=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- Homeworld (PC) -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Written By: Ryan "MetroidMoo" Ammerman GUIDE TYPE ............................... Units FAQ FILE SIZE .................................... 35 KB FIRST RELEASED ...................... August 1, 2000 LAST UPDATED .................... September 26, 2004 LATEST VERSION ................................ 1.36 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< TABLE OF CONTENTS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 1) Version History 2) Introduction 3) Formations 4) Tactics 5) Technology [5.1] Fighter Systems [5.2] Corvette Systems [5.3] Capital Ship Systems [5.4] Specialized Ship Systems 6) Units [6.1] Fighter Class [6.2] Corvette Class [6.3] Resource Class [6.4] Frigate Class [6.5] Super Capital Class [6.6] Non-Combat Class [6.7] Mothership Class 7) Contact/Legal Information <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 1) VERSION HISTORY ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= VERSION 1.36 - SEPTEMBER 26, 2004 Updated e-mail address. VERSION 1.35 - SEPTEMBER 24, 2003 Revised the file's format and added/moved sections. VERSION 1.25 - OCTOBER 14, 2002 Updated contact information and made a few other changes. VERSION 1.21 - JULY 25, 2001 Changed posting notice. VERSION 1.2 - JANUARY 17, 2001 Made some minor changes. VERSION 1.15 - AUGUST 10, 2000 Added a little more information to the "Units" section. VERSION 1.1 - AUGUST 2, 2000 Added the "Formations" and "Tactics" sections. VERSION 1.0 - AUGUST 1, 2000 First version of the FAQ. All information in this guide is based on version 1.05 of Homeworld. You can download the patch at www.sierra.com. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 2) INTRODUCTION ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Homeworld shuffles fresh blood into the heavily crowded real-time strategy genre by allowing players to explore and command their army in a full 3D space environment. Ranging from puny Scouts to the mammoth Heavy Cruiser, you can control a variety of spacecraft as you aid an alien race on their journey to locate their true homeworld somewhere in the vast depths of space. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 3) FORMATIONS ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This section contains information about the formations. ------ Custom ------ Shortcut Key: F11 You can use this to create your own formation. Move your ships into the desired position and then press F11. The units will stay in this formation until you assign them another formation. ----- Delta ----- Shortcut Key: F5 Organizes your units into a 2D triangle. The units will not be able to fire and maneuver that well, so you're better off sticking with another formation. ----- Broad ----- Shortcut Key: F6 Organizes your units into a straight flat line. Using Broad formation with Fighters and Corvettes will not make them quite as effective. You might want to use it for small groups of Capital Ships, though. - X - Shortcut Key: F7 One of the better formations for Strike Craft. It organizes them into a small X, which allows them to concentrate their fire on a couple targets. ---- Claw ---- Shortcut Key: F8 A great formation for Fighters and Corvettes. Use this when you want to attack a single target. All of the units in this formation will be able to concentrate all of their guns on the single target. ---- Wall ---- Shortcut Key: F9 The Wall formation is most effective for Capital Ships. It organizes them into a wall with a good bit of space between each unit. ------ Sphere ------ Shortcut Key: F10 A deadly formation for Strike Craft. The units won't be able to move very well, but they'll be able to fire from almost any angle. This formation is great for guarding a unit since it gives it superb protection. When you attack an enemy vessel using this formation, your units will surround it. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 4) TACTICS ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This section contains information about the tactics. ------- Evasive ------- Shortcut Key: F2 When a unit is set to Evasive, more power is sent to the engine than the weapons. This results in higher speed and maneuverability, but Fighters and Corvettes will consume fuel faster. Use this when you're moving your units. ------- Neutral ------- Shortcut Key: F3 A unit set to Neutral has power equally distributed between the engine and weapons. Ships in Neutral will fire from their current position instead of following the enemy. ---------- Aggressive ---------- Shortcut Key: F4 More power is sent to the ship's weapons, which causes an increase in firepower. But this also makes the craft move slower. Use this when you are attacking the enemy. