action: ram. Though "physical attacks" may sound strange and ineffective when compared to energy beams, you have just to use them one time to fell in love with its effects; the Frigate features a normal engine used for moving and two afterburners used nearly the target: the afterburners are capable of moving an enemy Frigate, and combined attacks larger ships. Not enough, the Minion features a laser in its bow section, an effective close-range weapon when the Frigate touches the target. Such ramming attacks are useful to physically move Capital Ships while the lighter Strike Craft engages the real target.

HIVE Class Advanced Drone Frigate
Mass: 9.900 tons
Armor: 3.800
Firepower: 1.400
Coverage: 12% (two forward sponson turrets with medium projectiles, 50/100 DPs; 6 Swarmers)
Maneuverability: medium
Max Velocity: 390 m/s
Special Action: Swarm
Required Tech: Frigate Drive, Micro-Ship Construction
Upgrade Tech: Energy Cannons, Repair Bots, Advanced Frigate Drive, Armor Level 2, Armor Level 3
RU Cost:
SU Cost: 20
Available from: mission 6

The Hive Frigate is the direct descendant of Homeworld's original Drone Frigate. The Hive class is more effective, as it moves faster, has fixed point defense armament and its drones are capable of swarming attacks. This may sound interesting on paper, but the Hive Frigate can be easily overwhelmed by a large number of Corvettes.

DERVISH Class Multi-beam Frigate
Mass: 10.200
Armor: 4.000
Firepower: 3.900
Coverage: 90 % (5 turrets -front, top, bottom, sides- with small ion, 11 DPs)
Maneuverability: medium
Max Velocity: 370 m/s
Required Tech: Frigate Drive, Advanced Ion Cannon
Upgrade Tech: Repair Bots, Advanced Frigate Drive, Armor Level 2
RU Cost: 700
SU Cost: 12
Available from: mission 8

If you loved the Ion Cannon Frigate, this will drive you crazy, only by hearing its designation. The multi-beam Frigate is a fast moving assault vessel, capable of engaging any type of target with great efficiency: the turrets allow it to hit any fast-moving objects, and the ion beams projected by them can inflict serious damages to other Capital Ships. The real drawback of this vessel is its relatively thin armor, and the fact that a turret cannot gather enough power to match a fixed ion cannon (yeah, right: "Call me Machine. Doomsday Machine.").

SHAMAN Class Carrier
Mass: 129.000 tons
Armor: 65.000
Firepower: 4.200
Coverage: 80% (four turrets -2x top, sides- with medium projectile, 30/60 DPs)
Maneuverability: very low
Max Velocity: 300 m/s
Required Tech: Destroyer Drive, Support Systems
Upgraded Tech: Energy Cannons, Crystal Harvesting Ability, Repair Bots, Advanced Destroyer Drive, Armor Level 2, Armor Level 3
RU Cost: 3400
SU Cost: 0
Available from: mission 11
The only self-sufficient ship in the game. It doesn't require SUs, and it gives you 40 points in this way. Plus you can build up to 6 support systems on every Carrier. Build two Carriers (the maximum you can) and all support systems and start building Destroyers. Not enough, the Carrier can build all Strike Crafts and Frigates, repair them, offers additional docking bays and hardpoints for Workers. As they are too precious to risk in assaults, use them as replace for Chieftains, Workers will benefit in protection. Infection Beams doesn't affect Carriers, but will allocate damage.

DEACON Class Destroyer
Mass: 28.000 tons
Armor: 16.000
Firepower: 8.500
Coverage: 30% (two forward sponson turrets with big ion, 11 DPs; 4 turrets -2x bottom, sides- with big projectile, 44/80 DPs; 15 missiles)
Maneuverability: low
Max Velocity: 325 m/s
Required Tech: Destroyer Drive, Missile Tech, Advanced Ion Cannon
Upgraded Tech: Energy Cannons, Advanced Destroyer Drive, Repair Bots, Armor Level 2, Armor Level 3
RU Cost: 3000
SU Cost: 38
Available from: mission 11

After the Carrier, you will build at least a Destroyer. Though this massive ship features a lot of weapon systems, including the excellent anti-fighter missiles, the rear and top of it are relatively unprotected, and it must engage targets within its front firing arc. Like the Carrier, Infection Beams damage only.

ARCHANGEL Class Dreadnought
Mass: 152.000 tons
Armor: 85.000
Firepower: 24.000
Coverage: 80% (2 top turrets with big ion, 16 DPs; 4 big energy turrets - 2x top, 2x bottom -, 120 DPs; 47 missiles)
Maneuverability: very low
Max Velocity: 280 m/s
Special Actions: Repulsor
Required Tech: Advanced Destroyer Drive, Missile Tech, Energy Cannons, Advanced Ion Cannon
Upgraded Tech: Repulsor Weapon, Repair Bots, Armor Level 2, Armor Level 3
RU Cost: 6800
SU Cost: 80
Available from: mission 14

