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Manual
Compiled by: Sagyxil ©2009
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Table of Contents
• Legal Stuff
• Introduction
• The Interface
• Gameplay FAQs
• Skirmish/Multiplayer Options
• SHIP DATA
◦ Race Overview
◦ HIIGARAN
▪ FIGHTER CLASS
• SCOUT, INTERCEPTOR, BOMBER, X-BOMBER, INTRUDER, SHIRY, HEAVY BOMBER, SPY
▪ CORVETTE CLASS
• GUNSHIP, PULSAR GUNSHIP, MINELAYER, MINEGUN, PULSAR MECHGUN, ION MECHGUN
▪ FRIGATE CLASS
• FLAK FRIGATE, MISSILE FRIGATE, MARINE FRIGATE, SNIPER FRIGATE, DEFENSE FIELD
FRIGATE, ION CANNON FRIGATE, TULWAR FRIGATE
▪ PLATFORM CLASS
• GUN PLATFORM, PULSAR PLATFORM, ION BEAM PLATFORM, MISSILE PLATFORM, FAST-
TRACKING TURRET PLATFORM, SENTINEL-A, SENTINEL-B, SENTINEL-MUTANT, VIPER
MISSILE, TANGO MINE, NUCLEAR TUBE, POINT DEFENSE TURRET, TORPEDO TUBE
▪ CAPITAL CLASS
• LIGHT CARRIER, CREW STATION, RESEARCH STATION, CARRIER, CHIMERA STATION, PRIDE
OF HIIGARA, DESTROYER, ION DESTROYER, MISSILE DESTROYER, ADVANCED DESTROYER,

JUGGERNAUT, CRUISER TYPE-A, CRUISER TYPE-B, SHIPYARD, BATTLECRUISER, SHUTTLE,


VORTEX, BATTLE ARK, COMMAND FORTRESS
▪ UTILITY CLASS
• RESOURCE COLLECTOR, MOBILE REFINERY, SCAVENGER, MINE CONTAINER, TRADE
CONVOY, PROBE, PROXIMITY SENSOR, SENSOR DISTORTION PROBE
• Special Utility:
◦ HYPERSPACE CORE, PATCHER, [ATTACK] DRONE, CREW CELL
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Table of Content
• VAYGR
◦ FIGHTER CLASS
▪ SURVEY SCOUT, ASSAULT CRAFT, BOMBER, LANCE FIGHTER, DEFENDER, MISSILE FIGHTER
◦ CORVETTE CLASS
▪ MISSILE CORVETTE, LASER CORVETTE, COMMAND CORVETTE, MINELAYER CORVETTE, STORM
CORVETTE, MULTILANCE CORVETTE, STRIKER CORVETTE
◦ FRIGATE CLASS
▪ ASSAULT FRIGATE, HEAVY MISSILE FRIGATE, INFILTRATOR FRIGATE, ARTILLERY FRIGATE,
WARFARE FRIGATE
◦ PLATFORM CLASS
▪ GUN PLATFORM, MISSILE PLATFORM, HYPERSPACE GATE, CRUISE MISSILE, ROLLER
◦ CAPITAL CLASS
▪ CARRIER, DESTROYER, CRUISER, BATTLECRUISER, BATTLESHIP, DREADNOUGHT, FLAGSHIP,
SHIPYARD, COMMAND FORTRESS
◦ UTILITY CLASS
▪ RESOURCE COLLECTOR, MOBILE REFINERY, MINE CONTAINER, TRADE CONTAINER, PROBE,
PROXIMITY SENSOR, SENSOR DISTORTION PROBE
• Module Data
▪ Standard Modules
• ANTI-RADIATION FIELD, CLOAK GENERATOR, DEFENSE CONTROL TOWER, DRIVE SYSTEM,
FIRE CONTROL TOWER, GRAVITY WELL GENERATOR, HYPERSPACE, MANUFACTURING
CONTROLLER, POWER DISRUPTOR, REPAIR SYSTEM
▪ UNIQUE MODULES
• Command Fortress
◦ DEFENSE FACILITY, COMMUNICATIONS FACILITY
• Research Station
◦ RESEARCH DIVISION, SCIENCE DIVISION, ENGINEERING DIVISION
• Crew Station
◦ CREW BARRACK, OFFICER BARRACK
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Legal Stuff
I spent a great deal of personal time on this (roughly one and a half weeks.)
Time spent creating its look and in finding/looking up the various stats for each ship, subsystem and weapon.
The copyright extends to the manual's format and anything not previously posted by Nerbs or anyone else on the
Master Complex Forum.

The concepts of “Thou shalt not steal” and “Thou shalt not commit false witness” apply here.
You may not sell this manual, in any form, for monetary or any other type of gain.
You may not copy and claim this work as your own.
You may not claim this work as your own.
You may not make vague claims that this work is your own.

Last, but not least, I would like to thank Fleet Commander in Chief Beghins and the Complex team; without
whom,
Life on our Homeworld would lack some of the better kinds of complications.
I would also like to thank Fleet Admiral vila, Admiral ALC, Sithicus and everyone else on the Complex Forums
for their comments and suggestions.
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Introduction
Welcome to Homeworld 2: Complex 7.3.x.

The Complex Mod was intended to reintroduce features that increase the levels of complexity that had been
stripped away from the Homeworld series in favor of the more streamlined and easier to learn format found in
Homeworld 2.
A few of these additional features are:
• The Honor/Rank system: This represents how much clout you carry within your chosen fleet (Hiigaran
or Vaygr.) The higher you Honor, the better your Rank. The higher Ranks have access to better
upgrades, construct more powerful ships and command a larger fleet.
• The Crew/Officer system: This has replaced the Chassis Cap system used by the original Homeworld
2. Instead of only being able to build a specific number of a particular class of ships (Fighter, corvette,
frigate, etc...) You may now build anything you choose so long as you have the staff to support it (with a
couple of exceptions.)
◦ Crew represents the number of pilots (for fighters and corvettes) and supporting staff (for frigates
and capital ships) you might have in a ship, like engineers, weapons technicians, repair crews, etc...
◦ Officers represent the number of people who are capable of commanding a ship.
▪ The Hiigarans may only have twenty (20) Viper Missiles or Tango Mines.
• More Modules: The variety of available modules has been greatly increased, just about every aspect
of a ship's functionality can be improved dramatically by constructing the appropriate module. Many
modules also improve the functionality of other allied ships within a certain radius as well as unlocking
additional research upgrades related to the module's function.
• More Ships: A number of new ships have been added. A few examples of them are listed below:
◦ The Hiigarans now have the awe-inspiring and powerful Battle Ark; Tulwar Frigates which can
project personal Defense Shields as they rain plasma bombs down on their foes; Spies, fast little
fighters with personal cloak generators; Scavengers, which have four resource drop-off points, can
construct resource collectors and mobile refineries, increase your maximum RU capacity and
construct the useful (and new) RU Fusion modules.
◦ The Vaygr can now construct triple-turreted Defender squadrons; Cruisers, with numerous
missile/torpedo launch tubes; Dreadnoughts which can reduce even a Mothership to vapor in short
order.
• Megaliths: By capturing and holding these large structures, you gain significant fleet-wide benefits like;
improved build speeds, reduced hyperspace costs, or improved defense and weapon damage values.
• Planets: Planets are no longer just decorations in the background, but a part of game as providers of
considerable amounts of resources.
• Debris & Salvaging: Capturing large sections of derelicts with the marine/infiltration frigates will allow
your crews to place scuttling charges inside of the derelict to break it up into more manageable
sections. Additionally, destroyed capital ships leave behind debris clouds that can be retrieved by
resource collectors for moderate lump sums of R.U.s (which can be up to twice the collector's maximum
load capacity)
• More Reports: Find out how much you have harvested/spent over the game year (1 year = ~100
seconds)[Game Year Summary]; find out about weaker enemies fleet stats [Remote Monitor] or learn
how well your doing overall [Player Info].
• More Maps: there are 27+ additional maps to play on, with a multitude of enviroments: Damaging area
s of nebula, planet maps where you can colonize planets to generate R.U.s
• More Formations: Groups of units can now form new defensive formations: Walls, Power Lines and
Destroyer/Cruiser shields. The new offensive formations are: Tortoise, Arrow and Claw.
• Improved AI: The AI personality can be customized to help players work out their strategies.
• Improved Interface: The interface now has a number of new features including reports and new
buttons. Look in the interface section for more information.
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THE INTERFACE
Interface Overview
A = Player Status Bar

B1 = Build Display (B, Ctrl+B)

C = Functions/Displays Buttons
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A = Player Status Bar


1 = Next Rank (Honor required) | Current Honor
Your Honor determines what research topics and, consequently, what tactical options you have available.
Winning battles, capturing enemy ships, researching new ship chassis, upgrading existing ships' abilities,
building new ships and harvesting resources all gain you varying amounts of honor. The in-game representation
of honor is how much influence you have over the fleet; not just over the Military (who will do what you order
them to regardless of your rank) but also the essentially civilian portion of your fleet (while everyone in the game
is technically an astronaut, not everyone can be a AstroMarine or Astro-Officer) After all, a Captain would garner
more respect from the masses than an Ensign.
• Clicking here with the mouse will bring up the Player Information display (default keyboard shortcut is
the I-key)
It is important to note that you can lose honor as
well; losing battles and scuttling ships will cause
TIP your honor to drop (and possibly lower your rank
if it drops enough.)
2 = Crew Assigned/Crew Available/Crew Max | Officers Assigned/Officers Available/Officer Max
In place of Homeworld 2's Unit Caps, these are the numbers which will limit how big or small your fleet can
become. All manned ships require crew and the larger ones (Capital-class) typically require Officers.
• The Hiigarans must build a Crew Station and Crew Barracks(+150 Crew)/Officer Barracks(+10
Officers) to increase their maximum possible number of crew and officers.
You don't want to know what happens if
CAUTION your Crew Station is Destroyed (although
you can probably imagine)
• The Vaygr do the same through researching the topics Recruiting Crew x/6 (Adds +150 Max Crew) and
Recruiting Officers y/5 (Adds +10 Max Officers).
• The destruction of a ship will cause a temporary drop equal to the crew that was used by the ship (if it
was manned.)
Crew and officer requirements for each ship
TIP are listed under the ship's description in the
Build Menu.
• Clicking here with the mouse will bring up the Player Information display (default keyboard shortcut is
the I-key)
3 = Game Year | Game Day:
Each game year is 100 game “days”; each “day” is about a 1 second.
• Clicking here will bring up the Game Year Summary display.
4 = Remote Monitor
Protected means that no one has researched the Remote Monitor topic and they cannot spy on you from a
distance. Unprotected means that those with a Remote Monitor can view your rank, honor, crew and officer
stats, research score, total maintenance costs, fleet score, current R.U.s available/R.U. Capacity, the total
resources that you have gained by fusion, trade, mining, planet colonization, and from Diplomacy Fees; and
lastly your overall score for the previous year.
• Clicking here with the mouse will bring up the Remote Monitor, which will allow you to view unprotected
players information, provided you have researched the Remote Monitor (which requires the existence of
an Advanced Sensors Array on at least one of your ships)
5 = Research Score
Every research topic you complete increases this score. To advance the Hiigaran Research Station to the next
tier of technology requires that you have a specific score in this.
Hiigaran 2nd Tier-Tech: 125 points
TIP Hiigaran 3rd Tier-Tech: 450 points
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The points given for a topic are based on the cost


TIP of that topic (in terms of R.U.s) and the setting for
Research Sensitivity.
• Clicking here with the mouse will bring up the Player Information display (default keyboard shortcut is
the I-key)
6 = Maintenance Cost
Every ship, module and subsystem has its own maintenance cost, ranging from 2 to 250. The exact amount is
detailed in the ship's description in the Build Menu.
If, at the end of a game year, you are unable (you are always willing) to pay the full amount, your fleet's
effectiveness will be diminished as equipment fails from a lack of decent spare parts. Each failed payment of the
full amount will result in a further decrease in efficiency. But as soon as you make a full payment, the penalties
will disappear.
• Clicking here with the mouse will bring up the Player Information display (default keyboard shortcut is
the I-key)
7 = R.U.s Available/R.U. Capacity
Resource Units (R.U.s) is a generic term for the various elements you have gathered from asteroids, Mining
Bases and scavenged from the destroyed hulks of capital ships. The number on the left is what you have
available for production and research. The number on the right is how much you can store at a given time (Any
extra is wasted and resource collectors don't stop harvesting if the max is reached.)
• Hiigarans can increase their maximum capacity by building R.U. Supply Modules on the Carrier (Total 1)
and Scavengers (Total 5). Each Supply Module increases the capacity by 3000.
Don't let Scavengers or Carriers with R.U. Supply
modules die or be captured. The R.U. Maximum
will be decreased by 3000 multiplied by the # of
CAUTION Supply Modules that ship was carrying; any R.U.s
that you had available over the new maximum are
lost forever.
• Vaygr must complete Research to increase their R.U. maximum.
• Clicking here with the mouse will bring up the Player Information display (default keyboard shortcut is
the I-key)

B1 = Build Display (B, Ctrl+B)


1 = Production Ship
This displays which ship you will be building from and its current health.
• The buttons on the left, right and the drop-down menu from the top of
the ship icon will change the ship you will be producing things from.
• Clicking on the ship's icon will select and focus your view on it.
2 = Production Slots and Facility Tabs
This displays how many production facilities, subsystem modules and special
slots are available for you to customize this ship with, as well as which
production facility is currently being viewed
• The SHOW ALL button will display all available construction options.
• The facilities are from left to right:
FIGHTER, CORVETTE, FRIGATE, CAPITAL, PLATFORM, UTILITY, SUBSYSTEMS and
SPECIAL
3 = Production Options
This lists what things you can build.
• The arrow on the left will bring up a help information display.
4 = Production Queues
These collapsible lists will tell you what is currently being constructed, what will
be constructed and how many are queued up and how far along construction
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has progressed.
• The X will cancel the associated job and refund all R.U.s that had been used so far.

• The II will suspend the associated job. To resume the job, click the II again.
• Clicking the + will expand the queue, clicking the − will hide it.
• If your available R.U.s drops to between 0 – 10, all jobs will pause until
more resources become available.
B2 = Research Display (R)
This is where you will research new technologies to expand the types of ships
you can construct or improve upon existing models.
1 = Research Topics
These are the categories that all research topics are grouped into
• The SHOW ALL button will display all available research.
• The categories are:
FIGHTER, CORVETTE, FRIGATE, CAPITAL, PLATFORM, UTILITY, MODULE, SPECIAL
2 = Topics
These are the topics you can research along with their cost.
• The boxed arrow to the left will open an information display explaining
what each topic is about, what it will cost, and how long it will take to to
complete research.
3 = Research Queue
This lists what you are currently researching and what will be researched next.
• The X will cancel research on the designated topic and refund all
R.U.s that had been used so far.
• Clicking on the II will suspend research. Clicking it again will resume
your research.
• If your available R.U.s drops to between 0 – 10, all jobs will pause until
more resources become available.

B3 = Launch Display (L, Ctrl+L)


1 = Launching Ship
This is the ship whose docking bays are being viewed.
• The buttons on the left and right/and the drop-down menu from the top
of the ship icon will change the ship you will be producing things
on/from.
Clicking on the ship's icon will select and focus
TIP your view on it in the main display.
2 = Docking Procedures
This lists how many docking berths the launching ship has, and how docked
ships will behave when repairs/replacements are complete.
• The number to the right of Docked Ships is of the form: Docking Berths
in Use/Number of Docking Berths.
• STAY DOCKED tells ships to not automatically emerge from the
launching ship once repairs/replacements are complete.
• AUTO-LAUNCH tells ships to exit the ship and assume parade
formation around the launching ship once repairs/replacements are
complete.
3 = Docked Ships
This displays the icon(s) and health of all docked ship(s)/squardron(s).

4 = Launch Orders
This will launch any units you have selected, regardless of repair status or the selected Docking Procedure.
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C = Functions/Displays Buttons
1 : Display and Unit-related Functions

[FLEET]
• Player Info (I): Opens a display that lists the various pieces of information that determine your overall
player score.
• Production Queues (Q): Lists all of your production ships (in the order they were created), what they
are producing at the moment, and how far along the production is. Research (at the bottom of the list)
displays what technology topic is currently being researched at the moment.
• Fleet Selector: Brings up the fleet selection display, this shows all the different ships in your fleet, and
how many you have of each type. Clicking on one (or more) of the icons will highlight it, clicking on the
green circle of arrows (Update Selection) will select whatever units you have highlighted. See Fleet
Selector for a more detailed explanation of its contents.
• Remote Monitor: Brings up the Remote Monitor display, which displays a number of useful bits
information for other players.
• R.U.s Year Summary: Displays an overview of what your resourcing operations have accomplished for
the game year.
◦ Military Rank Remuneration
◦ Yearly Maintenance Cost
◦ R.U.s Harvested
◦ R.U.s Spent
◦ R.U.s generated by Fusion
◦ R.U.s Traded
◦ R.U.s received from a captured Mining Base
◦ R.U.s received from Planetary Colonization
◦ R.U.s payed this Game Year in Diplomacy Fees
• None: Closes the Fleet menu.
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[STRIKE]
This shows all the formations your units can assume (note that fighter and corvette squadron formation are
based on their TACTICS setting)
• The Info button will show an example of what the formation will look like and a brief description of its
purpose.

Capital Phalanx Destroyer/Cruiser Shield

All capital ships are placed in the front of the


formation, allowing those ships with the best
defense to absorb the brunt of the enemy
retaliation.

Frigates make up the middle, where their lower


defense is somewhat mitigated, allowing them to
bring their better weaponry to support the capital
ships.