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 5) TECHNOLOGY ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This section contains descriptions of the technologies and what units they allow you to build. NOTE: I based the Research Times on one Research Ship working on that one technology. You can speed up research by having multiple Research Ships working on the same technology. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [5.1] FIGHTER SYSTEMS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ------------- Fighter Drive ------------- Research Time: 1 minute 15 seconds These updated drive systems are used for the larger fighters. Leads To: Fighter Chassis Required For: Attack Bomber, Cloaked Fighter, Defender, Defense Fighter, Interceptor --------------- Fighter Chassis --------------- Research Time: 2 minutes 6 seconds The heavy fighter chassis is required to build larger fighters like Interceptors and Attack Bombers. Leads To: Cloaked Fighter, Defender Sub-Systems, Defense Fighter, Plasma Bomb Launcher Required For: Attack Bomber, Cloaked Fighter, Defender, Defense Fighter, Interceptor -------------------- Defender Sub-Systems -------------------- Research Time: 5 minutes This technology integrates the high firepower weapons and tracking systems required for the Defender. Leads To: Nothing Required For: Defender -------------------- Plasma Bomb Launcher -------------------- Research Time: 5 minutes 2 seconds This weapon discharges orbs of superheated plasma that are devastating against the hardened armor of Capital Ships. Leads To: Nothing Required For: Attack Bomber --------------- Cloaked Fighter --------------- Research Time: 6 minutes 42 seconds Cloak Fighter technology enables the fighter to hide from visual and electronic detection. Leads To: Nothing Required For: Cloaked Fighter --------------- Defense Fighter --------------- Research Time: 6 minutes 41 seconds Defense Fighter technology combines excellent tracking ability and pulse lasers that are used to destroy enemy projectiles. Leads To: Nothing Required For: Defense Fighter <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [5.2] CORVETTE SYSTEMS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> -------------- Corvette Drive -------------- Research Time: 1 minute 15 seconds Corvette class ships require a powerplant of this size. Leads To: Corvette Chassis Required For: Heavy Corvette, Light Corvette, Minelayer Corvette, Multi-Gun Corvette, Salvage Corvette ---------------- Corvette Chassis ---------------- Research Time: 3 minutes 20 seconds The Corvette Chassis provides a large platform for the heavier, more specialized Corvettes. Leads To: Fast-Tracking Turrets, Heavy Corvette Upgrade, Minelaying Tech Required For: Heavy Corvette, Light Corvette, Minelayer Corvette, Multi-Gun Corvette, Salvage Corvette ---------------------- Heavy Corvette Upgrade ---------------------- Research Time: 4 minutes 10 seconds The Heavy Corvette Upgrade increases armor strength and firepower. Leads To: Nothing Required For: Heavy Corvette --------------------- Fast-Tracking Turrets --------------------- Research Time: 5 minutes 2 seconds These turrets are designed to track quickly and destroy fast targets. Leads To: Nothing Required For: Multi-Gun Corvette --------------- Minelaying Tech --------------- Research Time: 5 minutes Minelayer technology enables the Minelayer Corvette. Leads To: Nothing Required For: Minelayer Corvette <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [5.3] CAPITAL SHIP SYSTEMS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ------------------ Capital Ship Drive ------------------ Research Time: 1 minute 40 seconds Frigates and other small Capital Ships require this drive system. Leads To: Capital Ship Chassis Required For: Cloak Generator, Defense Field Frigate, Drone Frigate, Gravity Well Generator, Ion Cannon Frigate, Support Frigate, Resource Controller -------------------- Capital Ship Chassis -------------------- Research Time: 5 minutes 22 seconds The Frigate chassis is a versatile platform that enables the development of several different weapon systems. Leads To: Cloak Generator, Gravity Generator, Ion Cannons, Super-Capital Ship Drive, Super-Heavy Chassis Required