It requires a lot of RUs and SU, but an Archangel can destroy a Heavy Cruiser and its escort of fighters single-handed. This massive ship, derived from the Bentusi Ship, features the most powerful weapons array of the whole game: the 47 missiles can easily dispatch Strike Crafts, the two Ion Cannons and the Turrets can devastate a Destroyer in seconds. Its armor is so thick that only massed Ion beams will inflict considerable damage; and like all other Capital Ships, it cannot be infected. When the situation becomes critical, the Archangel can use its Repulsor: this weapon won't affect Super-Capital Ships, but it will repulse (¬_¬...) any other craft in a 360° arc, inflicting damage, and probably destroying fighters. If you face an Archangel, you have to overwhelm it, with at least two Destroyers firing on its sides and multiple Strike Crafts and/or Frigates engaging it in fast strafing runs. Or build your Archangel and be sure to engage first.

WORKER Class Resource Collector
Mass: 5.200 tons
Armor: 1.500
Firepower: none
Coverage: none
Maneuverability: medium
Max Velocity: 425 m/s
Special Action: Harvesting, Salvaging, Repairing
Required Tech: nothing
Upgrade Tech: Infection Vaccine, Repair Systems, Salvaging Ability, Repair Bots, Armor Level 2
RU Cost: 500
SU Cost: 4
Available from: mission 1

This Corvette-class craft is mainly used for collecting resources, but later in the game it will serve you as Salvage Corvette and Support Frigate. In multiplayer is also capable of returning infected ships under your control. The armor is thin, so be wary if enemy fighters get too near...the ideal thing is to assign Carriers or Chieftains for guarding/docking bay duties. Maintain at least six workers, this will guarantee a good RU injection as well as a good salvaging contingent.

CHIEFTAIN Mk3 Class Ore Processor
Mass: 89.000 tons
Armor: 45.000
Firepower: 2500
Coverage: 80% (4 turrets -2x top, sides- with medium projectile, 20/40 DPs)
Maneuverability: low
Max Velocity: 250 m/s
Required Tech: Hangar Module
Upgrade Tech: Crystal Harvesting Ability, Energy Cannons, Repair Systems, Repair Bots, Armor Level 2, Armor Level 3
RU Cost: 1100
SU Cost: 13
Available from: mission 1

A mobile docking bay for Workers. Nothing more, nothing less. Though it has a good armor, it cannot stand direct attacks from Frigate class vessels. Its turrets can defend Workers from fighter attacks, but a fighter squadron should protect them. It is also capable of repairs from its side-mounted turrets.

KUUN-LAN, EXPLORER Class Deep Space Mining Vessel
Mass: 613.000 tons
Armor: 98.000
Firepower: 5400
Coverage: 70% (six turrets -front, top, 2xsides- with big projectile, 44/88 DPs)
Maneuverability: very low
Max Velocity: 110 m/s
Special Action: Siege Cannon
Required Tech: nothing
Upgrade Tech: Energy Cannons, Crystal Harvesting Capability, Repair Bots, Siege Cannon, Support Systems, Armor Level 2, Armor Level 3

Your MotherShip. If it is destroyed, you'll lose. Its name is Kuun Lan, and it is the second Explorer class vessel launched by Kiith Somtaaw; the first vessel, the Faal-Corum, is slightly less efficient than yours, as its modular bays are 30% smaller than the ones on the Kuun-Lan. You'll start the singleplayer game with the ship configured in this way: one Hangar Module (capable of building Seekers, Acolytes, Workers and Chieftains) and two massive cargo bays. Later on, the cargo bays will be detached and destroyed to make room for research modules and support systems. The research modules are Engineering, Weapon, Armor and Advanced Engineering, plus the Hangar module, the only capable of physically building ships. Support Systems will give you SUs for expanding your fleet, and the MotherShip can support twelve of them. Without any module the MotherShip will give you 70 SUs, the Hangar Module additional 20 SUs and each support module 10. The MotherShip features two Fighter bays on the nose and the Hangar module will provide fighter, corvette and Frigate docking bays. Under them, the large green area will build Super-Capital Ships. Note that an opponent can destroy single modules, and the first thing the AI will target will be your Hangar module. If destroyed, you'll have to rebuild it first before build fighting ships. The MotherShip heavy guns and armor will be a good addition to your strike force especially in the first missions, where your fighters won't be enough to match other forces, though you must pay attention in engaging Destroyers, Cruisers and Dreadnoughts. The Kuun-Lan special action, the Siege Cannon, will deliver long-range massive firepower; you will have to research and build it first, but the great fire support it could give counterbalances the high cost and long research session. The Siege Cannon, however, is extremely inaccurate, and has a maximum range; longer the range, more inaccurate the Cannon will be; before firing, the Cannon need s a little charge time and after in needs to be recharged. Just be sure that your ships aren't within the explosion area. A collateral effect on a Siege Cannon is that enemy could track your position, has the projectile will be seen by everyone. In multiplayer games, the Kuun Lan won't start with any module. Last note on the Siege Cannon: the Kuun-Lan travels faster than a single projectile, so be sure that the Kuun-Lan is standing still before firing. I was moving the Mothership, and issued a fire order; with great surprise the Siege Cannon fired and I saw the projectile out the barrel, then the Kuun-Lan was under in yellow conditions, with all modules destroyed and no sign of the projectile on the sensor manager; ergo, the projectile hit the Kuun-Lan as it was moving slower than the Command Ship.