Corvettes make up the rear, allowing them to


join the fray while the enemy is distracted by the
heavy firepower in the front.
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[TACTICS]
These are your units behavior settings.
• Passive (F2)
◦ Capital Ships and frigates won't engage hostile ships, and will maintain their position until destroyed.
◦ Fighters, Corvettes and Resource Collectors will dock with the nearest ship when damaged.
◦ Support Units (Crew Cell, Patcher and Drone) will not auto-launch.
• Defensive (F3)
◦ Ships will engage enemies when fired upon.
◦ Ships will not dock if damaged.
◦ Support units will launch when needed.
• Aggressive (F4)
◦ Ships will engage any enemy within range of at least one of their available weapons.
◦ Ships will not dock if damaged.
◦ Support units will launch when needed.

2 = Display Shortcuts
These are the various on-screen shortcuts for a variety of useful functions.
• Previous Focus (PAG DOWN) | Focus Capital Ships (HOME) | Next Focus (PAG UP)
• These buttons will change which unit(s) which your view will focus on.
◦ Previous Focus/Next Focus
▪ This will backtrack/progress between the various unit(s) you have focused your view on.
Focusing the view on a unit(s) can be accomplished in one of several other ways:
• Holding down the ALT button and clicking on a unit with the mouse.
• Pressing a group's assigned number twice.
• Clicking a displayed unit's image in the taskbar
• In the Build Menu or Launch Menu, clicking on the image below the drop-down list will
focus on that unit
• Selecting a unit(s) and pressing the F-key; or if a unit already selected, press the F-key.
• Focus Capital Ships
◦ This will allow you to cycle through your capital ships with buildable modules and weapon
systems (the will cycle in the order they were built.)
• Fleet Selector
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◦ This will bring up a display that will show you what your fleet is currently composed of,
categorized by class
▪ Fighter, Corvette, Frigate, Production Capital Ships (Ships that can build something), Armed
Capital Ships (Destroyers, Cruisers, Battlecruisers, Battleships, Vortex, Battle Ark, etc...),
Platforms, and Utility,
▪ Fleet will highlight all units and Refresh Selection selects the units you have highlighted.
◦ To use it, simply click on the box representing the ship(s) you want to have selected, then click
the Dotted Green Circle (Refresh Selection).
• Cycle Tactic Overlay (Tab)
◦ The tactical overlay outlines all ships with an representative icon; it also shows you what the unit
you have selected is currently doing; a red line indicates attack, green is movement, yellow is
harvesting.
◦ This option cycles between three different settings:
▪ None (no tactical overlays will be shown at all)
▪ Partial (Unit-Type Overlay will fade as you zoom in)
▪ Full (Unit-Type overlays and Module Effect Spheres will always be shown, regardless of
zoom in both sensor manager and normal views)
The Tactical Display is excellent for finding
TIP enemies whose coloring or size might make
them hard to see.
• Disable/Cycle HUD (Backspace)
◦ This hides the HUD completely, making it ideal to take screenshots that aren't cluttered up like
the one at the beginning of this section.
• Enable Cinematic (On Selection)
◦ As far as I can tell, this only makes it look like the cinematic mode (Box Office Mode) in vanilla
Homeworld 2, it doesn't record a cinematic.
◦ Press ESC to exit out of Cinematic mode.
◦ Press N to move to next focus.
• Select Military Units (A)
◦ Using this will allow you to use box-selection and only select military (non-Utility) units.
To use the Keyboard shortcut, hold the key
TIP down while you box select.

3 = Build/Research/Launch Displays
These will bring up the build, research and launch displays.
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D = Ship Commands and Information


1 = Command Shortcuts
This contains the various commands that you can issue to your ships.
They are (with default hotkey in parentheses):
1/3
Move Attack Move Guard Dock
(M) (Ctrl) Attack (G + (D)
(Ctrl+A) Mouse click)
Stop Waypoint Harvest Hyperspace Parade
(S) (W) (H) (J) (Shift+P)

2/3
Mothership Sensor Ping Defense Cloak Repair
Defense (1000 RU) Field Field (Y)
Parade (X) (T) (C)
Deploy Set Rally Set Rally Retire Scuttle
Mines Point Object (Ctrl+ (Ctrl+
(N) (P) (Ctrl+P) Shift+X) Shift+S)
3/3
EMP Callisto Perforate Heavy Ion Nuclear
(E) Torpedo Armor Cannon Bomb
(Z) (Z) (Z) (Z)

2 = Ship Information Panel


When you have a single ship selected, this panel will display various pieces of information about it.
• Speed (in m/s)
• Damage (base damage it can deal each second)
• Health (The maximum amount of health this unit has)
• Resource collector's will also display the operational performance

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How Do I...
• Collect resources from debris?
1. Capture it with marine/infiltration frigate(s).
2. Select the debris and scuttle it.
3. Select at least one resource collector and click on the fragments left over.
• Colonize a Planet?
1. Move a production ship (Carrier, Mothership/Flagship, Shipyard) close to the planet.
2. Keep the enemy from getting close to it.
• Use a Mining Base?
4. Capture it with marine/infiltration frigate(s).
5. After it has been captured, send at least one (1) resource collector into it and build a Mine Container
from a ship that can build utility ships (Carrier, Mothership/Flagship, Shipyard, Scavenger)
◦ Tip: A good ratio of mine collectors to resource collectors is 1:4 (that is 1 mining container for every 4

GAMEPLAY FAQS
resource collectors.)
• Increase my Rank?
◦ Rank is based on your Honor (or Honour if you prefer.) To increase your honor, do the following:
▪ Build things.
▪ Harvest R.U.s
▪ Research technologies
▪ Win Battles.
▪ Capture enemy ships.
▪ Pay Tribute to allies
▪ Pay Maintenance costs.
◦ Tip: It is important to note that you can also lose honor. Scuttling ships and losing battles will cause
your honor rating to fall.
• Use megaliths to dominate the universe?
1. Capture them with marine/infiltration frigate(s).
2. Protect the megalith. They can stand a good amount of damage before being destroyed, but
invincible they are not.
3. Take over the universe. (Good luck with that too.)
• Keep my ships from exploding?
◦ Don't build the Evacuation System until you really need to evacuate the ship. This system (available
to the Hiigarans) is intended to rescue the crew of the ship that builds it. It will drain that ship's
health until the ship is destroyed.
• Capture enemy ships?
◦ You must tell at least one marine/infiltrator frigate to latch on to it,
◦ You must have the crew required to man the ship; otherwise it will be scuttled after being captured.

Conceptual OAQs (Occasionally Asked Questions)


What is Honor?
My interpretation of the Honor System in Complex is this:
Honor represents how much clout you have over the entire populace (not just the Military) under your
command. Don't forget that in addition to the crew members and officers you also have civilians (since the
stork can't bring you a full-grown man in combat gear) (or a baby in combat gear for that matter.) If you
want to contend how unreal the honor system seems, consider this; you aren't the only intelligent entity
capable of controlling the mothership/flagship. You had to be wired in, so someone else could be as well.
There are other people in the fleet who think they can do a better than you, so the honor system illustrates
just how well the general populace think of you. Sure the military will follow your orders; but the scientist's,
engineers and other non-combat people are under no such obligation.
And no, you cannot declare martial law.
The Vaygr leadership would be just as bad, just because Makaan banded them together doesn't mean they
trust each other or him (you).
Only examples of success will impress the warlords.
To a Vaygr...Nothing else matters.
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These are the various options you can change for the Player vs CPU (Skirmish) and Multiplayer modes.
OPTION EFFECT
Changes the amount of resources stored in asteroids, dust clouds and
Resource Multiplier
mining bases. Also affects the mining and fusion rates

Skirmish/Multiplayer Options
Changes the resources each player starts with; possible choices are 1000, 3000,
Starting Resources
and 5000
Allows you to select number of starting resource collectors as well as starting
fleet size.
Description
• Units in Red are Vaygr-only
• Units in Blue are Hiigaran-only
Mothership Start nothing but the Pride of Hiigara/Flagship
Mothership; Start with Pride of Hiigara/Flagship and 3 collectors
3 collectors
Mothership; Start with Pride of Hiigara/Flagship and 5 collectors
5 collectors
7 Start with Pride of Hiigara/Flagship and 7 collectors
Flagship, Carrier, Scout and 9 collectors
Support Pride of Hiigara, Light Carrier, Mobile Refinery, Research Station, Crew
Station, Scout and 9 collectors
Flagship, Carrier, Shipyard, 3 Assault Frigates, Infiltrator Frigate,
Resource
Destroyer, Mobile Refinery, 3 Missile Corvettes, 3 Assault Craft, 3 Gun
Collectors
Platforms, Scout, and 11 Collectors
Fleet Pride of Hiigara, Carrier, Shipyard, Crew Station (with 1 crew and 1 officer
modules), Research Station, Scavenger, Destroyer, Marine Frigate, 3 Flak
Frigates, 3 Gunships, 3 Interceptors, 3 Gun Platforms, Scout and 11
Collectors
Flagship, Carrier, Shipyard, Command Fortress, Battlecruiser, 2
Destroyers, 3 Heavy Missile Frigates, 3 Assault Frigates, 2 Infiltrator
Frigates, 2 Mobile Refineries, 3 Missile Corvettes, 3 Laser Corvettes, 3 Gun
Platforms, 3 Heavy Missile Platforms, 3 Assault Craft, 3 Bombers, Scout
and 13 Collectors
Empire Pride of Hiigara, Carrier, Shipyard, Command Fortress, Battlecruiser, 2
Destroyers, Research Station, Crew Station (with 2 crew and 2 officer
modules), 2 Scavengers, Chimera Station, 3 Tango Mines, 3 Flak Frigates, 3
Missile Frigates, 2 Marine Frigates, 3 Pulsar Gunships, 3 Gunships, 3
Interceptors, 3 Bombers, 3 Gun Platforms, 3 Pulsar Platforms, Scout, and
13 Collectors
Beginning Honor, adjusted for selection in Resource Collectors and Unit
Starting Honor
Capacity; Start at 0 Honor (Ensign) up to 365 Honor (Fleet Admiral)
The quantity of aid the CPU receives in the form of extra R.U.'s, free research,
AI Aids additional units, and bonuses to damage and Health for (all) ships.

Location where you start on the map (Numbers are shown in the map preview
Start Locations
display)
Lock Teams Sets whether teams can be changed and alliances formed during the match.
Primary Objective Destroy Winner is the last player with a mothership
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Mothership
Destroy ///////Winner is the last player with a production-capable
Production vessel (Mothership/flagship, carrier, shipyard) [don't know yet
if command fortress, light carrier, etc...count]
Destroy All Winner is the last player with at least one ship.
Store 100000 First player who can store 100,000 R.U.'s is declared the
R.U.'s winner
Available secondary objectives.
Note: It is unknown if this option actually has any effect on the game
Note: Possibly grants bonuses to the first player who does better than the others
in the chosen field
Secondary Objectives Resource Race Player whose resourcing operation(s) are more efficient than
all others
Rank Race Player whose rank is highest
Domain Race Player who controls the most area on the map
Encourage or discourages alliances without actually banning them. If set to
Diplomacy Fee anything but None, each game year the player with the highest score will be
payed a tribute or fee by their fellow allies.
Enables or disables Complex Tutorial at the beginning of a match. Useful
Complex Help (somewhat) for those new to Complex. Best enabled during Player vs CPU as
they can prove detrimental versus a real opponent.
Modifies the research point value for research topics. The higher the setting,
Research Sensitivity
the fewer research points you get for researching a topic.
Honor Sensitivity Modifies the point values for all actions which affect honor.
Construction Speed Modifies the production rate.
Recruiting Speed Modifies the rate at which new crew and officers are recruited/replenished at.
R.U. Operation speed Modifies the rates that resource collectors will harvest and drop-off their loads.
Hyperspace Modifies the cost of hyperspace travel.
Rank Renumeration Modifies the yearly R.U. bonus granted by rank
Battle Duration Changes the length that battles will last. [Effect, if any, is unknown]
Unit Behavior Changes how units behave in battle (Do you want them to dart around like
Determines how CPU players will behave.
Defensive AI will attack infrequently but with a large force.
AI Behavior
Balanced AI will attack with a moderate force
Aggressive AI will attack often but with a small force.
Maximum attainable rank, affects the maximum number of crew and officers that
you can recruit and which technologies you can research.
Few Captain (125)
Unit Capacity
Normal Commodore (185)
High Admiral (265)
Very High Fleet Admiral (365)
Autosave Enable or disable auto-saving [Function is unknown during multiplayer]
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System Clock Rate that system updates the game parameters.
BAck to < Table of Contents>

SHIP DATA
Overview
S H I P N A M E
Brief description of role
Starting Health Total health the unit has without upgrades.
Max Health Total health the unit can have with only research upgrades.
Health EMP-type damage Time (in seconds)

[CLASS
that ship can take required to regain
EMP Shield Recovery Time
before being control once ship is
disabled. disabled.
Time (in seconds)
Unit's speed without
Starting Speed Acceleration Time required to reach
upgrades.
max speed
Speed
Maximum speed of
Time (in seconds)
Max Speed unit with only Braking Time
required to stop
research upgrades.
Time (in seconds)
Unit's acceleration
Starting Drive Thruster Accel. Time required to reach
without upgrades.
max turning rate
Drive Maximum
Time (in seconds)
acceleration of unit Thruster Braking
Max Drive required to stop

NAME]
with only research Time
turning
upgrades.
Initial Time Time (in seconds) to build unit.
Build Time
Min. Time Time (in seconds) to build unit with only research upgrades.
Cost Cost to build in R.U.s
Cost in R.U.'s to maintain
Maintenance
peak efficiencyeach year.
Crew | Officers # of crew needed # of officers needed

Example Damage Vulnerability Diagram¹


¹ = Given as Damage Percentages; as in what percent of the weapon's damage value
is multiplied by when it hits this area (a value of 1 means it does full damage, 0.7
means 70%, etc...) Vulnerability
Note the location of the rear or front sections is guesswork. Legend (%)
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Armanent Effects # of emplacements
[Damage]
base damage
[Push] # of emplacements
Weapon 1
distance about ship's hull
[Disable]
Damage¹
Weapon 2 ... ...
Weapon 3 Etc... Etc...
Total Damage Total damage ship can deal out
¹ = represents damage to EMP Shield; if the EMP Shield is reduced to 0, the ship is disabled (unable to do
move, attack or use special abilities) until its EMP Recovery Time has passed.
Capital-Class Only
Docks
# of ships that can be docked at a time
available
Dockable These ship class(es) can dock
Docking Classes These ship class(es) cannot dock
# of Docks available for unique ships (Research Ship, Crew
Special
docks Ship, Pride of Hiigara) or ships that normally can't dock
Docks
available (Juggernaught)

Maximum # of Maximum # of repair ships


Capture | Repair Points marine/infiltration frigate that can work on the ship
that can attach to the ship
Time it takes for 1 Speed ship is reduced to
Capture Time/Speed marine/inf to capture this while being captured
ship
Subsystems Table
Ships = Facilities related to the creation of ships.
Modules = Constructible facilities which typically grant the module's bearer and surrounding allied ships an
enhancement to performance, as well as granting access to research upgrades to enhance the
abilities of specific ship chassis (fighter, corvettes, frigates, etc...).
Special = Provide enhancements to the ship itself (and only that ship). Come in three varities: Sensor, Weapon,
and Other
# of Slots Number of production facility slots for this ship
Ships
Class List of which ship chassis this ship can construct.
Number of module subsystems that can be
# of Slots
built/carried on this ship
Modules
Subsystems List of which modules that can be built/carried on this
Available
ship
Slots available for specialized subsystems for this
# of Slots
ship
Special
List of sensors, weapons systems and other systems
Available
that can be built or are present on this ship.
Subsystems Entry Color Coding system
Entries with this color of background can be built Entries with this color of background are already present at
as module/subsystem. time of construction.
BAck to < Table of Contents>
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Hiigaran
The Hiigaran's ships all serve multiple roles, but; and make use of advanced technologies with offensive
weapons like pulsar arrays, ion cannons, rapid response anti-projectile turrets and anti-ship callisto torpedoes;
defensive measures including defensive field generators and cloaking technology and a large selection of ships
available for researching and construction. From the gigantic Battle Ark-class super capital ship to the Intruder
fighter squadron, the Hiigarans possess the most flexible and well-engineered fleet in the known galaxy (with the
possible exception of the Bentusi.)