For: Defense Field Frigate, Drone Frigate, Ion Cannon Frigate ----------- Ion Cannons ----------- Research Time: 7 minutes 30 seconds These advanced weapons are carried specially modified Ion Cannon Frigates. Leads To: Nothing Required For: Destroyer, Heavy Cruiser, Ion Cannon Frigate --------------- Guided Missiles --------------- Research Time: 5 minutes Guided missiles form part of the weapon system of the Missile Destroyer. Leads To: Nothing Required For: Missile Destroyer ------------------------ Super-Capital Ship Drive ------------------------ Research Time: 7 minutes 30 seconds This massive engine system is required for Destroyers, Heavy Cruisers, and Carriers. Leads To: Guided Missiles, Heavy Guns Required For: Carrier, Destroyer, Heavy Cruiser, Missile Destroyer ------------------- Super-Heavy Chassis ------------------- Research Time: 4 minutes 10 seconds The Super-Heavy Chassis is required for the most massive Capital Ships -- Heavy Cruisers and Carriers. Leads To: Nothing Required For: Carrier, Heavy Cruiser ---------- Heavy Guns ---------- Research Time: 10 minutes 50 seconds Heavy guns are the critical component of the massive weapon inventory on the Heavy Cruiser. Leads To: Nothing Required For: Heavy Cruiser ---------- Drone Tech ---------- Research Time: 6 minutes 42 seconds This technology is required by Drone Frigates to be able to launch and control their 24 armed Drones. Leads To: Nothing Required For: Drone Frigate ------------- Defense Field ------------- Research Time: 6 minutes 42 seconds Defense Field technology is employed by the Field Frigate to redirect enemy projectiles. Leads To: Nothing Required For: Defense Field Frigate <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [5.4] SPECIALIZED SHIP SYSTEMS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ---------------- Proximity Sensor ---------------- Research Time: 1 minutes 42 seconds A Proximity Sensor can find cloaked enemy ships within a substantial radius. Leads To: Sensors Array Required For: Proximity Sensor ------------- Sensors Array ------------- Research Time: 6 minutes 40 seconds The Sensors Array uses a complete suite of instruments to locate and track enemy ships at great distances. Leads To: Nothing Required For: Sensors Array ----------------- Gravity Generator ----------------- Research Time: 8 minutes 42 seconds The Gravity Well Generator creates a field that can stop any Strike Craft that enters it. Leads To: Nothing Required For: Gravity Well Generator --------------- Cloak Generator --------------- Research Time: 8 minutes 41 seconds Cloak Generator technology creates a powerful area-effect cloaking field where all friendly ships are rendered invisible. Leads To: Nothing Required For: Cloak Generator =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 6) UNITS ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= This section contains stats and descriptions of the units. NOTE: Some units have slightly different statistics depending on what race you are playing as. If a stat has two different ratings, the first one is for Kushan and the second is for Taiidan. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [6.1] FIGHTER CLASS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The units in this class are cheap and can be built quickly. While they are weak in firepower and armor compared to the other units, Fighters can take down almost any unit when used in great numbers. All units in this class can use the Kamikaze command, which can cause significant damage to an enemy unit. Fighters cannot generate a self-sustaining drive torch, so they have to be refueled by a Support Frigate, Mothership, etc. -------- Defender -------- Cost: 65 RUs Build Time: 9 seconds Firepower: 5 Armor: 325 Coverage: 11% / 20% Maneuverability: High Max. Velocity: 385 m/s Special Function: None The Defender is the slowest Fighter Class craft, but it has the highest amount of armor. As the name implies, this unit is mainly used for guarding others. The Defender's guns are very weak, so don't attempt to use them against Frigates and Destroyers. It can hold its ground fairly well against Strike Craft, though. ----- Scout ----- Cost: 35 RUs Build Time: 12 seconds Firepower: 12 Armor: 110 Coverage: 12% Maneuverability: Very High Max. Velocity: 1,000 m/s Special Function: Speed Burst The Scout is the first Fighter Class unit you will have access to. It's cheap to build, very maneuverable, and fast. Its special ability, Speed Burst, gives the Scout a boost in speed