SUPER ACOLYTE Class Heavy/Ion Fighter
Mass: unknown
Armor: 350 (approx.)
Firepower: 6.000 (estimated) (2 forward fixed small ion, 45 DPs)
Coverage: 6% (estimated)
Maneuverability: very high (approx.)
Max Velocity: 825 m/s (approx)
RU Cost: 300
SU Cost: 5
Available from: mission 17

You will receive the blueprints of this slayer at the end of mission 17. It is the exact copy of the Bentusi Acolyte, and you can build them when and how many (SUs permitting) you want. Effective against anything, though other fighters can pose problems. They're not available in multiplayer. (;_Wink
Update: as someone asked questions on their availability, I'm going to write a brief paragraph on this; please note that this will spoil the game, though if you have read this far, it pretty useless, however...

Super Acolytes are given to you in the last part of mission 17 by the Bentusi. You'll be able to build them only for this part of the game: it is impossible to build them in multiplayer or in skirmish mode or in single player campaign (well, if someone found a way to hack the code to make them always available...). I do not think that finishing the game in Very Hard will unlock them, but never finished the game with this difficulty, if someone ever tried...

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--BEAST SHIPS--
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INTERCEPTOR
Mass: 90 tons
Armor: 85
Firepower: 65
Coverage: 5% (single small projectile, forward position, 9/29 DPs)
Maneuverability: very high
Max Velocity: 810 m/s
Required Tech: Fighter Engine
Upgrade Tech: Advanced Fighter Drive, Armor Level 2
RU Cost: 65
SU Cost: 2

Based on Turanic Bandit class Interceptor. This ship cannot rival with the Acolyte, and they should be used in groups to use them at their theoretical maximum. If you played the original Homeworld you should know that these crafts are no match even for a group of Scouts, so do not base neither attacks or defenses on these fighters. Capture enemy crafts or switch to Corvettes ASAP.

CLOAKED FIGHTER
Mass: 90 tons
Armor: 80
Firepower: 75
Coverage: 5% (tow forward mounted small projectile, 9/29 DPs)
Maneuverability: very high
Max Velocity: 750 m/s
Special Action: Cloaking
Required Tech: Fighter Drive, Cloaking Ability
Upgrade Tech: Advanced Fighter Drive, Energy Cannon, Armor Level 2
RU Cost: 95
SU Cost: 2

This craft is based on Homeworld's Cloaked Fighter. Capable of masking its presence to all but the advanced sensors, this craft is a bit fragile but can strike efficiently poor protected fighters and can establish hidden defense lines.

ATTACK BOMBER
Mass: 60 tons Armor: 90 Firepower: 86 Coverage: 5% (two forward fixed small plasma bombs launchers, 60 DPs)
Maneuverability: medium
Max Velocity: 640 m/s
Required Tech: Fighter Drive, Plasma Bombs
Upgrade Tech: Advanced Fighter Drive, Armor Level 2
RU Cost: 120
SU Cost: 3

Based on the Taiidan attack bomber. My favourite fighter, both technically and graphically. Though a bit slow for a Strike Craft, the raw firepower of a group of 20 Bombers can devastate Frigates in seconds. The Plasma Bombs are slow, so they are a bit ineffective against other Strike Crafts, but the idea of a fast moving, small and cheap craft is a good idea. Do not pretend to destroy Super Capital Ships with a group of them, but they big groups in wall formation can support larger units in all-out attacks.

CRUISE MISSILE
Mass: 490 tons
Armor: 68
Firepower: none
Coverage: none
Maneuverability: high
Max Velocity: 650 m/s
Required Tech: Corvette Drive Missile Tech Bio-warhead Infection Beam
Upgrade Tech: Armor Level 2
RU Cost: 250
SU Cost: 4

The only "Strike Craft" "thought" by the Beast, the Cruise Missile is practically a Corvette with no crew and weapon: its job is to slam onto enemy vessels and infect them. This tactic works best against slow targets and with their point-defense turrets fooled by faster vessels. The Missile's armor is thin, and they can be easily destroyed by other fighters.

MISSILE CORVETTE
Mass: 775 tons
Armor: 1.400
Firepower: 320
Coverage: 60% (two forward-fixed missile launchers)
Maneuverability: high
Max Velocity: 490 m/s
Required Tech: Corvette Drive Missile Tech
Upgrade Tech: Armor Level 2
RU Cost: 320
SU Cost: 4

Based on the Turanic Brigand Missile Corvette. Very efficient against all enemy fighters, as the missile are the most efficient anti-fighter weapons in the game. If the Interceptors are ineffective, these Corvettes will be a pain if you use only fighters to fight them. The most efficient way to destroy them is to use Frigates or other Corvettes.