VAYGR

Race Overview
A recently formed conglomeration of raiders and space pirates, the Vaygr rely on sheer numbers and brute
strength to break their opponents into space debris. Space-faring ships have learned to avoid dust clouds for
fear of ambush by Vaygr Lance fighters and Bombers. Their Vaygr ships are typically single use ships, but they
are excellent at what they can do.
BAck to < Table of Contents>

HIIGARAN
S C O U T

FIGHTER
Reconnaissance
Starting Health 51
Health Max Health 102
EMP Shield - Recovery Time -
Starting Speed 440 Acceleration Time 1.5
Speed
Max Speed 611.6 Braking Time 0.75
Starting Drive 396 Thruster Accel. Time 1.5
Drive
Max Drive - Thruster Braking Time 0.75
Initial Time 20

CLASS
Build Time
Min. Time (R) 11.43
Cost 350
Maintenance 5
Crew | Officers 3 -

Weapon Effects Emplacements


Kinetic Gun Type-FS 10 1
EMP Emitter (Small) 35 1
Total Damage 45
Essentially a fighter chassis packed with the sensory equipment of a
capital ship and a light kinetic gun strapped on as an after-thought; the
scout does what its name suggests; it scouts. Its has just enough armor to
protect its pilots from the hazards of space and very little else. While
slightly more expensive than the probe, the scout isn't limited to a single
movement order and can latter gain an EMP ability.
BAck to < Table of Contents>

I N T E R C E P T O R

Basic fighter squadron


Starting Health 82
Health Max Health 164
EMP Shield 75 Recovery Time 20
Starting Speed 300 Acceleration Time 2
Speed
Max Speed 417 Braking Time 1
Starting Drive 270 Thruster Accel. Time 2
Drive
Max Drive - Thruster Braking Time 1
Initial Time 30
Build Time
Min. Time (R) 17.14
Cost 400
Maintenance 7
Crew | Officers 5 -

Weapon Effect Emplacements


Autocannon Type-FI 50 1
Total Damage 50
The humble Interceptor-class forms the backbone of the Hiigaran anti-
fighter defense forces. Its powerful engine and kinetic cannon grant it the
mobility and firepower to protect its charges from hostile fighters.
BAck to < Table of Contents>

B O M B E R

Anti-capital/subsystem fighter squadron


Starting Health 133
Health Max Health 266
EMP Shield 75 Recovery Time 20
Starting Speed 270 Acceleration Time 3
Speed
Max Speed 375.3 Braking Time 1
Starting Drive 243 Thruster Accel. Time 3
Drive
Max Drive - Thruster Braking Time 1
Initial Time 40
Build Time
Min. Time 22.86
Cost 550
Maintenance 8
Crew | Officers 5 -

Weapon Effect Emplacements


Plasma Bomb 145 2
Anti-Capital Bomb 150 2
Anti-Subsystem Bomb 190 2
Total Damage 970
Armed with twin plasma bomb launcher, and after research, twin anti-
subsystem plasma bomb launchers; this form of weaponry combined with
its speed and maneuverability make it a bane to frigates and capital
ships, but it possess no defense against fighters and corvettes as these
craft are to maneuverable to hit with the direct fire bombs.
BAck to < Table of Contents>

X - B O M B E R

Anti-subsystem fighter squadron


Starting Health 101
Health Max Health 202
EMP Shield - Recovery Time -
Starting Speed 280 Acceleration Time 1.5
Speed
Max Speed 389.2 Braking Time 0.75
Starting Drive 252 Thruster Accel. Time 1.5
Drive
Max Drive - Thruster Braking Time 0.75
Initial Time 35
Build Time
Min. Time (R) 20
Cost 500
Maintenance 7
Crew | Officers 5 -

Weapon Effect Emplacements


Anti-Subsystem Bomb Type-X 330 1
EMP Emitter (Small) 35 1
Total Damage 365
The X-Bomber is the ideal hit-and-run weapon. A heavy anti-subsystem
plasma bomb launcher can be combined with an EMP to stop capital
ships in their tracks.
BAck to < Table of Contents>

I N T R U D E R

Advanced fighter squadron


Starting Health 202
Health Max Health 404
EMP Shield 75 Recovery Time 20
Starting Speed 305 Acceleration Time 2
Speed
Max Speed 423.95 Braking Time 1
Starting Drive 270 Thruster Accel. Time 2
Drive
Max Drive - Thruster Braking Time 1
Initial Time 55
Build Time
Min. Time (R) 31.43
Cost 700
Maintenance 7
Crew | Officers 5 -

Weapon Effect Emplacements


Pulsar Array Type-F 80 1
Total Damage 80
The combination of a pulsar array, speed and durability make this fighter
a nightmare for frigates and corvettes.
BAck to < Table of Contents>

S H I R Y

Heavy fighter squadron


Starting Health 227
Health Max Health 454
EMP Shield 80 Recovery Time 10
Starting Speed 310 Acceleration Time 2.5
Speed
Max Speed 430.9 Braking Time 1.5
Starting Drive 279 Thruster Accel. Time 2.5
Drive
Max Drive - Thruster Braking Time 1.5
Initial Time 20
Build Time
Min. Time (R) 11.43
Cost 900
Maintenance 9
Crew | Officers 5 -

Weapon Effect Emplacements


Heavy Autocannon Type-F 35 2
Callisto Torpedoes Type-F 1250 2
Total Damage 2570
Dual heavy kinetic guns, and when upgraded, anti frigate/capital
callistoes combined with superior durability and speed make the Shiry a
formidable opponent. The true multi-role fighter.
BAck to < Table of Contents>

H E A V Y B O M B E R

Heavy anti-capital ship fighter squadron


Starting Health 200
Health Max Health 400
EMP Shield 75 Recovery Time 20
Starting Speed 233 Acceleration Time 3.1
Speed
Max Speed 323.87 Braking Time 1.1
Starting Drive 209 Thruster Accel. Time 3.1
Drive
Max Drive - Thruster Braking Time 1.1
Initial Time 80
Build Time
Min. Time (R) 45.71
Cost 1000
Maintenance 10
Crew | Officers 5 -

Weapon Effect Emplacements


Anti-Capital Bomb Type-HB 165 4
Anti-Subsystem Bomb Type-HB 210 2
Total Damage 1080
If well defended or used for hit and run tactics, the Heavy Bomber can put
most larger ships out of action in a very short time. It is armed with quad
anti capital plasma bomb launchers and dual anti subsystem plasma
bomb launchers.
BAck to < Table of Contents>

S P Y

Advanced reconnaissance fighter


Starting Health 63
Health Max Health 126
EMP Shield 75 Recovery Time 20
Starting Speed 320 Acceleration Time 2
Speed
Max Speed 444.8 Braking Time 1
Starting Drive 288 Thruster Accel. Time 2
Drive
Max Drive - Thruster Braking Time 1
Initial Time 50
Build Time
Min. Time (R) 28.57
Cost 600
Maintenance 7
Crew | Officers 3 -

Weapon Effect Emplacements


Covert Kinetic Cannon 29 3
EMP Emitter (Small) 35 1
Total Damage 122
Armed only with 3 light kinetic guns and a personal cloaking device.
These ships specialize in covert reconnaissance, cloaking to get past
enemy defenses and position themselves outside enemy sensor range
and...spy. Once their EMP upgrade is researched, they can use their
cloaks to get in close to the enemy ships and disable them so other
ships can fly in quickly to finish them off (or capture them).
BAck to < Table of Contents>

G U N S H I P

CORVETTE
Basic corvette squadron
Starting Health 400
Health Max Health 800
EMP Shield 75 Recovery Time 20
Starting Speed 255 Acceleration Time 2
Speed
Max Speed 369.75 Braking Time 1
Starting Drive 225 Thruster Accel. Time 2
Drive
Max Drive - Thruster Braking Time 1
Initial Time 45
Build Time
Min. Time (R) 25.71
Cost 600

CLASS
Maintenance 11
Crew | Officers 6 -

Weapon Effect Emplacements


Vulcan Cannon Type-C 52 2
Total Damage 104
Armed with twin vulcan cannon turrets, the gunship lives up to its name;
leaving the twisted tumbling hulks of enemy fighters and corvettes
spinning lifelessly in the vacuum of space.
BAck to < Table of Contents>

P U L S A R G U N S H I P

Anti-corvette/frigate squadron
Starting Health 450
Health Max Health 900
EMP Shield 75 Recovery Time 20
Starting Speed 215 Acceleration Time 2
Speed
Max Speed 311.75 Braking Time 1
Starting Drive 215 Thruster Accel. Time 2
Drive
Max Drive - Thruster Braking Time 1
Initial Time 55
Build Time
Min. Time (R) 31.43
Cost 700
Maintenance 12
Crew | Officers 6 -

Weapon Effect Emplacements


Pulsar Array Type-C 160 1
Total Damage 160
A better armored corvette designed to take down frigates. Its pulsar array
is more versatile than the Intruder's, but less accurate against nimble
fighters.
BAck to < Table of Contents>

M I N E L A Y E R

Anti-Capital Minelayer
Starting Health 600
Health Max Health 1200
EMP Shield 75 Recovery Time 20
Starting Speed 215 Acceleration Time 2.6
Speed
Max Speed 311.75 Braking Time 1
Starting Drive 215 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 1
Initial Time 60
Build Time
Min. Time (R) 34.29
Cost 800
Maintenance 16
Crew | Officers 3 -

Weapon Effect Emplacements


Anti-Ship Mine Type-C 5000 1
Light Kinetic Cannon 42 1
Minesweeper Autocannon
130 1
Type-C
Total Damage 5172
Deploying electromagnetic fragmentation mines, the minelayer can be a
devastating weapon against capital ships. The only downside is that the
mines use a relatively short lived power source, that when drained
causes the mine to break apart rather quickly and harmlessly (presumably to prevent the universe from
becoming overcrowded with long-forgotten minefields.) They can also use their minesweeper cannon to clear
out enemy minefields and destroy enemy missiles before they cause damage to your fleet.
BAck to < Table of Contents>

M I N E G U N

Advanced Anti-Fighter/Corvette
Starting Health 900
Health Max Health 1800
EMP Shield 75 Recovery Time 20
Starting Speed 185 Acceleration Time 2.6
Speed
Max Speed 268.25 Braking Time 1
Starting Drive 185 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 1
Initial Time 65
Build Time
Min. Time (R) 37.14
Cost 900
Maintenance 16
Crew | Officers 9 -

Weapon Effect Emplacements


Kinetic Cannon Turret Type-C 48 4
Minesweeper Autocannon
130 1
Type-C
750
Anti-Fighter Mine 1
150
Total Damage 1072
Though its name suggests it is a minesweeper (and it can be), it is at its
best when used as an anti-fighter/corvette ship. Its four kinetic gun turrets are lethal to both fighter and corvette
squadrons. And once upgraded, it will auto-deploy anti-fighter/corvette mines in battle.
BAck to < Table of Contents>

P U L S A R M E C H G U N

Advanced Anti-Corvette
Starting Health 950
Health Max Health 1900
EMP Shield 75 Recovery Time 20
Starting Speed 200 Acceleration Time 2.8
Speed
Max Speed 290 Braking Time 1.2
Starting Drive 195 Thruster Accel. Time 2.8
Drive
Max Drive - Thruster Braking Time 1.2
Initial Time 75
Build Time
Min. Time (R) 42.86
Cost 1000
Maintenance 18
Crew | Officers 9 -
Weapon Effect Emplacements
Kinetic Turret Type-MG 42 4
Pulsar Array Type-MG 65 2
Total Damage 298
The premier anti-corvette system short of a full-fledged frigate. With
roughly twice the armor of the pulsar corvette, this marvel of technology
features two sets of semi-automated weaponry: Four kinetic guns and
twin turreted pulsar arrays; all controlled by an advanced AI system and
three crew members. The Coordinated Weapon system upgrade will
allow it the cannons and pulsar array to fire faster, at a greater range and improve the damage dealt.
BAck to < Table of Contents>

I O N M E C H G U N

Advanced anti-frigate/capital
Starting Health 950
Health Max Health 1900
EMP Shield 75 Recovery Time 20
Starting Speed 200 Acceleration Time 2.8
Speed
Max Speed 290 Braking Time 1.2
Starting Drive 185 Thruster Accel. Time 2.8
Drive
Max Drive - Thruster Braking Time 1.2
Initial Time 80
Build Time
Min. Time (R) 45.71
Cost 1200
Maintenance 18
Crew | Officers 9 -
Weapon Effect Emplacements
Kinetic Turret Type-MGC 42 4
275
Ion Cannon Type-MGC 2
3
Total Damage 718
The other version of the newly developed mechgun system, the ion mechgun
possess the same four kinetic turrets as previous mechgun, but replaces the
pulsar arrays with ion cannon turrets, making it a terror for capital ships and frigates.
BAck to < Table of Contents>

F L A K F R I G A T E

FRIGATE
Anti fighter frigate
Starting Health 18000
Health Max Health 36000
EMP Shield 310 Recovery Time 20
Starting Speed 175 Acceleration Time 7
Speed
Max Speed 253.75 Braking Time 2
Starting Drive 170 Thruster Accel. Time 8
Drive

CLASS
Max Drive - Thruster Braking Time 2
Initial Time 50
Build Time
Min. Time (R) 28.57
Cost 800
Maintenance 12
Crew | Officers 6 -

Capture | Repair Points 1 2


Capture Time/Speed 30 s 17

Weapon Effect Emplacements


100
Flak Turret 2
100 / 60 m
Total Damage 200
Arguably the best defense against hostile fighters, the flak frigate
fires explosive shells that unleash a barrage of razor-sharp
shrapnel to tear apart the thin armor of incoming fighters and
corvette squadrons.
BAck to < Table of Contents>

M I S S I L E F R I G A T E

Basic anti-corvette frigate


Starting Health 19000
Health Max Health 38000
EMP Shield 310 Recovery Time 20
Starting Speed 160 Acceleration Time 7
Speed
Max Speed 232 Braking Time 2
Starting Drive 160 Thruster Accel. Time 8
Drive
Max Drive - Thruster Braking Time 2
Initial Time 55
Build Time
Min. Time (R) 31.43
Cost 850
Maintenance 12
Crew | Officers 6 -

Capture | Repair Points 1 2


Capture Time/Speed 30 s 16

Weapon Effect Emplacements


Cluster Torpedo* 380 2
Anti-Frigate Torpedo* 380 2
Anti-Capital Torpedo* 1520 2
Callisto Torpedo Type-FR 3500 2
Total Damage 10800
*Only one kind of torpedo types is fired at a time.
The mainstay of the Hiigaran frigate fleet. Its torpedo launchers
have proven the ideal defense against corvettes and frigates.
Once upgraded with Callisto-type torpedoes, these vessels can
easily take out any enemy frigate as well as putting a serious dent in the armor of capitals.
BAck to < Table of Contents>

S N I P E R F R I G A T E

Advanced support frigate


Starting Health 20000
Health Max Health 40000
EMP Shield 400 Recovery Time 20
Starting Speed 150 Acceleration Time 8
Speed
Max Speed 217.5 Braking Time 2
Starting Drive 150 Thruster Accel. Time 7
Drive
Max Drive - Thruster Braking Time 2
Initial Time 60
Build Time
Min. Time (R) 34.29
Cost 950
Maintenance 14
Crew | Officers 7 -

Capture | Repair Points 1 2


Capture Time/Speed 45 s 75

Weapon Effect Emplacements


Pulsar Array Type-FLR 335 1
Torpedo Type-FLR 1450 1
Total Damage 1785
The development of a pulsar array system that wouldn't lose beam
cohesion over long distances resulted in this. The only detraction
was that the new array required half of a frigate-chassis for one
array and a unique power distribution system; these problems
effectively relegated it to being limited to specially constructed
'Sniper'-class frigates. The result, however, was a ship that could
knock the sensory antenna off of enemy frigates from across the
battlefield, and in sufficient numbers could even take on capital ships and come out victorious. Upgrading it
with twin long-range torpedo launchers further increases its effectiveness.
BAck to < Table of Contents>

M A R I N E F R I G A T E

Boarding/Seizure Frigate
Starting Health 21000
Health Max Health 42000
EMP Shield 310 Recovery Time 20
Starting Speed 220 Acceleration Time 7
Speed
Max Speed 319 Braking Time 2
Starting Drive 220 Thruster Accel. Time 8
Drive
Max Drive - Thruster Braking Time 2
Initial Time 50
Build Time
Min. Time (R) 28.57
Cost 750
Maintenance 16
Crew | Officers 7 -

Capture | Repair Points 1 2


Capture Time/Speed 45 s 75

Weapon Effect Emplacements


Vulcan Kinetic Turret 100 1
Total Damage 100
Though its chassis was originally intended for dropping supply pods
to settlements lacking a spaceport; once the Maakani invaded
Hiigara, a simple redesign saw the replacement of the original
supply storage bays with marine barracks and fitting the drop pods
with automated plasma cutters and life-support systems.
In addition to boarding and taking control of other ships, the marine
frigate is also used to take control of the ancient Megaliths and
abandoned Mining Bases. They are also used to drop demolition
crews into ancient debris hulks, who will place small explosive charges and fragment them into pieces which
can be retrieved by resource collectors and brought in for processing into R.U.s.
BAck to < Table of Contents>

D E F E N S E F I E L D

F R I G A T E

Defensive Utility Frigate


Starting Health 22000
Health Max Health 44000
EMP Shield 10,000 Recovery Time 20
Starting Speed 155 Acceleration Time 7
Speed
Max Speed 224.75 Braking Time 2
Starting Drive 155 Thruster Accel. Time 8
Drive
Max Drive - Thruster Braking Time 2
Initial Time 70
Build Time
Min. Time (R) 40
Cost 1400
Maintenance 18
Crew | Officers 7 -

Capture | Repair Points 1 2


Capture Time/Speed 45 s 77

Weapon Effect Emplacements


Kinetic Turret Type-RS 10 4
Total Damage 40
Able to project a sizable protective anti-kinetic barrier for periods of
time, the defense-field frigate has seen multiple upgrades since its
use in the original Hiigaran homecoming. It can also be upgraded to
protect ships from nebulae and charged dust clouds.
This ship isn't meant to hold off enemy ships. Its best use is in
protecting allied ships from the damaging effects of nebulae, dust
clouds charged from recent ionized weapons fire, light kinetic or
flechette cannon fire, missiles and mines. The shield doesn't
function as well against the directed particle/energy beams like ion cannons and lasers.
BAck to < Table of Contents>

I O N C A N N O N F R I G A T E

Anti frigate/capital frigate.


Starting Health 23000
Health Max Health 46000
EMP Shield 310 Recovery Time 20
Starting Speed 150 Acceleration Time 7
Speed
Max Speed 217.5 Braking Time 2
Starting Drive 150 Thruster Accel. Time 8
Drive
Max Drive - Thruster Braking Time 2
Initial Time 65
Build Time
Min. Time (R) 37.14
Cost 1000
Maintenance 20
Crew | Officers 8 -

Capture | Repair Points 1 2


Capture Time/Speed 30 s 15

Weapon Effect Emplacements


2300
Ion Cannon Type-R 1
45
Total Damage 2300
The backbone of any anti-capital ship task force, the ion cannon
frigate now yields two beam emitters to boil enemy armor away
twice as rapidly. Additionally, the damage they do is by the second,
that means that the target is being dealt that damage each second
the beam is in contact with them. The beams can be upgraded to
penetrate defensive fields, which will also slightly enhance damage
and rate of fire.
Note: Beams that hit dust clouds will charge them for a short time, causing damage to any ship passing within
that lacks proper shielding.
BAck to < Table of Contents>

T U L W A R F R I G A T E

Anti corvette/frigate/capital frigate.