for a short distance. But this ability also consumes fuel faster. While the Scout is good in almost every area, you should avoid using it for combat because it won't hold out that long. So just use the Scout for exploring around your area. ----------- Interceptor ----------- Cost: 55 RUs Build Time: 18 seconds Firepower: 26 Armor: 160 Coverage: 12% Maneuverability: Very High Max. Velocity: 875 m/s Special Function: None This unit is basically an improved version of the Scout. It's a bit slower but not by much (125 m/s). The Interceptor works very well at taking down other Fighters and Corvettes. It can also defeat Frigate Class ships if you use it in great numbers. ------------- Attack Bomber ------------- Cost: 85 RUs Build Time: 20 seconds Firepower: 42 Armor: 110 Coverage: 12% Maneuverability: Very High Max. Velocity: 750 m/s Special Function: None This craft drops plasma bombs on a target. The Attack Bomber should be used for taking down Destroyers and Frigates. Some other Fighter Class units will be able to outrun the bombs. The Attacker Bomber is more expensive than the other units, so make sure you have plenty of resources when building a large group of them. ----------------------------- Cloaked Fighter (Kushan Only) ----------------------------- Cost: 85 RUs Build Time: 45 seconds Firepower: 39 Armor: 150 Coverage: 12% Maneuverability: High Max. Velocity: 775 m/s Special Function: Cloak / De-cloak The Cloaked Fighter is very useful for making a surprise attack on the opponent. Activating its special ability enables it to cloak. Remember that it must de-cloak in order for it to attack. Also remember that Proximity Sensors will detect the Cloaked Fighter even if it is cloaked. It's best to use this unit against Fighter and Corvette Class craft. ------------------------------ Defense Fighter (Taiidan Only) ------------------------------ Cost: 85 RUs Build Time: 20 seconds Firepower: 192 Armor: 300 Coverage: 69% Maneuverability: Very High Max. Velocity: 875 m/s Special Function: None The Defense Fighter fires beams to stop enemy fire from hitting your units. The beams cannot stop every weapon. You'll only need to use this if your being attacked by a group of fighters. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [6.2] CORVETTE CLASS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The Corvettes are a small step above Fighters. They have more armor and firepower, so you'll probably use these more often. Most of these units also have a special function, such as the Salvage Corvette. Like Fighters, Corvettes can use the Kamikaze command and also have to be refueled. -------------- Light Corvette -------------- Cost: 135 RUs Build Time: 22 seconds Firepower: 9 Armor: 900 Coverage: 16% / 33% Maneuverability: Medium Max. Velocity: 575 m/s Special Function: None The 'Scout' of the Corvette Class. Just like the Scout, it's fairly quick, maneuverable, and cheap. Compared to the other Corvettes, it has poor firepower and armor. The Light Corvette can hold out against other Strike Craft but that's about it. -------------- Heavy Corvette -------------- Cost: 240 RUs Build Time: 25 seconds Firepower: 23 / 22 Armor: 1,700 Coverage: 33% Maneuverability: Medium Max. Velocity: 520 m/s Special Function: Charged Burst Attack The 'Interceptor' of the Corvette Class. You should stick with this unit over the Light Corvette. It has better armor and firepower. And it only takes a couple seconds more to build compared to the Light Corvette. This craft works well against other Corvettes and Capital Ships if used in a large group. The Heavy Corvette has a special ability called Charged Burst Attack. This ability charges the Corvette's guns for a couple seconds, then launches a charged blast at the target. It works well against units that have a good bit of armor. --------------- Repair Corvette --------------- Cost: 150 RUs Build Time: 20 seconds Firepower: 5 Armor: 1,200 Coverage: - / 1% Maneuverability: Low Max. Velocity: 500 m/s Special Function: Repair / Refuel Units The Repair Corvette's main purpose is to refuel and repair units. Unfortunately, the Repair Corvette repairs slowly and can only refuel one unit at a time. Once you have access to the Support Frigate, you really won't need to use this unit. ---------------- Salvage Corvette ---------------- Cost: 220 RUs Build Time: 30 seconds Firepower: - Armor: 1,500 Coverage: - Maneuverability: Low Max. Velocity: 425 m/s Special Function: Capture Enemy Vessel The Salvage Corvette can capture almost any enemy