HEAVY CORVETTE
Mass: 750 tons
Armor: 1.700
Firepower: 200
Coverage: 50 % (two medium projectile sponson turrets, 30/60 DPs)
Maneuverability: medium
Max Velocity: 500 m/s (550 m/s in version 1.00)
Required Tech: Corvette Drive, Heavy Corvette Update
Upgrade Tech: Energy Cannons, Armor Level 2
RU Cost: 350 (250 in version 1.00)
SU Cost: 5 (4 in version 1.00)

One of the most powerful Corvette designs, the Heavy Corvette is based on the one found in the original Homeworld and used by the Kushan. The armor protection is excellent for a Corvette, and the two sponson turrets under the vessel's nose can inflict moderate amounts of damage to every craft. Like all other Corvettes, this one is a great asset in escort duties.


MULTI GUN CORVETTE
Mass: 750 tons
Armor: 730
Firepower: 380
Coverage: 78% (6 medium projectiles, 14/28 DPs on turrets -2x front, 2xsides-)
Maneuverabilty: medium
Max Velocity: 570 m/s
Required Tech: Corvette Engine, Fast Tracking Turrets
Upgrade Tech: Energy Cannons, Armor Level 2
RU Cost: 275
SU Cost: 5

The best escort Corvette; based on the Taiidan Corvette of the same class, groups of Multi-Gun Corvette can easily dispatch fighters and other corvettes easily. Used with evasive tactic and relatively loose formations this corvette can deal some damage on Frigates and Super-Capital Ships thanks to its excellent coverage.

ION ARRAY FRIGATE
Mass: 13.550 tons
Armor: 5.100
Firepower: 3.500
Coverage: 6% (single forward-fixed big ion, 35 DPs)
Maneuverability: low
Max Velocity: 230 m/s
Special Action: Clock
Required Tech: Frigate Drive, Advanced Ion Cannon
Upgrade Tech: Advanced Frigate Drive, Cloaking Ability, Armor Level 3
RU Cost: 250
SU Cost: 4

Based on the Turanic Ion Array Frigate, this Beast version features a Cloaking device that can be a nasty surprise for forces without Advanced Sensors active. Its single Ion Cannon can deal big amounts of damage to any ship, but it is not mounted on a turret, and the Frigate is not so maneuverable to aim Corvettes and Fighters, and it useless and defenseless against them. The cloak ability can be useful for surprise attacks, but it must de-cloak like the Cloaked Fighter to fire. Nice Frigate, however.

DEFENSE FIELD FRIGATE
Mass: 13.000 tons
Armor: 4.650
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 310 m/s
Required Tech: Frigate Drive, Defense Field
Upgrade Tech: Advanced Frigate Drive, Armor Level 3
RU Cost: 900
SU Cost: 10

Basically useless, as the Beast has the more powerful Sentinel MicroShips. However, if you had no chance to capture such ship, the Frigate might (MIGHT) become useful to partially screen your fleet against projectile attacks. There is no way to upgrade the shield, but it is always active and do not need energy to be activated. Defenseless against all types of crafts.

CARRIER
Mass: 121.000 tons
Armor: 65.000
Firepower: 4.000
Coverage: 75% (4 turrets - 2x sides, bottom, top - with medium projectile, 30/60 DPs; 8 infection sponson turrets - 4x front, top, bottom, sides)
Maneuverability: low
Max Velocity: 290 m/s
Special Action: Infection
Required Tech: Destroyer Drive
Upgrade Tech: Advanced Destroyer Drive, Crystal Harvesting Capability, Energy Cannons, Armor Level 3, Infection Beam
RU Cost: 3500 (3400 in version 1.00)
SU Cost: 0

The only Super-Capital Ship aside the Heavy Cruiser in the Beast fleet, the Carrier is based on the original Taiidan vessel, and maintains all previous stars, plus a more powerful armor and 8 Infection Beams distributed evenly across its hull. The bulk of these beams is located on the front, the only real weak side of the original Carrier: this leaves no choices but to use Super-Capital Ships for attacks. One Destroyer is enough, as the turrets won't be a problem for the Deacon's heavy armor. Every Carrier will give you 96 SUs.

HEAVY CRUISER
Mass: 131.000 tons
Armor: 77.000
Firepower: 20000
Coverage: 30% (4 sponson turrets - front - with big ion, 24 DPs; 6 turrets - 2x top, 2x side, 2x bottom - with big projectile, 60/120 DPs; 5 infection beams on turrets - 2x top, 2x bottom, front)
Maneuverability: very low
Max Velocity: 245 m/s
Special Action: Infection
Required Tech: Destroyer Drive, Heavy Guns, Advanced Ion Cannon
Upgrade Tech: Advanced Destroyer Drive, Infection Beam, Energy Cannons, Armor Level 3
RU Cost: 6500
SU Cost: 70

Beast's ultimate weapon. Based on the Taiidan Heavy Cruiser, the Beast version benefits of 5 Infection Beams, capable of converting assault forces in escort. Armed with 4 Ion Cannons on front-mounted sponson turrets and 6 projectile turrets capable of covering sides and rear areas, the most efficient way to fight against a Heavy Cruiser is to use other Super Capital Ships, avoiding all other crafts for infection dangers. Beast armada has not Destroyers, and the Cruiser has lower SU cost: this theoretically means that Beast players can build more Heavy Cruisers into battle than Somtaaw's Destroyers/Dreadnoughts.