Starting Health 26000
Health Max Health 52000
EMP Shield 310 Recovery Time 20
Starting Speed 150 Acceleration Time 7
Speed
Max Speed 217.5 Braking Time 2
Starting Drive 150 Thruster Accel. Time 8
Drive
Max Drive - Thruster Braking Time 2
Initial Time 70
Build Time
Min. Time (R) 40
Cost 1100
Maintenance 24
Crew | Officers 9

Capture | Repair Points 3 3


Capture Time/Speed 30 s 15

Weapon Effect Emplacements


Plasma Turret Type-R 400 3
Pulsar Array Type-R 160 4
EMP Turret Type-R 35 (500 m) 2
Total Damage 1840
Three plasma cannons and four pulsar turrets make the Tulwar one
of the most effective frigates. Rendering enemy ship escorts
helpless with an EMP burst makes it that much easier to reduce its
target to slag. Add to that a built-in defense field generator and you
have the pinnacle of frigates
BAck to < Table of Contents>

G U N P L A T F O R M

PLATFORM
Anti-Fighter/Corvette
Starting Health 6000
Health Max Health 12000
EMP Shield 40 Recovery Time 20
Starting Speed 70 Acceleration Time 2.6
Speed
Max Speed - Braking Time 1
Starting Drive 60 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 1
Initial Time 50
Build Time

CLASS
Min. Time (R) 28.57
Cost 600
Maintenance 2
Crew | Officers 2 -

Capture | Repair
- -
Points

Weapon Effect Emplacements


Kinetic Turret Type-PLR [Mk I] 70 4
Total Damage 280
The simplest and most effective semi-mobile anti-fighter
emplacement, the gun turret serves well as a defense for protecting
resource collectors from harassment from hostile fighter/corvette squadrons.
BAck to < Table of Contents>

P U L S A R P L A T F O R M

Anti-Corvette/Frigate
Starting Health 7500
Health Max Health 15000
EMP Shield 40 Recovery Time 20
Starting Speed 53 Acceleration Time 2.6
Speed
Max Speed - Braking Time 1
Starting Drive 63 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 1
Initial Time 55
Build Time
Min. Time (R) 31.43
Cost 700
Maintenance 4
Crew | Officers 4 -

Capture | Repair
- -
Points

Weapon Effect Emplacements


Pulsar Array Type-PLR 170 2
Total Damage 340
The next step up from the gun platform, the pulsar arrays can
easily turn away enemy corvettes squadrons into space dust and
deal significant damage to frigates.
BAck to < Table of Contents>

I O N B E A M P L A T F O R M

Anti-Frigate/Capital
Starting Health 10250
Health Max Health 20500
EMP Shield 40 Recovery Time 20
Starting Speed 48 Acceleration Time 2.6
Speed
Max Speed - Braking Time 1
Starting Drive 56 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 1
Initial Time 65
Build Time
Min. Time (R) 37.14
Cost 900
Maintenance 6
Crew | Officers 6 -

Capture | Repair
- -
Points

Weapon Effect Emplacements


Ion Cannon Turret Type-PLR 775
4
[Mk I] 20
Total Damage 3100
The need to defend distant resource fields from enemy frigates saw
the rapid development of an ion cannon-wielding weapons
platform.
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M I S S I L E P L A T F O R M

Anti-Frigate/Capital
Starting Health 12500
Health Max Health 25000
EMP Shield 40 Recovery Time 20
Starting Speed 42 Acceleration Time 2.6
Speed
Max Speed - Braking Time 1
Starting Drive 52 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 1
Initial Time 75
Build Time
Min. Time (R) 42.86
Cost 1100
Maintenance 8
Crew | Officers 8 -

Capture | Repair
- -
Points

Weapon Effect Emplacements


Missile Type-PLR 1444 1
Mine Type-PLR 13000 1
Total Damage 14444
The success of Vaygr missile technology inspired Hiigaran
scientists to design their own missile system. This defensive
platform possesses better armor than the ion beam, pulsar and gun platforms, with most of the plating placed
in the front.
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F A S T - T R A C K I N G

T U R R E T P L A T F O R M

Anti-Missile/Mine/Pod
Starting Health 20000
Health Max Health 43940
EMP Shield 1000 Recovery Time 40
Starting Speed 44 Acceleration Time 2.6
Speed
Max Speed - Braking Time 1
Starting Drive 48 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 1
Initial Time 85
Build Time
Min. Time (R) 48.57
Cost 1500
Maintenance 10
Crew | Officers 10 -

Capture | Repair
- 3
Points

Weapon Effect Emplacement


AM Vulcan Type-PLR
38 3
[Mk I]
Mine Type-P 15000 1
Total Damage 15114
The high casualty rate that enemy missile barrages had been
inflicting on Hiigaran ships necessitated the creation of some
anti-missile defense. The fast-tracking turret system was the
result. Advanced sensors enable it to track and target fast
moving targets like missiles, mines and the sensor absorption material used in penetration pods. The anti-ship
mine turret allows it to damage enemy frigates and capital ships while its trio of AM kinetic Vulcan cannons deal
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with the missiles.
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S E N T I N E L - A

Advanced anti-corvette platform


Starting Health 80000
Health Max Health 160000
EMP Shield 2000 Recovery Time 50
Starting Speed 30 Acceleration Time 2.6
Speed
Max Speed - Braking Time 1
Starting Drive 35 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 1
Initial Time 150
Build Time
Min. Time (R) 85.71
Cost 3000
Maintenance 20
Crew | Officers 10 1

Capture | Repair Points - 3

Weapon Effect Emplacements


Kinetic Cannon Type-S 1100 2
Pulsar Emitter 150 2
Total Damage 2500
The most heavily armed and armored platform system developed, the
Sentinel-series is the greatest of mobile defensive emplacement ever
designed by Hiigaran scientist's to date. This version features twin
kinetic and pulsar emplacements. *NOTE: The Shuttle can dock and
transport these.
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S E N T I N E L - B

Advanced anti-capital platform


Starting Health 80000
Health Max Health 160000
EMP Shield 1000 Recovery Time 40
Starting Speed 30 Acceleration Time 2.6
Speed
Max Speed - Braking Time 1
Starting Drive 35 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 1
Initial Time 150
Build Time
Min. Time (R) 85.71
Cost 3000
Maintenance 20
Crew | Officers 10 1

Capture | Repair
- 3
Points

Weapon Effect Emplacements


9000
Ion Cannon Type-SL 2
60
Torpedo Type-S 900 1
150000
Nuclear Bomb Type-S 1500 1
7500
Nuclear Burst 1850
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400
140 -
Total Damage 168900
Like its sibling, the Sentinel-α, the Sentinel-β wields twin ion cannon turrets; but in place of the kinetic cannons,
this version bears a torpedo turret and a nuclear bomb launcher; both capable of inflicting severe damage to
incoming enemy capital ships.
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S E N T I N E L - M U T A N T

Advanced customizable platform


Starting Health 85000
Health Max Health 170000
EMP Shield 1000 Recovery Time 40
Starting Speed 30 Acceleration Time 2.6
Speed
Max Speed - Braking Time 1
Starting Drive 35 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 1
Initial Time 150
Build Time
Min. Time (R) 85.71
Cost 3000
Maintenance 20
Crew | Officers 10 1

Capture | Repair
- 3
Points
Special
Subsystems

# of 4
Slots
Available

Weapon Cost
Pulsar Array
Zeta Kinetic Cannon
Zeta Kinetic Cannon (Long
Range)
Ion Cannon
Torpedo Launcher (Anti-
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Capital)
Nuclear Bomb
Long Range Nuclear Bomb

Weapon Effect Emplacements


Pulsar Array Type-S 150 0
Zeta Kinetic Cannon 1100 0
Zeta Kinetic Cannon (Long Range) 550 0
Torpedo Launcher (Anti-Capital) 900 0
9000
Ion Cannon 0
60
150000
Nuclear Bomb 1500 0
7500
75000
Nuclear Bomb Long Range 750 0
3750
The demand for platform that could change it's weapon systems on the fly saw the introduction of the flexible
Sentinel-Mutant. It's four weapon hardpoints can be tailored to suit upcoming fleet needs.
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V I P E R M I S S I L E

Anti-capital missile
Starting Health 3000
Health Max Health 6000
EMP Shield 375 Recovery Time 20
Starting Speed 300 Acceleration Time 1.7
Speed
Max Speed - Braking Time 1.7
Starting Drive 300 Thruster Accel. Time 1.7
Drive
Max Drive - Thruster Braking Time 1.7
Initial Time 12
Build Time
Min. Time (R) 6.86
Cost 900
Maintenance -
Crew | Officers - -
A simple high-yield explosive warhead designed to provide a
final level of defense for the Pride of Hiigara by destroying
any hostile capital-class ships within attacking distance of the
Pride. It requires no crew to operate and is self-maintaining,
but its high-explosive head is highly vulnerable to weapons
fire.
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T A N G O M I N E
Anti-capital mine
Starting Health 9000
Health Max Health 18000
EMP Shield 350 Recovery Time 20
Starting Speed 95 Acceleration Time
Speed
Max Speed - Braking Time 144.48
Starting Drive 95 Thruster Accel. Time
Drive
Max Drive - Thruster Braking Time 126.45
Initial Time 24
Build Time
Min. Time (R) 13.71
Cost 1000
Maintenance -
Crew | Officers - -
With frequent attacks by capital-class ships on the Pride of
Hiigara, the need for some means of protection arose. The
Tango-class mine was developed to fill this need. When not
needed it will follow the Pride of Hiigara where ever it goes, and
automatically seek out and detonate near the hull of any capital
ship identified as an enemy. While not extremely fast, it is fast
enough to avoid the slow-moving rounds of the heavy weapons
typically featured on capital-class ships. And more importantly
requires no crew or maintenance.
It has no engine, and uses a small array of powerful
electromagnets to maintain its position close to allies and draw
itself closer to the hulls of large enemy ships.
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N U C L E A R T U B E

Light-Massive Bomb
Starting Health 8000
Health
EMP Shield 250 Recovery Time 20
Starting Speed 270 Acceleration Time 1
Speed
Max Speed - Braking Time 1
Starting Drive 260 Thruster Accel. Time 1
Drive
Max Drive - Thruster Braking Time 1
Initial Time 3
Build Time
Min. Time 1.71
Cost 3000
Maintenance -
Crew | Officers - -

Armour Type Light


L Side Rear Front R Side
60% 150% 120% 60%
This automated attack system is useful in repelling moderate to large enemy fleets, though it requires a sizable
investment of resources.
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P O I N T D E F E N S E

T U R R E T

Anti-Frigate
Starting Health 24000
Health
EMP Shield - Recovery Time -
Starting Speed 275¹ Acceleration Time 3
Speed
Max Speed - Braking Time 1
Starting Drive 85¹ Thruster Accel. Time 3
Drive
Max Drive - Thruster Braking Time 1
Initial Time 75
Build Time
Min. Time 42.86
Cost 1300
Maintenance -
Crew | Officers - -
¹ = single burn drive system.
Armour Type Turret
L Side Rear Front R Side
85% 70% 80% 85%

Weapon Effect Emplacements


Heavy Kinetic Driver 300 4
Total Damage 1200
An old design from before the war with the Taiidani empire, this turret is ideal for defending remote outposts from
enemy incursion, the point defense turret uses a simple chemical-based burn drive system to make room for the
sensors and automated targeting.
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T O R P E D O T U B E

Heavy Torpedo
Starting Health 24000
Health
EMP Shield 250 Recovery Time 20
Starting Speed 270 Acceleration Time 1
Speed
Max Speed - Braking Time 1
Starting Drive 260 Thruster Accel. Time 1
Drive
Max Drive - Thruster Braking Time 1
Initial Time 3
Build Time
Min. Time 1.71
Cost 3000
Maintenance -
Crew | Officers - -

Armour Type Light


L Side Rear Front R Side
240% 120% 300% 240%
This automated attack system is useful in repelling moderate to large enemy fleets, though it requires a sizable
investment of resources.
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L I G H T C A R R I E R

CAPITAL
Light Ship Support/Production
Starting Health 64000
Health Max Health 128000
EMP Shield 8000 Recovery Time 60
Starting Speed 140 Acceleration Time 6
Speed
Max Speed 203 Braking Time 2

CLASS
Starting Drive 120 Thruster Accel. Time 6
Drive
Max Drive 148.8 Thruster Braking Time 2
Initial Time 60
Build Time
Min. Time (R) 34.29
Cost 1200
Maintenance 50
Crew | Officers 10 1

Capture | Repair Points 3 3


Capture Time/Speed 150 s 70

Subsystems # of Slots 2
Ship Fighter Corvette Capital¹
Class
Utility²
Modules # of Slots 1
Available Drive System Cloak Generator
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Hyperspace Anti-Radiation Field
# of Slots 2
Sensor Weapon Cost
Special Advanced
Available
Hyperspace Rapid Sweeper 600
Anti-Cloak
¹ = Limited to Chimera Station and Shipyard
² = Probes, Proximity Sensors, Sensor Distortion Probe
Docks
10
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes
Super-Capital

Weapon Effect Emplacements


Hull Defense Gun 15 3
40
Rapid Sweeper Turret 1
95
Total Damage 85
Intended as a stripped down version of the carrier, the light carrier is identical to the carrier except that it lacks
the size and ability to produce frigate and platform-class ships. It also lacks resource drop-off points.
A combination of a light carrier with a scavenger make a useful remote harvesting operation team; the scavenger
will handle the resource collectors; while the light carrier can construct defensive fighter and corvette squadrons
as well as cloak the operation should a enemy force come by.
BAck to < Table of Contents>

C R E W S T A T I O N

Crew Recruitment/Training Center


Starting Health 84000
Health Max Health 168000
EMP Shield 10000 Recovery Time 60
Starting Speed 70 Acceleration Time 6
Speed
Max Speed 101.5 Braking Time 2.5
Starting Drive 65 Thruster Accel. Time 6
Drive
Max Drive 80.6 Thruster Braking Time 2.5
Initial Time 70
Build Time
Min. Time (R) 40
Cost 2300
Maintenance 75
Crew | Officers - -
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Capture | Repair Points 4 5
Capture Time/Speed 90 s 57

Ship Crew Cell


Name Capacity Cost¹
Subsystems
Special Crew Barracksº +150 Maximum Crew 2000
Officer Quartersº +10 Maximum Officers 4000
º = The number of Crew Barracks and Officer Quarters available for construction is dependent on the maximum
attainable rank.
Weapon Effect Emplacements
Hull Defense Turret 15 5
Total Damage 75
The Crew Station is where crew members and officers are recruited, trained and then transported to the various
production ships by means of the Crew Cells (you may have one [1] Crew Cell for each Production ship you
have in the fleet.)
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R E S E A R C H S T A T I O N

Technology development facility


Starting Health 80000
Health Max Health 160000
EMP Shield 10000 Recovery Time 60
Starting Speed 75 Acceleration Time 6
Speed
Max Speed 108.75 Braking Time 2.5
Starting Drive 70 Thruster Accel. Time 6
Drive
Max Drive 86.8 Thruster Braking Time 2.5
Initial Time 65
Build Time
Min. Time (R) 37.14
Cost 1800
Maintenance 75
Crew | Officers 20 2

Capture | Repair Points 4 4


Capture Time/Speed 160 s 35
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System Cost
Research Division 2000
Module
Science Division 4000

Engineering Division 8000


Name Effects² Cost¹
RU Powerup +500% RU ops speed 3000
+50% speed and
Subsystems Speed Powerup 3500
acceleration
Defense Powerup +100% defense 4000
Special +75% Damage and
Attack Powerup 4000
Accuracy
Cuts build times by
Build Powerup 4500
roughly a third (1/3)
+1100% Self-Repair
Repair Powerup Rate/Dock Repair 4500
Rate
¹ = only one power may be active at a given time; in addition you must have the full R.U. Cost available at the
time to activate the power-up.
² = Effective radius is 14000 meters; duration is 60 seconds (1 minute)
Weapon Effect Emplacements
Hull Defense Turret 15 5
Total Damage 75
A ship-borne facility that contains various laboratories, equipment and testing areas necessary for the
development of new and improvement of existing ship chassis, weapons and defense technologies. By
consuming a large quantities of resources, the station can temporarily boost the effectiveness of specific
systems in surrounding allied ships, the end result is a boost to a one of the following; resourcing efficiency, ship
engine power, ship hull durability, weapon system efficiency, ship production rates or self-repair/dock repair
systems.
BAck to < Table of Contents>

C A R R I E R

Support Production Ship


Starting Health 88000
Health Max Health 176000
EMP Shield 10 000 Recovery Time 60
Starting Speed 75 Acceleration Time 6
Speed
Max Speed 108.75 Braking Time 2
Starting Drive 75 Thruster Accel. Time 6
Drive
Max Drive 93 Thruster Braking Time 2
Initial Time 80
Build Time
Min. Time (R) 45.71
Cost 2800
Maintenance 100
Crew | Officers 10 1

Capture | Repair Points 6 5


Capture Time/Speed 160 s 37

Subsystems # of
2
Slots
Ship
Fighter Corvette Frigate Capital¹
Class
Utility Resource
Modules # of 3
BAck to < Table of Contents>
Slots
Drive
Harvest R.U. Supply Hyperspace
System
Defense
Available Fire Control Manufacturing Platform
Control
Tower Controller Control
Tower
Power Disrupter Cloak Generator
# of
4
Slots
Sensor Weapon Cost
Special
Advanced Rapid Sweeper 600
Available
Hyperspace Rapid Sweeper 600
Anti-Cloak Rapid Sweeper 600
¹ – Limited to Chimera Station and Shipyard
Docks
40
available
Docking
Dockable
Fighter Corvette Utility
Classes