craft, regardless of that unit's health. Once your Corvettes take control of the unit, they will take it back to your Mothership or Carrier and 'convert' it to your side. You can easily save resources by making use of this unit. Bigger units require more Salvage Corvettes in order to capture, and here are how many Corvettes you need: 2 = Frigate 3 = Destroyer & Missile Destroyer 5 = Heavy Cruiser 5 = Carrier Of course, you cannot capture a Mothership. That would be nice, though... ------------------ Minelayer Corvette ------------------ Cost: 275 RUs Build Time: 40 seconds Firepower: 183 Armor: 1,800 Coverage: 100% Maneuverability: High Max. Velocity: 425 m/s Special Function: Lay Mines The Minelayer Corvette does exactly what its name says, it lays space mines. Each Corvette holds six mines and manufactures new ones when it runs out of mines to lay. Once you put some mines out, they will follow any enemy ship that comes near them. The mines can do some damage against slow units such as Destroyers, but Fighters can easily run away. ------------------ Multi-Gun Corvette ------------------ Cost: 225 RUs Build Time: 28 seconds Firepower: 19 Armor: 1,400 Coverage: 74% / 24% Maneuverability: High Max. Velocity: 695 m/s Special Function: None A Multi-Gun Corvette is best used against other Striker Craft. It is equipped with six gun turrets that can track and attack six different targets at one time. Don't expect them to work well against Capital Ships. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [6.3] RESOURCE CLASS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The Resource Collector and Controller are vital units. These units will help with collecting Resource Units for you to use, and they can also refuel Fighters and Corvettes. ------------------ Resource Collector ------------------ Cost: 650 RUs Build Time: 1 minute Firepower: - Armor: 10,800 Coverage: - Maneuverability: Low Max. Velocity: 325 m/s Special Function: Refuel Units The Resource Collector does exactly what it says. It can harvest asteroids and dust clouds, and then it will drop it off to a Carrier, Mothership, or Resource Controller. Remember that you gain more RUs from harvesting dust clouds. ------------------- Resource Controller ------------------- Cost: 680 RUs Build Time: 1 minute 5 seconds Firepower: - Armor: 13,600 Coverage: - Maneuverability: Very Low Max. Velocity: 300 m/s Special Function: Refuel Units The Resource Controller is a drop-off point for the Resource Controller to help speed up harvesting. A controller can also refuel six Fighters and two Corvettes. It's good to have a controller for every two collectors. Then have the controller guard the two collectors. If you do this, the controller will stay equally between the two collectors, which helps to speed things up. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [6.4] FRIGATE CLASS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Frigates should be the part of any fleet because they have a good amount of armor and firepower. Unlike Strike Craft, Frigates are able to move around without ever having to refuel. --------------- Assault Frigate --------------- Cost: 575 RUs Build Time: 1 minute Firepower: 82 Armor: 16,000 Coverage: 33% / 100% Maneuverability: Low Max. Velocity: 325 m/s Special Function: None The Assault Frigate comes with four gun turrets and two plasma bomb launchers. It cannot take down Fighters easily, but it works well against annoying groups of Corvettes. --------------- Support Frigate --------------- Cost: 425 RUs Build Time: 1 minute 5 seconds Firepower: 28 / 36 Armor: 12,000 Coverage: 1% / 21% Maneuverability: Very Low Max. Velocity: 450 m/s Special Function: Repair / Refuel Units The Support Frigate is much better at refueling and repairing units than the Repair Corvette. It can refuel 10 Fighter Class and 4 Corvette Class units at once. You can also use the Support Frigate to repair any unit. This frigate is not designed for battle. ------------------ Ion Cannon Frigate ------------------ Cost: 650 RUs Build Time: 1 minute Firepower: 138 Armor: 15,000 Coverage: 3% Maneuverability: Low Max. Velocity: 300 m/s Special Function: None An Ion Cannon Frigate fires a powerful ion beam at a single target. This frigate works well against other Capital Ships but don't waste your time in trying to shoot down Corvettes or Fighters with it. You can create a small ion 'storm' with the Ion Cannon Frigate or any other unit with an ion cannon. Simply force fire (Ctrl + Shift) the ion cannon at a dust