BEAST COMMAND SHIP (usually named Stradetch)

Mass: 565.000 tons
Armor: 94.000
Firepower: 4600
Coverage: 80% (6 turrets - front, top, 2x sides, with big projectile, 80/160 DPs; 4 Infection Beams - top, bottom, sides)
Maneuverability: very low
Max Velocity: 110 m/s
Special Action: Infection
Required Tech: nothing (OK, you need something for creating this Ship, but I will spoil it later...)
Upgrade Tech: Infection Beam, Crystal Harvesting Ability, Support Systems, Armor Level 3

This Command Ship is better than yours, and, IMO, of the original Homeworld MotherShip. The firepower is less powerful than the Kuun Lan's own, but have a bigger damage potential and wider covered area. It can build ships in the same way as other MotherShip class vessels, but it can temporarily push its systems far beyond the standard performances at expense of ship's health. The Beast will automatically stop this redirection after its health drops below the 50%. Its Infection turrets are really effective to stall Strike Crafts and Frigate -based attacks. Like its Soomtaw counterpart, it gives a total of 90 SUs, plus 10 SUs for each Support module you build, up to twelve. The Beast CommandShip features automatic repair ability, as it is not capable of upgrading its systems for accepting Repair Bots. No more to say, as it is basically part of an Explorer class vessels infected by a bio-mechanical virus (oops, I spoiled it! Wink
In multiplayer games, the Command Ship will start with no Support Modules and no Infection Capacity; it will have its turrets and will be able to build basic fighters and research basic technologies, as per technology tree.

SUBVERTED SHIPS

These ships must be captured, retired and any unknown technology researched before put them under full-production. I list only their names, as they are equal to their counterparts; they are all Somtaaw ship.

SEEKER Class Reconaissance Fighter
ACOLYTE Class Heavy Fighter
ACV Class Corvette
DERVISH Class Multi Beam Frigate
HIVE Class Drone Frigate
MINION Class Ramming Frigate
SENTINEL Class Defense Pod
WORKER Class Resource Collector (you can capture it, but you can build them from the beginning; in version 1.01 it has a lower health of the original Worker)
CHIEFTAIN Mk3 Class Ore Processor (you can capture it, but you can build them from the beginning)

NAGGAROK (alien vessel of unknown class)
Mass: unknown
Armor: 200,000 (estimated)
Firepower: at least 20.000 (at least 4 ion cannons on turrets - 2xfront, 2xbottom)
Coverage: 100% (estimated)
Maneuverability: high
Max Velocity: 500 m/s (estimated)
Special Action: Eat Capital Ships, production of Cruise Missiles

The Naggarok is the last Beast-infected ship. Its original will be revealed in the walkthrough, but it can eat Capital Ships, has no weapons of its own, moves at fighter speeds (and it's big as the Kuun-Lan) and is nearly indestructible. Addition: the Naggarok is able to produce Cruise Missiles...nice, uh Wink ?

------------------
--HIIGARAN SHIPS--
------------------

This section contains all Hiigaran ships that take a marginal active part in the game.

FIRELANCE Class Ion Cannon Frigate
Mass: 13.000 tons
Armor: 4.020
Firepower: 3.040
Coverage: 2% (one forward-fixed big ion, 14 DPs)
Maneuverability: low
Max Velocity: 300 m/s
SU Cost: 2

Deadly against Capital Ships and slow-moving targets, but unable to engage fighters. You will receive four of these Frigates during the game.

REVELATION Class Destroyer
Mass: 26.000 tons
Armor: 15.000
Firepower: 7.055
Coverage: 35% (2 big ion, 14 DPs on forward sponson turrets; 2 big energy guns, 70 DPs on two top turrets)
Maneuverability: low
Max Velocity: 295 m/s
SU Cost: 6

Not as effective as the Deacon class Destroyer, the Revelation can deal damage mainly to other Capital Ships, but it lacks turret coverage and maneuverability to track fast-moving targets. You won't be able to build these Destroyers, but you will receive two of them during the game.

IMPERATOR Class Carrier
Mass: 58.000
Armor: 29.000
Firepower: 3020
Coverage: 60% (four small projectile, 9 DPs on turrets -sides, top, bottom-)
Maneuverability: very low
Max Velocity: 210 m/s

The mighty Carrier will be only a problem during the game. You won't directly control an Imperator class Carrier, but sometimes a particular Carrier will assist you, building Strike Crafts (usually Interceptors) or staging an assault without your help.