Weapon Effect Emplacements


40
Rapid Sweeper Turret 3
95 (60 m burst)
Hull Defense Turret 15 4
Total Damage 180
The essential workhorse of the Hiigaran fleet, with three time the number of module slots, double the special
slots and roughly twice the variety in modules systems supported. Though it has defensive measures, don't
expect it to fair well in combat against ships larger than frigates without support.
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C H I M E R A S T A T I O N

Perimeter Station
Starting Health 160000
Health Max Health 320000
EMP Shield 10 000 Recovery Time 60
Starting Speed 0 (Must Hyperspace to Move)
Speed
Max Speed -
Starting Drive 0 (Must Hyperspace to Move)
Drive
Max Drive -
Initial Time 60
Build Time
Min. Time (R) 34.29
Cost 1700
Maintenance 60
Crew | Officers 10 1

Capture | Repair Points 4 5


Capture Time/Speed 350 s -
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# of Slots -
Ship
Class Spy Probes²
# of Slots -
Sensor
Abilities Hyperspace Cloak Gravity Well
Available Distortion
Subsystems Sensor Ping Hyperspace Gate
# of Slots -
Sensor Special
Special Advanced
Available
Hyperspace Sensor Improver³
Anti-Cloak
² = Only Probes, Proximity Sensors and Sensor Distortion Probe
³ = Temporary power-up lasts ~90 seconds; improves sensor range.
Docks
40 (repair/replacement only)
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes Super-Capital

Weapon Effect Emplacements


None - -
Total Damage -
The Chimera Station, like it's mythical namesake, is a combination of several systems into a compact hull.
Featuring built-in enhancement modules like hyperspace and a hyper-gate system; advanced long-range
sensors for cloak and hyperspace detection, as well as a sensor ping; and defensive modules like a cloak,
gravity well and sensor distortion generators.
Two stations can be linked together and used as a hyper-gate system, allowing anything smaller than the
mothership or a battle ark to hyperspace almost instantly to distant locals and back again. However once this is
done, neither station may use its hyperspace jump ever again (even if the gate connection is reassigned.)
However other ships will have no such difficulty.
The station can construct spies and probes; when the appropriate topics are researched it can also produce
proximity sensors and sensor distortion probes. It is otherwise, however, unarmed and vulnerable to capture or
attack.
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P R I D E O F H I I G A R A

Ship Production
Starting Health 575000
Health Max Health 1150000
EMP Shield 20000 Recovery Time 80
Starting Speed 30 Acceleration Time 8.5
Speed
Max Speed 43.5 Braking Time 2
Starting Drive 30 Thruster Accel. Time 8.5
Drive
Max Drive 37.2 Thruster Braking Time 2
Initial Time 1
Build Time
Min. Time -
Cost 7500
Maintenance 105
Crew | Officers 50 5

Armour Type Heavy


L Side Rear Front R Side
75% 85% 65% 75%

Capture | Repair Points 8 7


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Capture Time/Speed 450 s 15

# of Slots 4
Ship Fighter Corvette Frigate Capital
Class
Utility
# of Slots 4
Drive System Harvest Control R.U. Supply
Defense Fire Control Manufacturing
Modules Hyperspace
Tower Tower Controller
Available
Advanced
Repair Gravity Well Power
Subsystems Platform
System Generator Disrupter
Controller
# of Slots 21
Sensor Weapons Cost
Advanced Rapid Sweeper Set 2000
Special Hyperspace Torpedo Launcher Set 3000
Available
Anti-Cloak Defense Field 4000
Heavy Ion Cannon 7000
Evacuation System 100

Docks
30
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes
Super-Capital

Weapon Effect Emplacements


Hull Defense Gun 15 12
40
Rapid Sweeper Turret 4
95
64000
Heavy Ion Cannon (Special Attack) 1
225
Torpedo Type-MSAF 320 4
Torpedo Type-MSAC 1975 4
Total Damage 73,520
Mothership Battle Asset Set - -
(6-barrel) Kinetic Cannon Turret 1300 4
15000
Ion Cannon Turret Type-MSBA 4
80
385000
Nuclear Bomb Type-MSBA 1700 1
7600
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400
Nuclear Burst (700 m) 1850 -
140
With Battle Assets 523,720
The Mothership; the last hope of the Hiigaran people. It possesses decent weaponry, but without improvements
it wouldn't survive long going toe-to-toe with a Vaygr Battlecruiser. It can build a set of Rapid Sweeper turrets
(Anti-Fighter/Corvette), Torpedo Launcher (Anti-Frigate/Capital) and an upgradeable Heavy Ion Cannon turret
(Special Ability – default is Z-key) to support its existing defense guns. But these are defensive emplacements.
To send the Pride of Hiigara into the thick of battle with a chance of survival requires the Mothership Battle
Assets.
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D E S T R O Y E R

Anti-frigate/capital ship
Starting Health 85000
Health Max Health 170000
EMP Shield 1000 Recovery Time 40
Starting Speed 115 Acceleration Time 6
Speed
Max Speed 166.75 Braking Time 2
Starting Drive 100 Thruster Accel. Time 6
Drive
Max Drive 124 Thruster Braking Time 2
Initial Time 165
Build Time
Min. Time (R) 94.29
Cost 2000
Maintenance 55
Crew | Officers 15 1

Capture | Repair Points 2 3


Capture Time/Speed 90 s 57

Weapon Effect Emplacements


Kinetic Cannon Type-DD 535 4
Torpedo Type-DD 3300 1
Total Damage 5440
Intended as a heavy armored anti-frigate ship, the destroyer is well-suited to thus role. With its four kinetic
cannon emplacements, it can put up a deadly barrage of projectiles that will leave its target in pieces.
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S W E E P E R D E S T R O Y E R

Anti-frigate/capital ship
Starting Health 80000
Health Max Health 160000
EMP Shield 1000 Recovery Time 40
Starting Speed 120 Acceleration Time 5.8
Speed
Max Speed 174 Braking Time 2
Starting Drive 110 Thruster Accel. Time 5.8
Drive
Max Drive 136.4 Thruster Braking Time 1.8
Initial Time 165
Build Time
Min. Time (R) 94.29
Cost 2000
Maintenance 55
Crew | Officers 15 1

Capture | Repair Points 2 3


Capture Time/Speed 90 s 60

Weapon Effect Emplacements


40
Rapid Sweeper 4
85
Torpedo Type-DD 3300 1
Total Damage 3460
This is the anti-fighter/corvette version of the increasingly adaptable destroyer chassis.
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I O N D E S T R O Y E R

Anti-capital
Starting Health 90000
Health Max Health 180000
EMP Shield 1 000 Recovery Time 40
Starting Speed 105 Acceleration Time 6.2
Speed
Max Speed 152.25 Braking Time 2.2
Starting Drive 85 Thruster Accel. Time 6.2
Drive
Max Drive 105.4 Thruster Braking Time 2.2
Initial Time 175
Build Time
Min. Time (R) 100
Cost 2500
Maintenance 75
Crew | Officers 18 1

Capture | Repair Points 2 3


Capture Time/Speed 90 s 52

Weapon Effect Emplacements


1350
Ion Cannon Type-DD 4
20
Torpedo Type-DD 3300 1
Total Damage 8700
The Hiigarans true anti-capital ship destroyer. Its quartet of ion cannons make short work of the enemy with that
BAck to < Table of Contents>
awesome ion accuracy. When upgraded with anti-capital ship torpedoes it can take a good chunk out of even a
Vaygr battlecruiser. But it works best in a pack.
BAck to < Table of Contents>

M I S S I L E D E S T R O Y E R

Anti-Capital ship
Starting Health 90000
Health Max Health 180000
EMP Shield 1000 Recovery Time 40
Starting Speed 105 Acceleration Time 6.2
Speed
Max Speed 152.25 Braking Time 2.2
Starting Drive 85 Thruster Accel. Time 6.2
Drive
Max Drive 105.4 Thruster Braking Time 2.2
Initial Time 175
Build Time
Min. Time (R) 100
Cost 2500
Maintenance 65
Crew | Officers 18 1

Capture | Repair Points 2 3


Capture Time/Speed 90 s 52

Weapon Effect Emplacements


Missile Type-DD 1550 3
Callisto Torpedo 5000 2
Mine Type-DD 10000 1
Torpedo Type-DD 3300 1
BAck to < Table of Contents>
Total Damage 17950
Armed with nothing but explosive weaponry, the missile destroyer puts up an impressive fireworks show of
missiles and mines, so even if it is destroyed, the damage will continue as previous salvos find their targets.
BAck to < Table of Contents>

A D V A N C E D D E S T R O Y E R

Anti-capital ship
Starting Health 95000
Health Max Health 190000
EMP Shield 1000 Recovery Time 40
Starting Speed 95 Acceleration Time 6.4
Speed
Max Speed 137.75 Braking Time 2.4
Starting Drive 70 Thruster Accel. Time 6.4
Drive
Max Drive 86.8 Thruster Decel. Time 2.4
Initial Time 185
Build Time
Min. Time (R) 105.71
Cost 3 000
Maintenance 75
Crew | Officers 21 1

Capture | Repair Points 2 3


Capture Time/Speed 90 s 47

Weapon Effect Emplacements


(3-barrel) Kinetic Turret Type-DDH 1300 2
4250
Ion Cannon Turret Type-DDH 2
40
Torpedo Type-DD 3300 1
Total Damage 14400
With extra armor plating and a twin pairs of ion and kinetic cannons, this is the penultimate version of the
destroyer-class capital ship line.
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J U G G E R N A U T

Heavy nuclear waster


Starting Health 350000
Health Max Health 700000
EMP Shield 5000 Recovery Time 60
Starting Speed 45 Acceleration Time 6.6
Speed
Max Speed 65.25 Braking Time 6
Starting Drive 45 Thruster Accel. Time 7.3
Drive
Max Drive 55.8 Thruster Braking Time 6.5
Initial Time 185
Build Time
Min. Time (R) 105.71
Cost 5500
Maintenance 85
Crew | Officers 10 1

Capture | Repair Points 4 5


Capture Time/Speed 250 s 22
The secret weapon of Hiigaran. The Juggernaut consists of 2 heavy fission bombs secured inside of a thick hull.
BAck to < Table of Contents>
The mentally unstable crew that pilot this ship ram the enemy, before setting off their payload. Everything within
a 4000 meter equipped with less than heavy armor will disintegrate from a combination of heat and a shrapnel
shock wave; ships that do survive will be suffering significant damage, their hulls crackling with electricity from
the blast's EM pulse.
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C R U I S E R T Y P E - A

Anti-frigate/capital
Starting Health 135000
Health Max Health 270000
EMP Shield 1500 Recovery Time 45
Starting Speed 105 Acceleration Time 6.4
Speed
Max Speed 152.25 Braking Time 2.4
Starting Drive 75 Thruster Accel. Time 6.4
Drive
Max Drive 93 Thruster Braking Time 2.4
Initial Time 200
Build Time
Min. Time (R) 114.29
Cost 4000
Maintenance 85
Crew | Officers 23 2

Capture | Repair Points 3 4


Capture Time/Speed 110 s 52

Weapon Effect Emplacements


Torpedo Type-CC 3300 2
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2x Vulcan Turret (PDS) 35 15
(3-barrel) Kinetic Cannon Turret 1300 2
4250
Ion Cannon Turret 2
40
4150
EMP Plasma Cannon 125 1
300
Total Damage 21850
The Cruiser Type-α (nicknamed the Crossbow) falls between ; over a twin triple kinetic turrets, a pair of ion
cannons and a single EMP Plasma turret and upgradeable for use with a defensive field generator make the
cruiser a force to reckon with.
BAck to < Table of Contents>

C R U I S E R T Y P E - B

Anti-frigate/capital
Starting Health 220000
Health Max Health 440000
EMP Shield 1500 Recovery Time 45
Starting Speed 600 Acceleration Time 6.4
Speed
Max Speed 870 Braking Time 2.4
Starting Drive 85 Thruster Accel. Time 6.4
Drive
Max Drive 105.4 Thruster Braking Time 2.4
Initial Time 200
Build Time
Min. Time (R) 114.29
Cost 4000
Maintenance 85
Crew | Officers 23 2

Capture | Repair Points 3 4


Capture Time/Speed 110 s 52

Weapon Effect Emplacements


Mine Turret 10250 2
Vulcan Turret (PDS) 35 15
(3-Barrel) Kinetic Turret 1300 2
EMP Plasma Cannon 4150 1
125
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300
Total Damage 23625
Identical in all respects to its sister ship, the Type-α; except the Type-β (nicknamed the Sword) excels in close
range combat with improved armor and mine launcher turrets in place of the Crossbow's ion cannons.
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S H I P Y A R D

Ship production
Starting Health 350000
Health Max Health 700000
EMP Shield 20000 Recovery Time 80
Starting Speed 15 Acceleration Time 5
Speed
Max Speed 21.75 Braking Time 2
Starting Drive 15 Thruster Accel. Time 5
Drive
Max Drive 18.6 Thruster Braking Time 2
Initial Time 100
Build Time
Min. Time (R) 57.14
Cost 5000
Maintenance 150
Crew | Officers 40 3

Capture | Repair Points 7 7


Capture Time/Speed 300 s 1

Subsystems # of Slots 4
Ship Fighter Corvette Frigate Adv Capital
Class
Utility Resource
Modules # of Slots 6
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Drive System Harvest Control R.U. Supply
Defense Fire Control Manufacturing
Hyperspace
Available Tower Tower Controller
Power Advanced Platform
Repair System
Disrupter Controller
# of Slots 5
Sensor Other
Special Advanced Mothership Battle Assetº
Available
Hyperspace Heavy Mass Shield¹
Anti-Cloak Heavy Ion Cannon¹
º = requires Pride of Hiigara to be docked to Shipyard
¹ = requires Pride of Hiigara/Advanced Pride of Hiigara, Crew Station and Research Station to be docked to
Shipyard
Docks
40
available
Dockable Fighter Corvette Frigate Capital
Classes
Docking Super-Capital
1 Pride of Hiigara (mothership)
Special
1 Research Station
Docks
1 Crew Station

Weapon Effect Emplacements


Defense Gun 16 12
275000
Balkaan Cannon¹ 1
550
8500
EMP Plasma Cannon Type-SY 220 1
200
Fast Pulsar Cannon 255 2
Total Damage 192
¹ = requires Mothership, Crew Station, and Research Station
The Shipyard is an almost mothership-sized production facility. It features enough space for six (6) modules and
can build any and all production facility available. It is also the only structure capable of producing battlecruisers
and vortexes, and is capable of docking the Pride of Hiigara, Research Station and Crew Station.
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B A T T L E C R U I S E R

Capital ship killer


Starting Health 250000
Health Max Health 500000
EMP Shield - Recovery Time -
Starting Speed 70 Acceleration Time 6
Speed
Max Speed 101.5 Braking Time 2
Starting Drive 70 Thruster Accel. Time 6
Drive
Max Drive 86.8 Thruster Braking Time 2
Initial Time 320
Build Time
Min. Time (R) 182.86
Cost 5500
Maintenance 125
Crew | Officers 30 3

Capture | Repair Points 6 5


Capture Time/Speed 160 s 35

Subsystems Modules # of Slots 2


Available Drive System Defense Fire Control
Control Tower
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Tower
Hyperspace Anti-Radiation Field
Weapon Cost (R.U.'s)
Rapid Sweeper 700
Rapid Sweeper 700
Rapid Sweeper 700
Ion Cannon Turret 900
Ion Cannon Turret 900
Special
Kinetic Cannon Turret 800
Kinetic Cannon Turret 800
Kinetic Cannon Turret 800
Torpedo Battery 1500
Ion Cannon Battery 1500
EMP Plasma Battery 1500

Docks
5
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes
Super-Capital

Weapon Effect Emplacements


Pulsar Array Type-BC 50 4
40
Rapid Sweeper 3
95 (60 m)
Kinetic Turret Type-BC 650 4
Heavy Kinetic Turret Type-BC 750 3
Kinetic Cannon Type-BC 1300 ?
Kinetic Cannon Type-BC 1100 ?
Torpedo Battery 10000
2
Cluster Torpedo 350
16000
Ion Cannon Battery 2
85
4150
EMP Plasma Battery 125 2
300
Total Damage (not including
5170
batteries)
The battlecruiser is a mobile weapons delivery system housed in a thick armored hull. Armed with 7 kinetic
cannon turrets, 4 pulsar arrays and and supporting smaller craft with its 2 module slots. When fully upgraded, it
is the most powerful ship you can build without having it hyperspaced in.
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S H U T T L E

Heavy support capital ship.