cloud. It creates an ion storm that will damage any nearby units. --------------------------- Drone Frigate (Kushan Only) --------------------------- Cost: 800 RUs Build Time: 1 minute 15 seconds Firepower: - Armor: 16,000 Coverage: - Maneuverability: Very Low Max. Velocity: 325 m/s Special Function: Launch / Retract Drones The Drone Frigate reminds me of the Carrier from StarCraft. The frigate can launch 24 drones, which automatically go into Sphere formation when they come out. The drones work well against Fighters. Remember that drones can be easily destroyed, since they apparently don't have much armor. ------------------------------------ Defense Field Frigate (Taiidan Only) ------------------------------------ Cost: 800 RUs Build Time: 1 minute 15 seconds Firepower: - Armor: 17,600 Coverage: - Maneuverability: Very Low Max. Velocity: 325 m/s Special Function: Defense Field An improved version of the Defense Fighter. The Field Frigate always has a small field activated that stops incoming enemy fire. Because the field is so small, it makes this unit almost useless. If you do decide to use it, build a group and set them to Sphere formation. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [6.5] SUPER CAPTIAL CLASS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> The units of the Super Capital Class are incredible. While they are very slow, these units have great firepower and a huge amount of armor. Because Super Capital Class units are so powerful, they require a lot of RUs and time to build. You should have smaller units, such as Frigates, to help defend these units from Strike Craft. --------- Destroyer --------- Cost: 1,350 RUs Build Time: 2 minutes 30 seconds Firepower: 347 Armor: 44,000 Coverage: 41% / 88% Maneuverability: Very Low Max. Velocity: 315 m/s Special Function: None The Destroyer has two ion cannons and two large turrets. This unit works well against taking out other Capital Ships, but it's bad against very fast units. The Destroyer is the fastest and cheapest Super Capital unit, so you should start building these when you have access to them. ----------------- Missile Destroyer ----------------- Cost: 1,500 RUs Build Time: 2 minutes Firepower: 450 Armor: 42,000 Coverage: 100% Maneuverability: Very Low Max. Velocity: 295 m/s Special Function: Missile Volley The Missile Destroyer can easily destroy a squadron of Fighters. It has an excellent tracking system and 100% coverage. It can carry up to 32 missiles, and they can be manufactured inside of the ship. If you're going to attack a Capital Ship with this, you should use the Missile Volley attack to launch every missile that it currently contains at the target. ------------- Heavy Cruiser ------------- Cost: 3,700 RUs Build Time: 7 minutes Firepower: 921 Armor: 90,000 Coverage: 100% Maneuverability: Very Low Max. Velocity: 250 m/s Special Function: None The Heavy Cruiser is the result of many advances in technology. This goliath requires many resources and a lot of time to build, but it's worth it. It comes with four ion cannons, six heavy turrets, and the second highest amount of armor in the game. And it even has 100% coverage! If you can, try to capture one. It'll save you a lot of cash and time. ------- Carrier ------- Cost: 2,000 RUs Build Time: 4 minutes 41 seconds Firepower: 109 Armor: 72,000 Coverage: 100% Maneuverability: Very Low Max. Velocity: 300 m/s Special Function: Repair / Refuel Units The Carrier basically acts as a small Mothership. It can construct units up to Frigate Class, and Resource Collectors can drop off their contents here. It also can refuel units and store 50 Fighters and 25 Corvettes. The Carrier has a lot of armor, so it can take a while to destroy. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [6.6] NON-COMBAT CLASS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> As the name says, all units in these class do not have a weapon. But each unit provides a special function they can really help you. These units can do different things, such as cloaking units and revealing the locations of enemy units. ----- Probe ----- Cost: 30 RUs Build Time: 6 seconds Firepower: - Armor: 800 Coverage: - Maneuverability: Very High Max. Velocity: 4,000 m/s Special Function: None The Probe is pretty useless. It's the fastest and cheapest unit in the game. The only thing you'll use it for is to get a quick look at the enemy's units. Remember that a Probe has a one-time use engine, so make sure you move it where you want it. ---------------- Proximity Sensor ---------------- Cost: 50 RUs Build Time: 6 seconds Firepower: - Armor: 800 Coverage: - Maneuverability: Very High Max. Velocity: 1,000 m/s Special Function: None You should use this unit over the Probe. It can move quickly and detect cloaked ships. Use it to take a look at the enemy. Unlike the Probe, the Proximity Sensor's engine can be used as much as you want. ------------- Sensors Array ------------- Cost: 800 RUs Build Time: 1 minute 20 seconds Firepower: - Armor: 4,500 Coverage: - Maneuverability: Very Low Max. Velocity: 280 m/s Special Function: None The Sensors Array is vital if you want to see your enemies' movements. It provides full data of almost everything on the map. It shows you where the enemy is and how many units they have. The Sensors Array cannot detect cloaked ships. ------------- Research Ship ------------- Cost: 700 RUs Build Time: 1 minute Firepower: - Armor: 7,500 Coverage: - Maneuverability: Low Max. Velocity: 280 m/s Special Function: None A Research Ship is a science facility that can develop new technology to construct new units. If you build multiple Research Ships, they will link up with each other, which results in increased armor. You can speed up research by having all of the Research Ships work on the same tech. Remember that you can only have six Research Ships out at once. ---------------------- Gravity Well Generator ---------------------- Cost: 800 RUs Build Time: 1 minute Firepower: - Armor: 8,000 Coverage: - Maneuverability: Very Low Max. Velocity: 325 m/s Special Function: Activate / Deactivate Field The Gravity Well Generator's special ability creates a large field around itself. This field will stop all enemy Fighter and Corvette Class units that are inside it from moving or firing. Once they're stuck in the trap, move your own units to take them out. Unlike the Cloak Generator, this generator cannot restart after its power is used up. The field will last for 3 minutes and 30 seconds. And once that time is up, the Gravity Well Generator will self-destruct. --------------- Cloak Generator --------------- Cost: 500 RUs Build Time: 1 minute Firepower: - Armor: 6,000 Coverage: - Maneuverability: Very Low Max. Velocity: 325 m/s Special Function: Activate / Deactivate Cloaking Field The Cloak Generator's special ability creates a small field that cloaks almost any craft inside it. The field can last up to five minutes. When you deactivate the cloaking field, the generator will gradually regenerate its power. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [6.7] MOTHERSHIP CLASS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ---------- Mothership ---------- Cost: N/A Build Time: N/A Firepower: 7,500 Armor: 160,000 Coverage: 60% Maneuverability: - Max. Velocity: 50 m/s Special Function: None The Mothership is one of the most important units in the game. Just about everything in the game occurs here. This unit can construct any class of ships, once you have the technology to do so. She can also refuel and store 300 Fighters and Corvettes. The Mothership has an incredible amount of armor, so she'll be able to take quite a few blows before she explodes. Unfortunately, the Mothership has poor weaponry, so make sure you defend her. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~ 7) CONTACT / LEGAL INFORMATION ~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= --------------------- Copyright Information --------------------- (c) Copyright 2000-2004 Ryan "MetroidMoo" Ammerman This FAQ cannot be distributed in books, magazines, etc. or in any other form of printed or electronic media (CDs, etc.) in any way. It may not be given away as some sort of prize or bonus with a purchase, and it may not be used for promotional or profitable purposes. Any characters, names, or other objects are copyright their respective companies. This document and its author are in no way affiliated with any company involved with this game. ------------------ E-mail Information ------------------ E-mail Address: ryanammerman[at]gmail[dot]com Before you e-mail me a question, make sure you've looked through the FAQ to see if your question is answered. If you send me a question that is answered in the FAQ, it WILL be ignored. -------------- Posting Notice -------------- If you wish to use this guide on your site, you may post it without my permission as long as this document is **NOT** changed in any way, shape, or form. The latest version of this guide can always be found at GameFAQs (http://www.gamefaqs.com). --End of Transmission