CLEE-SAN, Deep Space Research Vessel
Mass: 11.000 tons (estimated)
Armor: 10.000 (estimated)
Firepower: none
Coverage: none
Maneuverability: low (estimated)
Max Velocity: 300 m/s (estimated)

The Clee-San is the third ship built by Kiith Somtaww, and it is smaller than the two Explorer class vessels, as it can dock in their Hangar Bays. The Clee-San moves fast as a Frigate, but all other stats are estimated.

FAAL-CORUM, EXPLORER Class Deep Space Mining Vessel
Mass: 613.000 tons (estimated)
Armor: 98.000 (estimated)
Firepower: 5000 (approx.)
Coverage: 70% (six turrets -front, top, 2xsides- with medium projectile, 40 DPs)
Maneuverability: very low (estimated)
Max Velocity: 110 m/s (maybe slightly higher)

You won't directly control your sister ship, but its crew will assist you building new ships: so far, the Faal-Corum built Acolytes, ACVs, Ramming and Multi Beam Frigates. It has two engines, so it should be faster than the Kuun-Lan, but features less powerful guns. Armor and tonnage should be the same though it has no place for Support Modules or Siege Cannons and has two Research Modules instead of four.

-----------------
--TURANIC SHIPS--
-----------------

BANDIT Class Interceptor
Mass: 70 tons
Armor: 75
Firepower: 65
Coverage: 5%
Maneuverability: very high
Max Velocity: 780 m/s

Equal to the Interceptor used by the Beast, though this time it is the standard vehicle for the Turanic Raiders. An easy kill.

THIEF Class Corvette
Mass: 660 tons
Armor: 1.200
Firepower: 200
Coverage: 10%
Maneuverability: high
Max Velocity: 550 m/s
Special Action: Mimic, Steal

Another nasty surprise, this Corvette was the first craft to mount Mimic technology. It can steal (not salvage) enemy ships: this mean that the required number of these Corvettes (2 for a Frigate, 5/6 for Super Capital Ships) can salvage any kind of ship even if undamaged. I don't know if this is correct, but in one mission I was losing an undamaged Processor to three Corvettes. It has also forward fixed guns and is very maneuverable. Match it with groups of Acolytes/ACVs.

BRIGAND Class Missile corvette
Mass: 775 tons
Armor: 1.300
Firepower: 320
Coverage: 60%
Maneuverability: high
Max Velocity: 500 m/s

Another craft captured by the Beast and put in full production. The original version is faster but has less armor.

ASSASIN Class Ion Array Frigate
Mass: 13.550 tons
Armor: 3.500
Firepower: 4.800
Coverage: 6%
Maneuverability: low
Max Velocity: 245 m/s
Special Action: cloak

The Turanic version of this anti-capital Frigate has higher top speeds but less armor when compared to the Beast counterpart. Swarm them with Acolytes/ACVs.

LORD Class Attack Carrier
Mass: 109.000 tons
Armor: 58.000
Firepower: 7.500
Coverage: 40%
Maneuverability: low
Max Velocity: 235 m/s

This particular Carrier-class vessel is catalogued as "attack carrier", has its weapon systems are more efficient than the other Carriers currently in service: it features a forward-fixed Ion Cannon and it is well protected by projectile turrets mainly mounted on sides and bottom. The maneuverability can pose a problem, as the Lord can efficiently aim its cannon against Capital Ships, and the turret complements can pose more than a threat for Strike Crafts. Like all Carriers it can produces units, but I've never seen one building Frigates: the AI keeps building Corvettes. You will encounter only one during the game, and the best way to attack it is to target rear quarters and top. Do not underestimate its Ion Cannon.

TURANIC RAIDER OUTPOST
Mass: unknown (approx. 550.000 tons)
Armor: unknown (approx. 100.000)
Firepower: none
Coverage: none
Maneuverability: none
Max Velocity: stationary object

You will encounter this outpost later in the game, and it won't pose a threat by itself, but its large defense fleet will pose a problem. It has no weapons, but its armor is very tick. It won't move in any way, so destroy its escort first.

------------------
--TAIIDAN SHIPS--
------------------

SUs are used when you capture ships; Yulius Leonard (leonard.yulius@lycos.com) sent me the SU costs and weapon stats. He also pointed out that the Heavy Cruiser stats may change from mission to mission. Neither I nor he knows why this happens, but I'll appreciate any guess on it.

VARIIS Class Proximity Sensor
Mass: 47 tons
Armor: 600
Firepower: none
Coverage: none
Maneuverability: very high
Max Velocity: 1000 m/s

Though designed to be a highly mobile sensor array, it will serve as a stationary early-warning system for most planets. Can detect Mimics, cloaked units, Leech Pods and other particular units. As they won't move, they will be an easy target for anything in your fleet.

TRIIKOR Class Interceptor
Mass: 60 tons
Armor: 72
Firepower: 75
Coverage: 6%
Maneuverability: very high
Max Velocity: 775 m/s

The only fighter that can match the Acolytes: fast and powerful, the Triikor will be the standard fighter of all Taiidan fleets and groups of them (usually 5/6 in Delta formation) usually herald attacks by Destroyers and Attack Bombers. Concentrate fire on the first fighter of the formation and the others will break, exposing their back. Your Acolytes will then destroy the remaining fighters in second. They will be annoying when several Destroyers and other Capital Ships will attack.