Starting Health 220000
Health Max Health 440000
EMP Shield 10 000 Recovery Time 60
Starting Speed 600 Acceleration Time 24
Speed
Max Speed 870 Braking Time 3.5
Starting Drive 85 Thruster Accel. Time 9.5
Drive
Max Drive 105.4 Thruster Braking Time 2
Initial Time 240
Build Time
Min. Time (R) 137.14
Cost 4 000
Maintenance 85
Crew | Officers 20 2

Capture | Repair Points 3 4


Capture Time/Speed 120 s 300

Subsystems Ships Patcher


Special Weapon Cost
Fast-Tracking Anti-Missile Turrets 700
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Fast-Tracking Anti-Missile Turrets 700
Fast-Tracking Anti-Missile Turrets 700
Nuclear Bomb Launcher 8000
Nuclear Bomb Launcher 8000

Docks
40
available
Dockable Fighter Corvette Frigate Capital
Docking
Classes Super-Capital
Special
4 Juggernaut, Sentinel
Docks

Weapon Effect Emplacements


AM Vulcan Type-T 38 3
Hull Defense Gun 15 2
Heavy Mine Turret 5000 1
140000
Nuclear Bomb Launcher 1125 2
300
1850
Nuclear Bomb (Burst) 400 -
140
Total Damage 285114
The shuttle has an integrated repair module and defense field generator, making them ideal as support ships to
either defense or battle fleets, its powerful engines will even allow it to keep up with frigates. When upgraded
with fast-tracking turrets, they provide a decent defense against missiles, mines and Vaygr penetration pods.
Additionally, up to four (4) of the slow-moving Juggernauts or Sentinels can dock with the shuttle; which can then
use its powerful engines to place them quickly in the battle zone. Add to this the fact it can build a pair of its own
nuclear bomb launchers, make the sight of a shuttle streaking across space bearing its cargo an awe-inspiring
and terrifying sight to behold.
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V O R T E X

Advanced ship killer


Starting Health 375000
Health Max Health 750000
EMP Shield 10000 Recovery Time 60
Starting Speed 115 Acceleration Time 4
Speed
Max Speed 166.75 Braking TIme 2.5
Starting Drive 90 Thruster Accel. Time 4
Drive
Max Drive 111.6 Thruster Braking Time 2.5
Initial Time 420
Build Time
Min. Time (R) 240
Cost 7500
Maintenance 200
Crew | Officers 35 4

Capture | Repair Points 5 6


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Capture Time/Speed 160 s 57

# of Slots 1
Drive System Hyperspace
Modules
Available Defense Control Tower Fire Control Tower
Anti-Radiation Field
# of Slots 11
Weapon Cost
Rapid Sweeper 600
Rapid Sweeper 600
Subsystems Rapid Sweeper 600
Rapid Sweeper 600
Special Torpedo Launcher 800
Available
Torpedo Launcher 800
Torpedo Launcher 800
Torpedo Launcher 800
Mine Layer Turret 1500
Mine Layer Turret 1500
Kinetic Cannon Turret

Docks
10
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes Super-Capital

Weapon Effect Emplacements


40
Rapid Sweeper 4
95 (60 m)
Pulsar Emitter Type-V 150
Kinetic Cannon Turret Type-V 700 12
Minelauncher Turret 16000 2
125000
Nuclear Bomb Type-V 1125 2
300
1850
Nuclear Bomb (Burst) 400 -
140
Torpedo Type-TAC 1975 4
Torpedo Type-TAF 320 4
Ion Cannon Turret 14500 2
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80
Total Damage 77460
The Vortex is the most advanced anti-capital ship ever designed by Hiigaran scientists. It is initially armed with a
dozen kinetic cannon and twin ion cannon turrets. It can also construct a number of additional weapons
emplacements: Four rapid sweeper turrets to handle fighters; four torpedo launchers for anti-corvette and anti-
frigate operation; and a pair of minelaying turrets to aid its ion cannons with capital ships. It is heavily armored in
its front and back, but this is a moot point since it will rotate and move as it attacks.
The only downside to the spinning maneuver is its tendency tends to disorient its own crew who frequently
disregard their initial orders and attack any enemy ships within range.
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B A T T L E A R K

Heavy support ship


Starting Health 1200000
Health Max Health 2400000
EMP Shield 20000 Recovery Time 80
Starting Speed 120 Acceleration Time 12
Speed
Max Speed 174 Braking Time 3
Starting Drive 30 Thruster Accel. Time 6.5
Drive
Max Drive 37.2 Thruster Braking Time 2
Initial Time 600
Build Time
Min. Time (R) 342.86
Cost 10000
Maintenance 250
Crew | Officers 60 6

Capture | Repair Points 5 9


Capture Time/Speed 550 s 62

Other Cost
Subsystems Special
Evacuation System 100
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Docks
90
available
Capital
Destroyer
Ion Destroyer
Dockable Fighter Corvette Frigate
Missile
Docking Classes Destroyer
Advanced
Destroyer
Super-Capital
Special 4 Juggernaught
Docks 1 Pride of Hiigara (mothership)

Weapon Effect Emplacements


40
Rapid Sweeper 4
95 (60 m)
(6-barrel) Kinetic Turret Type-A 600 10
Mine Type-A 15500 2
385000
Nuclear Bomb Type-A 1700 1
7600
1850
Nuclear Bomb (Burst) 400 -
140
Torpedo Type-A 1775 2
8500
Ark Blaster
445 1
450
Total Damage 49210
The last word in fire support, the Battle Ark is by far the most massive ship in the Hiigaran fleet. Each of its 10
kinetic cannon turrets bears 6-barrels, it also sports a quartet of rapid sweeper turrets, a pair of mine and
torpedo launchers and can be upgraded with a powerful nuclear bomb launcher. But despite all this weaponry,
this ship is not meant to fight on its own, it has a massive ship hold capacity; and can hold destroyer-class and
cruiser-class capital ships, frigates, corvettes and fighters, and has an external dock on its back for the Pride of
Hiigara. [It can't jump to hyperspace with the Hiigara docked.] It can also carry 4 Juggernauts.
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C O M M A N D F O R T R E S S

Area defense structure


Starting Health 2000000
Health Max Health 4000000
EMP Shield 20000 Recovery Time 80
Starting Speed 0 (Must Hyperspace to Move)
Speed
Max Speed -
Starting Drive 0 (Must Hyperspace to Move)
Drive
Max Drive -
Initial Time 700
Build Time
Min. Time (R) 400
Cost 12 000
Maintenance 250
Crew | Officers 60 6

Capture | Repair Points 6 9


Capture Time/Speed 550 s -
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Ship Class Capital¹ Special² Drone Patcher
# of Slots 1
Modules Module Cost Maintenance
Available
Defense Facility 5000 150
# of Slots 38
Name Cost
Comm Facility 1500
Rapid Sweeper Set 3000
Subsystem
Torpedo Launcher Set 4000
Heavy Kinetic Cannon 5000
Special
Available Set
Heavy Ion Cannon Set 6000
Heavy Mine Layer Set 7000
Nuclear Bomb Launcher 8000
Nuclear Bomb Launcher 8000
Nuclear Bomb Launcher 8000
¹ = Limited to Chimera Station and Shipyard
² = Limited to Point Defense Turret and Heavy Nuclear Bomb
Docks 70
available
Docking
Dockable Fighter Corvette Frigate Nuclear Bomb
Classes
Attack Drone Patcher Capital Super-Capital

Weapon Effect Emplacements


40
Rapid Sweeper Turret Type-CF 8
95 (60 m)
Cluster Torpedo Type-CF 320 8
Anti-Capital Torpedo Type-CF 1975 -
Kinetic Cannon Type-CF 750 16
6x Kinetic Cannon Type-CF 1300 5
Ion Cannon Type-CF 15000 6
Heavy Mine Type-CF 16000 6
375000
Nuclear Bomb Type-CF 1500 3
7500
1850
Nuclear Burst (700 m) 400 -
140
Total Damage 1341680
The command fortress is a formidable defensive emplacement intended to protect remote locations from enemy
BAck to < Table of Contents>
incursions. With proper support it can create a nigh impenetrable barrier against enemy incursion. Though
lacking engines, it possesses powerful hyperspace wave generators that allow it, and capital ships in a large
radius around it, to jump from location to location. Its sizable docking bay can hold dozens of ships ranging in
size from fighter to frigate.
Once upgraded with a Defense Facility, the fortress can construct a number of unique features; auto-launching
defense drones to handle enemy fighters and corvettes; patchers to repair the fortress and nearby allied ships;
and numerous weapon emplacements. (Though it is important to note that most of the heavy weapons
emplacements are on the bottom of the station and cannot reach targets coming from above.)
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R E S O U R C E C O L L E C T O R

UTILITY
Basic Utility Ship
Starting Health 2400
Health Max Health 4800
EMP Shield 75 Recovery Time 20
Starting Speed 170 Acceleration Time 3.7
Speed
Max Speed 246.5 Braking Time 1.7

CLASS
Starting Drive 170 Thruster Accel. Time 3.7
Drive
Max Drive - Thruster Braking Time 1.7
Initial Time 40
Build Time
Min. Time 22.86
Cost 800
Maintenance 4
Crew | Officers 2 -

Capture | Repair - 1
Points

Harvest Drop-Off Capacity Mining


Rate Rate
Initial Resource 4 20 300 4
Handling Rates
Max Resourcing 7 36 540 7
Rates
The resource collector is the workhorse of your support
operations; it harvests, mines and scavenges debris from
battlefields for processing into Resource Units (RU) and then
drops them off at the nearest carrier, scavenger, shipyard or the
Pride of Hiigara.
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M O B I L E R E F I N E R Y

Mobile Resource Drop-off


Starting Health 19000
Health Max Health 38000
EMP Shield 220 Recovery Time 20
Starting Speed 175 Acceleration Time 8
Speed
Max Speed 253.75 Braking Time 2
Starting Drive 175 Thruster Accel. Time 7
Drive
Max Drive - Thruster Braking Time 2
Initial Time 50
Build Time
Min. Time 28.57
Cost 1000
Maintenance 8
Crew | Officers

Capture | Repair Points - 2

Weapon Effect Emplacements


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Hull Defense Turret 20 4
Total Damage 80
The more efficient alternative to keeping a carrier, shipyard or the Pride of Hiigara near a resource site. The
mobile refinery possesses two resource drop-off points and a quartet of hull defense turrets.
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S C A V E N G E R

Advanced Mobile Resource Drop-off


Starting Health 64000
Health Max Health 128000
EMP Shield 8000 Recovery Time 60
Starting Speed 115 Acceleration Time 6
Speed
Max Speed 166.75 Braking Time 2
Starting Drive 105 Thruster Accel. Time 6
Drive
Max Drive - Thruster Braking Time 2
Initial Time 80
Build Time
Min. Time (R) 45.71
Cost 2000
Maintenance 100
Crew | Officers 15 1

Capture | Repair Points 3 3


Capture Time/Speed 160 s 57

Ships Class Utility¹ Point Defense Platform


# of Slots 7
Harvest R.U. Fusion
Subsystems Modules R.U. Supply R.U. Supply
Available Control Control
R.U. Supply R.U. Supply R.U. Supply
Special # of Slots 1
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Weapon Cost
Available
Rapid Sweeper 600
¹ = limited to Resource Collectors, Mobile Refinery and Mine Containers
Weapon Effect Emplacements
Hull Defense Turret 20 5
40
Rapid Sweeper 1
95 (60 m)
Total Damage 140
The improved version of the mobile refinery, the scavenger possesses four resource drop-off points and can
construct a rapid sweeper turret to fend off small groups of enemy fighters (but isn't sufficient on its own against
bombers). It can also build additional R.U. storage units to increase the maximum amount of R.U.s a fleet can
store at a given time; as well as build additional resource collectors, mobile refineries and mine containers.
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M I N E C O N T A I N E R
R.U. Mining Container
Starting Health 5000
Health Max Health 10000
EMP Shield 10000 Recovery Time 20
Starting Speed 95 Acceleration Time 9
Speed
Max Speed 137.75 Braking Time 3
Starting Drive 95 Thruster Accel. Time 9
Drive
Max Drive - Thruster Braking Time 3
Initial Time 65
Build Time
Min. Time (R) 37.14
Cost 1250
Maintenance -
Crew | Officers - -

Armour Type Medium


L Side Rear Front R Side
75% 75% 75% 75%
Used to ferry the mined resources from Mining Base to a Carrier, Pride of Hiigara, Shipyard or Scavenger; the
mine container possesses a magnetic hull that grants it some resilience to the damaging effects of nebulae and
ionically charged dust clouds.
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T R A D E C O N V O Y

R.U. Trade Container


Starting Health 20000
Health Max Health 40000
EMP Shield 10000 Recovery Time 20
Starting Speed 130 Acceleration Time 9
Speed
Max Speed 188.5 Braking Time 3
Starting Drive 130 Thruster Accel. Time 9
Drive
Max Drive - Thruster Braking Time 3
Initial Time 65
Build Time
Min. Time (R) 37.14
Cost 1250
Maintenance -
Crew | Officers 4 -

Armour Type Unarmored


L Side Rear Front R Side
75% 75% 75% 75%

Capture | Repair Points - -


When two large allied production ships are within a certain range of each other, this ship can be used to help
generate additional income. If one fleet, however, is more powerful than the other, than the lesser must pay a
diplomacy fee to maintain the alliance. The Trade Convoy possesses a magnetic hull that grants it some
resilience to the damaging effects of nebulae and ionically charged dust clouds.
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P R O B E

Long-range Sensor Device


Starting Health 100
Health Max Health 200
EMP Shield - Recovery Time -
Speed Starting Speed 600 Acceleration Time 2
[Single Use] Max Speed 870 Braking Time 1
Drive Starting Drive 600 Thruster Accel. Time 2
[Single Use] Max Drive - Thruster Braking Time 1
Initial Time 15
Build Time
Min. Time 8.57
Cost 150
Maintenance -
Crew | Officers - -

Armour Type Unarmored


L Side Rear Front R Side
100% 100% 100% 100%
Intended as a way to scout out an area prior to sending in ships, the Probe has a powerful single-use engine and
on-board navigation computer that enable it to attain pinpoint positioning.
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P R O X I M I T Y S E N S O R
Anti-cloaking sensory array
Starting Health 100
Health Max Health 200
EMP Shield - Recovery Time -
Speed Starting Speed 600 Acceleration Time 2
[Single Use] Max Speed 870 Braking Time 1
Drive Starting Drive 600 Thruster Accel. Time 2
[Single Use] Max Drive - Thruster Braking Time 1
Initial Time 15
Build Time
Min. Time 8.57
Cost 250
Maintenance -
Crew | Officers - -

Armour Type Medium


L Side Rear Front R Side
100% 100% 100% 100%
Little more than a anti-cloak sensor array strapped to a single-use engine, the proximity sensor is used to detect
any cloaked ships within an area.
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S E N S O R D I S T O R T I O N

P R O B E
Electromagnetic sensory disruption

Starting Health 100


Health Max Health 200
EMP Shield - Recovery Time -
Speed Starting Speed 600 Acceleration Time 2
[Single Use] Max Speed 870 Braking Time 1
Drive Starting Drive 600 Thruster Accel. Time 2
[Single Use] Max Drive 744 Thruster Braking Time 1
Initial Time 30
Build Time
Min. Time 17.14
Cost 600
Maintenance -
Crew | Officers -

Armour Type Unarmored


L Side Rear Front R Side
100% 100% 100% 100%
Useful for scrambling enemy sensors in preparation for hyperspace jump, the sensor distortion probe reduces all
ship's sensor signatures, within its effective radius, to meaningless static.
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H Y P E R S P A C E C O R E

Special
Fleet Technology Storage
Starting Health 50000
Health
EMP Shield 620 Recovery Time 20
Starting Speed 250 Acceleration Time 3
Speed
Max Speed - Braking Time 0.5
Starting Drive 225 Thruster Accel. Time 1
Drive
Max Drive - Thruster Braking Time 0.5
Initial Time 15
Build Time
Min. Time 8.57
Cost 1500

Utility
Maintenance -
Crew | Officers - -

Armour Type Unarmored


L Side Rear Front R Side
60% 50% 70% 60%
This is your backup. Should the Pride of Hiigara is destroyed, this is the only way to rebuild her. It may be
resilient, but don't flaunt its existence; use its hyperspace jump and retreat.
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P A T C H E R

Armored automated repair drone


Starting Health 7000
Health
EMP Shield 10000 Recovery Time 20
Starting Speed 260 Acceleration Time 3
Speed
Max Speed - Braking Time 1
Starting Drive 260 Thruster Accel. Time 3
Drive
Max Drive - Thruster Braking Time 1
Initial Time 30
Build Time
Min. Time 15.36
Cost 800
Maintenance -
Crew | Officers - -

Armour Type ResArmor


L Side Rear Front R Side
40% 50% 50% 40%
The patcher is an automated repair drone that is tied to the Repair System Module. It is well armored, and is
intended to provide on site repairs to ships in combat. Due to its entirely robotic nature, the patcher is semi-
resilient to the effects of nebulae and ionically charged dust clouds.
BAck to < Table of Contents>

[ A T T A C K ] D R O N E

Command Fortress Defense Drone


Starting Health 4000
Health
EMP Shield 500 Recovery Time 20
Starting Speed 275 Acceleration Time 3
Speed
Max Speed - Braking Time 2
Starting Drive 275 Thruster Accel. Time 3
Drive
Max Drive - Thruster Braking Time 2
Initial Time 30
Build Time
Min. Time 17.14
Cost 800
Maintenance -
Crew | Officers - -

Armour Type Light


L Side Rear Front R Side
60% 60% 60% 60%

Weapon Effect Emplacements


Kinetic Driver 40 2
Total Damage 80

The drone's twin kinetic guns feature armor piercing tips that shred through medium and heavy armor. It also
features an engine comparable to that of a fighter; this combined with the fact its unmanned, let it pull off some
fancy acrobatics.
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C R E W C E L L

Crew Transport
Starting Health 5000
Health
EMP Shield 10000 Recovery Time 20
Starting Speed 135 Acceleration Time 2
Speed
Max Speed - Braking Time 1
Starting Drive 135 Thruster Accel. Time 2
Drive
Max Drive - Thruster Braking Time 1
Initial Time 50
Build Time
Min. Time 28.57
Cost 750
Maintenance -
Crew | Officers - -

Armour Type Medium


L Side Rear Front R Side
75% 75% 75% 75%

Weapon Effect Emplacements


Unarmed
Total Damage -
The blood cell of your fleet. The Crew Cell ferries the trained officers and crew members to your production ships
for deployment into your newly built ships. It's small size and decent armor mean it can perform it's job with little
interruption. Fleet and crew safety regulations prohibit the use of more than one crew cell per production ship.
BAck to < Table of Contents>