SEEJUR Class Defender
Mass: 70 tons
Armor: 78
Firepower: 190
Coverage: 70%
Maneuverability: high
Max Velocity: 385 m/s

Usually found protecting Heavy Cruisers and Carrier, the defender has three guns mounted of normal turrets. Able to high turn but low top speed, the Seejur can be a problem if deployed in large numbers and you use only Acolytes against them. EMP or missile them, or simply convert Acolytes in ACVs.

KAARK Class Attack Bomber
Mass: 60 tons
Armor: 80
Firepower: 86
Coverage: 5%
Maneuverability: medium Max Velocity: 650 m/s

The Taiidan counterpart of the same craft used by the Beast. The Taiidan usually screen them with Interceptors and heavier units to let them fire at will against your MotherShip.

TIIRSHAK Class Salvaging Corvette
Mass: 900 tons
Armor: 1.100
Firepower: none
Coverage: none
Maneuverability: medium
Max Velocity: 450 m/s
Special Action: salvaging

You won't encounter large number of these vessels, and they won't pose a problem anyway. To capture your ships, the computer has first to weaken them, and I think he prefers to destroy your fleet. The most vulnerable vessels are Workers and Chieftains, but if stationed fighters for escort, the corvettes will be sitting ducks.

WOODAN Class Minelayer Corvette
Mass: 820 tons
Armor: 1.250
Firepower: none
Coverage: none
Maneuverability: medium
Max Velocity: 425 m/s
Special Action: minelayer

The Corvette itself is not a problem, but the mines can kill fighters and corvettes in one hit and severely damage Super-Capital Ships. The mines are more effective than the first Homeworld, as they are maneuverable enough to track and hit fighters. To deal with them, send fighters in advance and when you pick enemy signals, immediately issue attack orders in aggressive tactics. Hopefully you won't lose any craft in this process. The corvette is a very easy kill, though you won't encounter many of them.

DIIRVAAS Class Multigun Corvette
Mass: 750 tons
Armor: 700
Firepower: 380
Coverage: 78%
Maneuverability: medium
Max Velocity: 600 m/s

Taiidan commanders (aka the AI) will throw them in combat in groups of 5/6 in Delta formation, mostly against Capital and MotherShip class vessels. Easily killed by their turrets and heavy weapons. The will be a pain for fighters. Other stats listed under Beast Ships section.

HEESHK Class Support Frigate
Mass: 12.500 tons
Armor: 3.800
Firepower: 2.000 (2 medium energy, 80 DPs, on frontal sponson turrets)
Coverage: 50%
Maneuverability: medium
Max Velocity: 450 m/s
SU: 10

Designed to support fighters, the Support Frigates are now basically useless, as fighters no longer require fuel. Now able to repair other vessels, this Frigate is nearly defenseless against every kind of crafts, as the two cannons on the vessel's nose cannot cover rear, top and bottom areas. The repair ability is annoying, however.

KORAAL Class Gravity Wheel
Mass: 10.500 tons
Armor: 3.400
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 325 m/s

Totally unarmed, the gravity wheel projects a gravity field able to stop any craft smaller than a Corvette; this leaves to Capital Ships the job of attacking it.

KUDAARK Class Assault Frigate
Mass: 15.000 tons
Armor: 4.500
Firepower: 2548
Coverage: 75% (2 forward-fixed medium plasma, 40 DPs; 4 medium energy, 88 DPs on frontal turrets)
Maneuverability: low
Max Velocity: 325 m/s
SU: 10

The best Taiidan Frigate. Armed with four projectile cannons mounted on turrets and two forward-fixed plasma bomb launchers, the Kudaark will prove itself effective against both Strike Crafts and Capital Ships. The weakest parts of the vessel are the rear areas, where no weapons can track enemy ships. Swarm them with fast fighters or ACVs (corvettes aren't maneuverable enough to evade the ship's guns) or match them with other Frigates.

SAJUUK COR Ion Cannon Frigate
Mass: 13.000 tons
Armor: 4.200
Firepower: 3.040
Coverage: 2% (large ion, 32 DPs, forward-fixed)
Maneuverability: low
Max Velocity: 300 m/s
SU: 10

Like the Turanic's Ion Array Frigate, the Sajuuk Cor mounts only a single, forward-fixed Ion Cannon.
TIIFAL Defense Field Frigate
Mass: 13.000 tons
Armor: 4.400
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 325 m/s

See Beast's Defense Field Frigate stats.

SKAAL TEL Class Destroyer
Mass: 26.000 tons
Armor: 15.000
Firepower: 7.055
Coverage: 35% (2 forward fixed large ion, 26 DPS and four big energy, 128 DPS - upper side)
Maneuverability: low
Max Velocity: 295 m/s
SU:24

You will find group of three Destroyers accompanying Heavy Cruisers during assaults against your MotherShip. Engage with Capital Ships, though fighters will be too fast to be shoot down, but they lacks efficient weapons against the Destroyer's heavy armor.