VAYGR
SUR VEY SCOUT

FIGHTER
Reconnaissance fighter squadron
Starting Health 51
Health Max Health 102
EMP Shield 75 Recovery Time 20

CLASS
Starting Speed 420 Acceleration Time 1.5
Speed
Max Speed 583.8 Braking Time 0.75
Starting Drive 378 Thruster Accel. Time 1.5
Drive
Max Drive - Thruster Braking Time 0.75
Initial Time 20
Build Time
Min. Time 11.43
Cost 350
Maintenance 5
Crew | Officers 3 -

Armour Type Unarmored


L Side Rear Front R Side
100% 100% 100% 100%

Weapon Effect Emplacements


Kinetic Peashooter 10 1
Small EMP 35 1
Total Damage 45
Buzz your enemy and see exactly what they're up to with the scout. It can outrun most enemy fire provided you
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don't let it stop. Equipped with a light flechette gun to swat space mosquitoes, it should rely on its speed to avoid
destruction; it can be upgraded with the EMP launcher (which means that it can electrocute the mosquito
instead).
BAck to < Table of Contents>

ASSAUL T CRAFT

Basic fighter squadron


Starting Health 63
Health Max Health 126
EMP Shield 75 Recovery Time 20
Starting Speed 325 Acceleration Time 2
Speed
Max Speed 451.75 Braking Time 1
Starting Drive 293 Thruster Accel. Time 2
Drive
Max Drive - Thruster Braking Time 1
Initial Time 35
Build Time
Min. Time 20
Cost 500
Maintenance 7
Crew | Officers 7 -

Armour Type Unarmored


L Side Rear Front R Side
100% 100% 100% 100%

Weapon Effect Emplacements


Flechette Cannon 30 1
Total Damage 30
Designed to protect important ships from bombers and fighters, this rugged ship is armed with flechette cannon.
BAck to < Table of Contents>

BOMBER

Anti Capital ship fighter


Starting Health 115
Health Max Health 230
EMP Shield 75 Recovery Time 20
Starting Speed 260 Acceleration Time 3
Speed
Max Speed 361.4 Braking Time 1
Starting Drive 234 Thruster Accel. Time 3
Drive
Max Drive - Thruster Braking Time 1
Initial Time 40
Build Time
Min. Time 22.86
Cost 550
Maintenance 8
Crew | Officers 6 -

Armour Type Unarmored


L Side Rear Front R Side
100% 100% 100% 100%

Weapon Effect Emplacements


Plasma Bomb 110 2
Anti-Ship Bomb 110 2
Anti-Subsystem Bomb 195 2
Total Damage 830
With 2 anti-capital ship plasma bomb launchers, the bomber can deal significant damage to frigates and
subsystems as well as capital ships. Susceptible to fighters and other anti fighter weapons, the bomber is ideal
for hit and run tactics.
BAck to < Table of Contents>

LANCE FIGHTER

Anti Corvette fighter


Starting Health 86
Health Max Health 172
EMP Shield 75 Recovery Time 20
Starting Speed 260 Acceleration Time 3
Speed
Max Speed 361.4 Braking Time 1
Starting Drive 234 Thruster Accel. Time 3
Drive
Max Drive - Thruster Braking Time 1
Initial Time 35
Build Time
Min. Time 20
Cost 500
Maintenance 7
Crew | Officers 6 -

Armour Type Unarmored


L Side Rear Front R Side
100% 100% 100% 100%

Weapon Effect Emplacements


Light Plasma Lance 60 1
Total Damage 60
Deal light damage to corvettes and frigates with a light plasma lance. Often used to destroy engines in
preparation for infiltration by Vaygr forces. Lightly armoured, Lance fighters should avoid large battles.
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DEFENDER

Advanced fighter squadron


Starting Health 99
Health Max Health 198
EMP Shield 75 Recovery Time 20
Starting Speed 260 Acceleration Time
Speed
Max Speed 361.4 Braking Time
Starting Drive 234 Thruster Accel. Time
Drive
Max Drive - Thruster Braking Time
Initial Time 50
Build Time
Min. Time 28.57
Cost 650
Maintenance 9
Crew | Officers 5 -

Armour Type Unarmored


L Side Rear Front R Side
100% 100% 100% 100%

Weapon Damage Emplacements


Flechette Cannon 25 3
Total Damage 75
The Defender makes short work of fighters and corvettes with 3 flechette guns. Ideal for removing light enemy
craft from the battle zone.
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MISSILE FIGHTER

Heavy fighter squadron


Starting Health 120
Health Max Health 240
EMP Shield 75 Recovery Time 20
Starting Speed 230 Acceleration Time 3
Speed
Max Speed 319.7 Braking Time 1
Starting Drive 230 Thruster Accel. Time 3
Drive
Max Drive - Thruster Braking Time 1
Initial Time 55
Build Time
Min. Time 31.43
Cost 750
Maintenance 12
Crew | Officers 5 -

Armour Type Unarmored


L Side Rear Front R Side
100% 100% 100% 100%

Weapon Effect Emplacements


Concussion Missile Launcher (Burst) 90 (32 m) 2
Total Damage 0
Possessing dual concussion missile launchers, the missile fighter makes short work of unescorted resource
collectors and frigates.
BAck to < Table of Contents>

MISSILE COR VETTE

CORVETTE
Basic corvette squadron
Starting Health 400
Health Max Health 800
EMP Shield 75 Recovery Time 20
Starting Speed 215 Acceleration Time 2
Speed
Max Speed 298.85 Braking Time 1
Starting Drive 215 Thruster Accel. Time 2

CLASS
Drive
Max Drive - Thruster Braking Time 1
Initial Time 45
Build Time
Min. Time 25.71
Cost 625
Maintenance 11
Crew | Officers 8

Armour Type Light


L Side Rear Front R Side
100% 100% 100% 100%

Weapon Effect Emplacements


Concussion Missile Launcher 90 (32 m) 1
Total Damage 0
With better durability than the missile fighter and a comparable speed, the Missile Corvette is good if lifetime of
the ship takes precedence over the volume of fire.
BAck to < Table of Contents>

LASER COR VETTE

Anti-frigate squadron
Starting Health 400
Health Max Health 800
EMP Shield 75 Recovery Time 20
Starting Speed 215 Acceleration Time 2
Speed
Max Speed 311.75 Braking Time 1
Starting Drive 215 Thruster Accel. Time 2
Drive
Max Drive - Thruster Braking Time 1
Initial Time 45
Build Time
Min. Time 25.71
Cost 650
Maintenance 12
Crew | Officers 8 -

Armour Type Light


L Side Rear Front R Side
100% 100% 100% 100%

Weapon Effect Emplacements


Laser Cannon 350 1
Total Damage 350
Utilizing a high power cutting laser to shred armor, the laser corvette can make short work of frigates. But won't
hurt resource-type ships (the heavy dust surrounding their hulls tends to diffuse the laser), turrets on capital
ships (they rotate too much to allow any particular spot to heat up enough), or subsystems (not precise enough).
BAck to < Table of Contents>

COMMAND COR VETTE

Utility corvette
Starting Health 600
Health Max Health 1200
EMP Shield 75 Recovery Time 20
Starting Speed 215 Acceleration Time 3
Speed
Max Speed 311.75 Braking Time 1
Starting Drive 215 Thruster Accel. Time 1
Drive
Max Drive - Thruster Braking Time 1
Initial Time 30
Build Time
Min. Time 17.14
Cost 400
Maintenance 8
Crew | Officers 2 -

Armour Type Light


L Side Rear Front R Side
100% 100% 100% 100%
Not able to directly attack, but its presence during a battle can help shift the tide by improving the to the attack
coordination of friendly ships. The Command corvette provides an additional 15% to accuracy and damage.
(stacking?)
BAck to < Table of Contents>

MINELAYER COR VETTE

Deploys mines
Starting Health 400
Health Max Health 800
EMP Shield 75 Recovery Time 20
Starting Speed 215 Acceleration Time 3
Speed
Max Speed 311.75 Braking Time 1
Starting Drive 215 Thruster Accel. Time 1
Drive
Max Drive - Thruster Braking Time 1
Initial Time 45
Build Time
Min. Time 25.71
Cost 800
Maintenance 6
Crew | Officers 3 -

Armour Type Light


L Side Rear Front R Side
60% 60% 60% 60%

Weapon Effect Emplacements


Minelayer 5000 1
Minelayer Cannon 42 1
Mine Sweeper (Burst) 100 (32 m) 1
Total Damage 5042
Take out any unwary frigate or capital ship that ventures into range of your minefields. Useful for defending
resourcing operations and staging grounds. Remember to use [shift] to vertically adjust your minefield shape.
And keep your minelayers out of harms way once the battle starts. The minesweeper cannon can also defend
ships against missiles and mines.
BAck to < Table of Contents>

STORM COR VETTE

Anti-fighter corvette squadron


Starting Health 400
Health Max Health 800
EMP Shield 75 Recovery Time 20
Starting Speed 230 Acceleration Time 1.7
Speed
Max Speed 333.5 Braking Time 1
Starting Drive 230 Thruster Accel. Time 2
Drive
Max Drive - Thruster Braking Time 1
Initial Time 50
Build Time
Min. Time 28.57
Cost 800
Maintenance 14
Crew | Officers 8 -

Armour Type Light


L Side Rear Front R Side
100% 100% 100% 100%

Weapon Effect Emplacements


Flechette Turret 52 1
Total Damage 52
The storm corvette can easily pick off fighter swarms using its frigate-level flechette turret.
BAck to < Table of Contents>

MUL TI LANCE COR VETTE

Advanced corvette squadron


Starting Health 650
Health Max Health 1300
EMP Shield 75 Recovery Time 20
Starting Speed 210 Acceleration Time 2
Speed
Max Speed 304.5 Braking Time 1
Starting Drive 210 Thruster Accel. Time 2
Drive
Max Drive - Thruster Braking Time 1
Initial Time 60
Build Time
Min. Time (R) 34.29
Cost 900
Maintenance 13
Crew | Officers 9 -

Armour Type Light


L Side Rear Front R Side
100% 100% 100% 100%

Weapon Damage Emplacements


Plasma Lance Turret 30 2
Total Damage 60
Armed with a pair of plasma lances, the multilance corvette squadron can slice
BAck to < Table of Contents>

STRIKER COR VETTE

Advanced corvette squadron


Starting Health 950
Health Max Health 1900
EMP Shield 75 Recovery Time 20
Starting Speed 230 Acceleration Time 2.6
Speed
Max Speed 333.5 Braking Time 2.6
Starting Drive 230 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 2.6
Initial Time 70
Build Time
Min. Time (R) 40
Cost 1000
Maintenance 14
Crew | Officers 9 -

Armour Type Light


L Side Rear Front R Side
100% 120% 100% 100%

Weapon Effect Emplacements


Concussion Missile Launcher (Burst) 90 (32 m) 2
Hull Defense Gun 41 3
Total Damage 0
Armed with twin concussion missile launchers and a trio of defensive gun emplacements, the striker is the most
durable and heavily armed corvette in the Vaygr fleet.
BAck to < Table of Contents>

ASSAUL T FRIGATE

FRIGATE
Anti-fighter/frigate
Starting Health 20000
Health Max Health 40000
EMP Shield 310 Recovery Time 20
Starting Speed 161 Acceleration Time 8
Speed
Max Speed 233.45 Braking Time 2
Starting Drive 161 Thruster Accel. Time 7

CLASS
Drive
Max Drive - Thruster Braking Time 2
Initial Time 45
Build Time
Min. Time (R) 25.71
Cost 800
Maintenance 12
Crew | Officers 6 -

Armour Type Medium


L Side Rear Front R Side
120% 120% 100% 120%

Capture | Repair Points 1 2


Capture Time/Speed 45 s 16

Weapon Effect Emplacements


Flechette Turret 95 3
Concussion Missile Launcher (Burst) 90 (32 m) 2
Total Damage 285
The Assault frigate boasts more weaponry and armor than its Hiigaran counterpart but suffers with speed. Its trio
of flechette turrets are effective against both fighters and corvettes and its concussion missile launcher help it in
attacking larger ships.
BAck to < Table of Contents>

HEAVY MISSILE FRIGATE

Basic frigate
Starting Health 20000
Health Max Health 40000
EMP Shield 310 Recovery Time 20
Starting Speed 150 Acceleration Time 8
Speed
Max Speed 217.5 Braking Time 2
Starting Drive 150 Thruster Accel. Time 7
Drive
Max Drive - Thruster Braking Time 2
Initial Time 45
Build Time
Min. Time (R) 25.71
Cost 850
Maintenance 12
Crew | Officers 6 -

Armour Type Medium


L Side Rear Front R Side
120% 120% 100% 120%

Capture | Repair Points 1 2


Capture Time/Speed 45 s 15

Weapon Effect Emplacements


Heavy Fusion Missile Launcher 2700 1
Convential Missile Launcher 90 1
Total Damage 2790
Fusion missiles and heavy concussion missiles deal excellent damage to frigates and capital ships. This frigate
is the first available for Vaygr and can be put to good use early in the game.
BAck to < Table of Contents>

INFIL TRATOR FRIGATE

Capable of boarding and capturing the enemy


Starting Health 21000
Health Max Health 42000
EMP Shield 310 Recovery Time 20
Starting Speed 230 Acceleration Time 8
Speed
Max Speed 333.5 Braking Time 2
Starting Drive 230 Thruster Accel. Time 7
Drive
Max Drive - Thruster Braking Time 2
Initial Time 50
Build Time
Min. Time (R) 28.57
Cost 800
Maintenance 15
Crew | Officers 7 -

Armour Type Medium


L Side Rear Front R Side
120% 120% 100% 120%

Capture | Repair Points 1 2


Capture Time/Speed 45 s 23

Weapon Effect Emplacements


Flechette Cannon 100 1
Concussion Missile Launcher (Burst) 90 (32 m) 1
Total Damage 100
The Infiltrator frigate can be used to steal any wandering capital ships from a lazy enemy. Upgrades in capture
speed will keep your foes on their toes. Usually the first ship to be targeted in the opening of a battle, so use
them in numbers or sneak them in during the heat of battle. Also used to capture mining bases, large pieces of
BAck to < Table of Contents>
Debris and Megaliths.
BAck to < Table of Contents>

AR TILLERY FRIGATE

Anti frigate/capital
Starting Health 20000
Health Max Health 40000
EMP Shield 310 Recovery Time 20
Starting Speed 150 Acceleration Time 8
Speed
Max Speed 217.5 Braking Time 2
Starting Drive 150 Thruster Accel. Time 7
Drive
Max Drive - Thruster Braking Time 2
Initial Time 55
Build Time
Min. Time (R) 31.43
Cost 900
Maintenance 17
Crew | Officers 8 -

Armour Type Medium


L Side Rear Front R Side
120% 120% 100% 120%

Capture | Repair Points 1 1


Capture Time/Speed 30 s 57

Weapon Effect Emplacements


Laser Cannon 1800 2
Total Damage 3600
The Artillery frigate has the best fire power of all frigates and with respectable range. When brought in from the
flank on an occupied opposition, enemy ships will fall like flies under their twin laser pulsers.
BAck to < Table of Contents>

W ARFARE FRIGATE

Advanced support
Starting Health 21000
Health Max Health 42000
EMP Shield 420 Recovery Time 20
Starting Speed 150 Acceleration Time 8
Speed
Max Speed 217.5 Braking Time 2
Starting Drive 150 Thruster Accel. Time 7
Drive
Max Drive - Thruster Braking Time 2
Initial Time 60
Build Time
Min. Time 34.29
Cost 1100
Maintenance 18
Crew | Officers 8 -

Armour Type Medium


L Side Rear Front R Side
120% 120% 100% 120%

Capture | Repair Points 1 2


Capture Time/Speed 45 s 15

Weapon Effect Emplacements


Plasma Lance 130 2
50 (500 m)
Medium EMP 2
35
BAck to < Table of Contents>
Total Damage 260
Dual plasma lances and dual EMP emitters make the Warfare frigate very effective at supporting friendlies with
more firepower. Shutting down the enemy makes all ships job easier. They are vulnerable to fighters and
corvettes.
BAck to < Table of Contents>

GUN PLATFORM

PLATFORM
Anti-Fighter/Corvette/Missile
Starting Health 6000
Health Max Health 12000
EMP Shield 40 Recovery Time 20
Starting Speed 60 Acceleration Time 2.6
Speed
Max Speed - Braking Time 1
Starting Drive 70 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 1

CLASS
Initial Time 30
Build Time
Min. Time (R) 17.14
Cost 400
Maintenance 2
Crew | Officers 1 -

Armour Type TurretArmor


L Side Rear Front R Side
100% 100% 100% 100%

Capture | Repair Points - -

Weapon Effect Emplacements


Flechette Cannon 45 2
Anti-Missile Cannon 45 2
Total Damage 170
The basic Vaygr defensive platform; the gun platform can eventually be upgraded with an anti-missile system,
allowing it to destroy enemy missiles before they can reach their targets.
BAck to < Table of Contents>

MISSILE PLATFORM

Anti-Frigate/Capital
Starting Health 7500
Health Max Health 15000
EMP Shield 40 Recovery Time 20
Starting Speed 50 Acceleration Time 2.6
Speed
Max Speed - Braking Time 1
Starting Drive 70 Thruster Accel. Time 2.6
Drive
Max Drive - Thruster Braking Time 1
Initial Time 30
Build Time
Min. Time (R) 17.14
Cost 400
Maintenance 4
Crew | Officers 2 -

Armour Type TurretArmor


L Side Rear Front R Side
100% 100% 100% 100%

Capture | Repair Points - -

Weapon Effect Emplacements


Fusion Missile Launcher 950 2
Total Damage 1900
Armed with fusion missiles, this platform is designed to put the hurt on capital ships of all sizes. They do
especially well in mass in a wall-like formation.
BAck to < Table of Contents>