SKAAL FA Class Missile Destroyer
Mass: 28.000 tons
Armor: 12.500
Firepower: 4.550
Coverage: none (theoretically 100%)
Maneuverability: low
Max Velocity: 295 m/s
SU:24

Deadly against fighters, and can deliver serious damages to other ships from afar thanks to its four missile launchers. To engage this vessel use Capital Ships and attack the rear and left/right sides, where the missiles have difficulties targeting enemies. Do not use fighters, they will be destroyed in seconds.

SAARKIN CHO Class Carrier
Mass: 121.000 tons
Armor: 60.000
Firepower: 4.000
Coverage: 75%
Maneuverability: low
Max Velocity: 300 m/s

The original version of the Beast carrier lacks the front-mounted Infection Beams and has an higher top speed. Engage with whatever you have (fighters are too maneuverable to be efficiently tracked by its guns, and Capital Ship won't suffer nearly any damage if you engage the frontal areas of the ship).

QWAAR JET Class Heavy Cruiser
Mass: 131.000 tons
Armor: 75.000
Firepower: 20.000
Coverage: 30% (4 large ion, 42, on two frontal sponson turrets; 6 turrets - 2x top, 2x bottom, sides - with big energy, 250 DPs)
Maneuverability: very low
Max Velocity: 250 m/s
SU: 30

This Heavy Cruiser lacks Infection Beams and has an higher top speed, but other stats match the ones of the Beast's Cruiser.

COLONY SHIP
Mass: 15.000 tons (estimated)
Armor: 4.000 (estimated)
Firepower: none
Coverage: none
Maneuverability: low (approx.)
Max Velocity: 200 m/s (approx.)

It is not a military ship, as it is used to ferry people across the galaxy. Has a docking bay for Strike Fighters.

NOMAD MOON Artificial Satellite
Mass: 700.000 tons (estimated)
Armor: 15.000 (estimated)
Firepower: at least 12.000 (estimated; six Bentusi Ion Cannons at zenith, nadir, north, east, west and south points)
Coverage: 80% (estimated)
Maneuverability: none
Max Velocity: stationary
Special Action: Repulsor

The Nomad Moon is the Republicans' secret weapon. It is an artificial satellite without movement ability, but can unleash a repulsor shockwave once every 10/20 seconds thanks to the two emitters at nadir and zenith points; when the repulsor is recharging its six ion cannons can deal with the intruders. Those Cannons fire in the same way as a Bentusi Ion Cannon but do not allocate a large amount of damage (a Dreadnought alone should be able to inflict severe damage to the Moon before being destroyed). Its sensors are unable to track the Strike Craft, but it has a full escort and a Proximity Sensor net.

-----------------
--BENTUSI SHIPS--
-----------------

SUPER ACOLYTE
Mass: 100 tons (approx)
Armor: 80 (estimated)
Firepower: 6.000 (estimated) (2 forward fixed small ion, 45 DPs)
Coverage: 6% (estimated)
Maneuverability: very high (approx)
Max Velocity: 825 m/s (approx)

Welcome the ultimate fighter. The original version of the Acolyte (don't you know that the Acolyte chassis was given you by the Bentusi?) is maneuverable like all other fighters, matches your own version in speed (IMO) but has superior armor and firepower. What kind of weapon does it use? Ion Cannon. TWO Ion Cannons, exactly where the guns used to be. Engage them with Capital Ships, other crafts will be destroyed in seconds.

BENTUSI TRADE SHIP, belonging to the Carrier Class
Mass: 600.000 tons (estimated)
Armor: 120.000 (estimated)
Firepower: at least 15.000 (three Bentusi Ion Cannons on forward sponson turrets)
Coverage: at least 40%
Maneuverability: medium/low
Max Velocity: 250 m/s (estimated)

The Bentusi are a peaceful race, but produced the basic chassis of the Acolyte and gave you the Ion Cannon and Swarm technology in the first Homeworld. The Super Acolyte is the best fighter (and possibly the best ship) in the game, and the Trade Ship could be the best MotherShip: turn rates are awesome (like those of Frigates), they are nearly indestructible and the only weapons I've seen so far are three Ion cannons mounted on sponson turrets positioned on the vessel's nose. Even massed Super-Capital Ships will have trouble against them, especially because they can produce Super Acolytes... Last minute note: this ship belongs to the Carrier class. Now try to imagine a Bentusi MotherShip-class vessel.
About the Ion Cannons of this ship, classified as "Bentusi Ion Cannons": though the program tells that they aren't more powerful than a Firelance/Sajuuk Cor frigates (big, ion, 16 DPs) the beam allocates 4 or 5 times this damage and it recharges faster than standard Ion Beams...in fact, if the target is near to the guns, the cannons will just hit the target repeatedly without pause. Only Trade Ships have this kind of beam, while Super Acolytes have "normal" Beams.

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