HYP ERSPACE GATE

Fighter/corvette/frigate hyperspace gate


Starting Health 16000
Health Max Health 32000
EMP Shield 40 Recovery Time 20
Speed Starting Speed 600 Acceleration Time 5
[Single Use] Max Speed - Braking Time 3
Drive Starting Drive 600 Thruster Accel. Time 5
[Single Use] Max Drive - Thruster Braking Time 3
Initial Time 45
Build Time
Min. Time (R) 25.71
Cost 750
Maintenance 5
Crew | Officers 3 -

Armour Type Medium


L Side Rear Front R Side
100% 100% 100% 100%

Capture | Repair Points 5 6


Capture Time/Speed 30 s 60
Useful for moving squadrons of non-hyperspace capable craft between two linked gates, the hyperspace gate
provides an important tactical edge to the commander who knows how to utilize them. It should be noted that
the gate is unarmed and if one is captured, it can be used by the enemy to move their ships back through the
linked gate.
BAck to < Table of Contents>

CRUISE MISSILE

Heavy Anti-capital ship


Starting Health 4000
Health Max Health 8000
EMP Shield - Recovery Time -
Starting Speed 270 Acceleration Time 2
Speed
Max Speed - Braking Time 2
Starting Drive 270 Thruster Accel. Time 2
Drive
Max Drive - Thruster Braking Time 2
Initial Time 30
Build Time
Min. Time (R) 17.14
Cost 1500
Maintenance -
Crew | Officers - -

Armour Type MineArmor


L Side Rear Front R Side
80% 60% 170% 80.00%
A missile that will auto-attack enemy capital ships that it detects...it's can only be manually ordered to attack or
return to parade formation.
BAck to < Table of Contents>

ROLLER

Heavy Anti-capital mine


Starting Health 12000
Health Max Health 24000
EMP Shield - Recovery Time -
Starting Speed 100 Acceleration Time 0.6
Speed
Max Speed - Braking Time 0.3
Starting Drive 100 Thruster Accel. Time 0.6
Drive
Max Drive - Thruster Braking Time 0.3
Initial Time 30
Build Time
Min. Time (R) 17.14
Cost 3000
Maintenance -
Crew | Officers - -

Armour Type MineArmor


L Side Rear Front R Side
80% 60% 170% 80.00%
A mine useful for defending the fleet from enemy capital ships. While slower than the cruise missile, it packs a
significantly greater punch.
BAck to < Table of Contents>

C ARRIER

CAP IT AL
Capital class production
Starting Health 70000
Health Max Health 140000
EMP Shield 10000 Recovery Time 60
Starting Speed 75 Acceleration Time 6
Speed
Max Speed 108.75 Braking Time 2
Starting Drive 75 Thruster Accel. Time 6
Drive

CLASS
Max Drive 93 Thruster Braking Time 2
Initial Time 50
Build Time
Min. Time (R) 28.57
Cost 1700
Maintenance 100
Crew | Officers 30 2

Armour Type Heavy


L Side Rear Front R Side
120% 120% 100% 120%

Capture | Repair Points 6 4


Capture Time/Speed 160 s 7

Subsystems # of Slots 1
Ship Fighter Corvette Frigate Capital¹
Class
Utility²
Modules # of Slots 2
Available Research Harvest Drive System Defense
Division Controls Control
BAck to < Table of Contents>
Tower
Fire Control Repair Manufacturing
Hyperspace
Tower Control Control
Gravity Well Anti-Radiation
Cloak Generator
Generator Field Generator
Platform Control
Sensors
Advanced
Special Available
Hyperspace
Anti-Cloak
¹ = Limited to Shipyard
Docks 15
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes Super-Capital

Weapon Effect Emplacements


Hull Defense Gun 15 4
Total Damage 60
While it has only one ship facility slot and no additional weapon emplacements, the Vaygr carrier is significantly
less expensive (in terms of R.U.s) than the Hiigaran equivalent, meaning more can be fielded in a shorter span
of time.
BAck to < Table of Contents>

DESTROYER

Anti frigate/capital
Starting Health 85000
Health Max Health 170000
EMP Shield 1000 Recovery Time 40
Starting Speed 115 Acceleration Time 6
Speed
Max Speed 166.75 Braking Time 2
Starting Drive 100 Thruster Accel. Time 6
Drive
Max Drive 124 Thruster Braking Time 2
Initial Time 165
Build Time
Min. Time (R) 94.29
Cost 2000
Maintenance 55
Crew | Officers 15 1

Armour Type Heavy


L Side Rear Front R Side
100% 120% 100% 100%

Capture | Repair Points 2 3


Capture Time/Speed 90 s 57

Weapon Effect Emplacements


Flechette Cannon 450 2
Heavy Fusion Missile Launcher 2200 1
Mine Layer 22000 1
Hull Defense Gun 20 4
Total Damage 25180
BAck to < Table of Contents>
Easily attainable and almost unstoppable by smaller vessels, the Vaygr Destroyer is the ultimate frigate killer. 2
fletchette cannons and 4 hull defense guns will clean up smaller craft, but when upgraded with 4 anti capital ship
fusion missiles and anti capital ship heavy mines, the Destroyer shows its true potential.
BAck to < Table of Contents>

CRUISER

Adv Anti-frigate/capital
Starting Health 150000
Health Max Health 300000
EMP Shield 2000 Recovery Time 50
Starting Speed 90 Acceleration Time 6
Speed
Max Speed 130.5 Braking Time 2
Starting Drive 90 Thruster Accel. Time 6
Drive
Max Drive 111.6 Thruster Braking Time 2
Initial Time 210
Build Time
Min. Time (R) 120
Cost 3000
Maintenance 100
Crew | Officers 20 2

Armour Type Heavy


L Side Rear Front R Side
100% 120% 100% 100%

Capture | Repair Points 4 4


Capture Time/Speed 130 s 9

Weapon Damage Emplacements


Heavy Quad Flechette Cannon 1200 2
Quad Flechette Cannon 650 1
Fusion Missile Launcher 1600 12
Heavy Fusion Missile Launcher 50000 1
Total Damage 71600
BAck to < Table of Contents>
A lesser version of the battlecruiser, it is armed to the teeth with missile launchers and sports a trio of flechette
turrets to grant it some defense against fighters.
BAck to < Table of Contents>

GUARDIAN

Anti frigate/capital
Starting Health 70000
Health Max Health 140000
EMP Shield 1000 Recovery Time 40
Starting Speed 130 Acceleration Time 6
Speed
Max Speed 188.5 Braking Time 2
Starting Drive 115 Thruster Accel. Time 6
Drive
Max Drive 142.6 Thruster Braking Time 2
Initial Time 165
Build Time
Min. Time (R) 94.29
Cost 2000
Maintenance 55
Crew | Officers 15 1

Armour Type Heavy


L Side Rear Front R Side
90% 90% 100% 90%

Capture | Repair Points 5 5


Capture Time/Speed 90 s 13

Weapon Effect Emplacements


Heavy Mine Layer 15000 1
Anti-Missile Turret 38 4
Total Damage 15152
Widespread use of nuclear weapons by the Hiigaran fleet has necessitated the design and development of a
new anti-missile ship. Dubbed the “Guardian”, this ship has four anti-missile gun emplacements and a heavy
mine deployment system.
BAck to < Table of Contents>

B ATTLECRUISER

Advanced anti-capital
Starting Health 255000
Health Max Health 510000
EMP Shield 10000 Recovery Time 60
Starting Speed 69 Acceleration Time 6
Speed
Max Speed 100.05 Braking Time 2
Starting Drive 69 Thruster Accel. Time 6
Drive
Max Drive 85.56 Thruster Braking Time 2
Initial Time 280
Build Time
Min. Time (R) 160
Cost 4000
Maintenance 125
Crew | Officers 30 3

Armour Type Heavy


L Side Rear Front R Side
120% 120% 100% 120%

Capture | Repair Points 6 5


Capture Time/Speed 160 s 6

Subsystems # of Slots 2
Defense
Drive Fire Control
Hyperspace Control
Modules System Tower
Available Tower
Cloak Gravity Well Anti-Radiation
Generator Generator Field
Special # of Slots 5
BAck to < Table of Contents>
Weapon Cost
Heavy Cannon Turret 1900
Available
Perforation Pod Launcher (2) 1400
Concussion Cannon 3000

Docks 5
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes
Super-Capital

Weapon Damage Emplacements


Trinity Cannon 18500 1
Hull Defense Gun 20 5
Laser Lance Array 100 4
Flechette Cannon Turret 450 4
Fusion Missile Launcher 4000 8
940
Perforation Pod 2
18
5000
Concussion Cannon 150 1
100
Total Damage 59680
Adding defensive, offensive or any other module to the Battlecruiser makes this capital adaptive to any personal
strategy. Its awesome damage potential added to its support ability can be devastating to an unprepared enemy.
Equipped with a heavy laser cannon, 5 hull defense guns, 4 pulse lasers and can be upgraded to fire 8 anti
frigate/capital fusion missile launchers.
BAck to < Table of Contents>

B ATTLESHIP

Death Vessel
Starting Health 300000
Health Max Health 600000
EMP Shield 11000 Recovery Time 70
Starting Speed 64 Acceleration Time 6.5
Speed
Max Speed 92.8 Braking Time 2.5
Starting Drive 64 Thruster Accel. Time 6.5
Drive
Max Drive 79.36 Thruster Braking Time 2.5
Initial Time 360
Build Time
Min. Time (R) 205.71
Cost 6000
Maintenance 150
Crew | Officers 35 3

Armour Type Heavy


L Side Rear Front R Side
70% 80% 60% 70%

Capture | Repair Points 3 4


Capture Time/Speed 160 s 6

Subsystems Special # of Slots 11


Available Weapon Cost
Laser Cannon 600
Laser Cannon 600
Laser Cannon 600
BAck to < Table of Contents>
Laser Cannon 600
Kinetic Cannon 700
Kinetic Cannon 700
Kinetic Cannon 700
Kinetic Cannon 700
Double Kinetic Cannon 1200
Double Kinetic Cannon 1200
Double Kinetic Cannon 1200

Docks
5
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes
Super-Capital

Weapon Damage Emplacements


Concussion Missile Launcher (Burst) 90 (32 m) 2
Heavy Fusion Missile Launcher 4000 2
Heavy Laser Cannon Type-BB 15000 2
80
Heavy Mine Type-BB 110000 1
16000
Freacker Missile 1
18
Laser Cannon Turret Type BB 400 6
Double Flechette Turret Type-BB 1200 7
Total Damage 174800
The serious end of the Vaygr fleet. It is death with an engine. Armed with every form of weapon in the Vaygr
arsenal, the battleship lives up to its name. The battleship doesn't just start fights. It ends them. Flechette
turrets and concussion missiles for fighters and corvettes, fusion missile launchers and heavy laser cannons for
frigates and capitals. The ideal anti-ship ship.
BAck to < Table of Contents>

FLAGSHIP

Mothership
Starting Health 525000
Health Max Health 1050000
EMP Shield 20000 Recovery Time 80
Starting Speed 30 Acceleration Time 8
Speed
Max Speed 43.5 Braking Time 2
Starting Drive 30 Thruster Accel. Time 8
Drive
Max Drive 37.2 Thruster Braking Time 2
Initial Time -
Build Time
Min. Time (R) -
Cost Unique (Cannot be built)
Maintenance 105
Crew | Officers 50 5

Armour Type Heavy


L Side Rear Front R Side
90% 100% 90% 90%

Capture | Repair Points 8 7


Capture Time/Speed 450 s 3

Subsystems # of Slots 4
Ship Fighter Corvette Frigate Capital
Class
Utility
Modules # of Slots 4
Available Research Harvest Drive System Defense
Controls Control
Tower
BAck to < Table of Contents>
Fire Control Repair Manufacturing
Hyperspace
Tower Control Control
Gravity Well
Platform Control Power Disruptor
Generator
# of Slots 2
Sensor Weapon Cost
Advanced Double Kinetic Cannon
Special 3000
Available Set
Hyperspace Perforation Pod
3000
Anti-Cloak Launcher Controller

Docks
30
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes
Super-Capital

Weapon Effect Emplacements


Hull Defense Guns 15 12
Heavy Fusion Missile Launcher 1600 12
Quad Flechette Cannon 1200 4
Perforation Pod 1125 4
22
Total Damage 24180
Rivaling the Command Fortress as the largest ship in the Vaygr Fleet, the Flagship boasts dozens of defensive
weapon emplacements, both kinetic and missile, and can construct four modules. However, it is not meant for
frontline combat.
BAck to < Table of Contents>

SHIPY ARD

Production/Support
Starting Health 350000
Health Max Health 700000
EMP Shield 20000 Recovery Time 80
Starting Speed 15 Acceleration Time 5
Speed
Max Speed 21.75 Braking Time 2
Starting Drive 15 Thruster Accel. Time 5
Drive
Max Drive 18.6 Thruster Braking Time 2
Initial Time 95
Build Time
Min. Time (R) 54.29
Cost 4000
Maintenance 150
Crew | Officers 40 3

Armour Type Heavy


L Side Rear Front R Side
100% 100% 100% 100%

Capture | Repair Points 8 7


Capture Time/Speed 300 s 1

# of Slots 4
Ship Fighter Corvette Frigate Capital
Subsystems Class
Utility²
Modules # of Slots 6
BAck to < Table of Contents>
Defense
Research Harvest
Drive System Control
Division Controls
Tower
Available Fire Control Repair Manufacturing
Hyperspace
Tower Control Control
Gravity Well Anti-Radiation Field Power
Generator Generator Disruptor
# of Slots 1
Sensor
Special Advanced
Available
Hyperspace
Anti-Cloak

Docks 40
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes
Super-Capital

Weapon Effect Emplacements


Hull Defense Guns 15 12
Total Damage 180
The Vaygr Shipyard is functionally identical to it Hiigaran equivalent.
BAck to < Table of Contents>

DREADNOUGHT

Advanced death vessel


Starting Health 400000
Health Max Health 800000
EMP Shield 11000 Recovery Time 70
Starting Speed 44 Acceleration Time 7
Speed
Max Speed 63.8 Braking Time 5
Starting Drive 37 Thruster Accel. Time 7
Drive
Max Drive 45.88 Thruster Braking Time 6
Initial Time 460
Build Time
Min. Time (R) 262.86
Cost 8000
Maintenance 175
Crew | Officers 35 3

Armour Type Heavy


L Side Rear Front R Side
55% 65% 45% 55%

Capture | Repair Points 4 4


Capture Time/Speed 160 s 4

Weapon Effect Emplacements


Triton Beam Array 57500 2
Flechette Turret 1200 3
Total Damage 118600
The Dreadnought is the scalpel of Death. Armed with the Triton Beam Cannon (which is composed of over 20
energy cannon arrays), it can quickly disintegrate any ship caught in its sights. Supporting it are a trio of flechette
turrets to help defend its vulnerable sides and rear, but it fare very well on its own.
BAck to < Table of Contents>

COMMAND FOR TRESS

Capital class Support Ship


Starting Health 2000000
Health Max Health 4000000
EMP Shield 20000 Recovery Time 80
Starting Speed 0 (Must hyperspace to move)
Speed
Max Speed -
Starting Drive 0 (Must hyperspace to move)
Drive
Max Drive -
Initial Time 700
Build Time
Min. Time (R) 400
Cost 11000
Maintenance 250
Crew | Officers 50 6

Armour Type Heavy


L Side Rear Front R Side
70% 70% 70% 70%

Capture | Repair Points 6 9


Capture Time/Speed 550 s -

Name Cost
Module Available
Defense Facility 5000
# of Slots 15
Weapon Cost
Communications Facility 1500
Subsystems
Special Double Kinetic Cannon Set 6000
Available
Laser Pulsar Cannon Set 7000
Perforation Pod Launcher 8000
Concussion Cannon Set 9000
BAck to < Table of Contents>

Docks 70
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes
Super-Capital

The Vaygr command fortress is a terror to behold, armed to the teeth with flechette, laser and concussive
weaponry, it can easily destroy anything larger than a corvette. But there in lies its one weakness; it has no real
defense against a fighter swarm.
BAck to < Table of Contents>

RESOURCE COLLECTOR

UTILITY
Basic Utility Ship
Starting Health 2200
Health Max Health 4400
EMP Shield 75 Recovery Time 20
Starting Speed 200 Acceleration Time 3
Speed
Max Speed 290 Braking Time 0.5

CLASS
Starting Drive 180 Thruster Accel. Time 1
Drive
Max Drive 223.2 Thruster Braking Time 0.5
Initial Time 40
Build Time
Min. Time 22.86
Cost 750
Maintenance 4
Crew | Officers 2 -

Armour Type ResArmor


L Side Rear Front R Side
100% 100% 100% 100%

Capture | Repair Points - 1

Harvest Rate Drop-Off Capacity Mining Rate


Initial Rates 4 20 300 4
Max Rates 7 35 525 7
The Vaygr resource collector is functional identical to its Hiigaran counterpart.
BAck to < Table of Contents>

MOBILE REFINERY

Mobile Resource Drop-off


Starting Health 19000
Health Max Health 38000
EMP Shield 220 Recovery Time 20
Starting Speed 175 Acceleration Time 8
Speed
Max Speed 253.75 Braking Time 2
Starting Drive 175 Thruster Accel. Time 7
Drive
Max Drive - Thruster Braking Time 2
Initial Time 50
Build Time
Min. Time 28.57
Cost 1000
Maintenance 8
Crew | Officers 4 -

Armour Type Medium


L Side Rear Front R Side
100% 100% 100% 100%

Capture | Repair Points - 2

Weapon Effect Emplacements


Hull Defense Turret 20 4
Total Damage 80
The Vaygr mobile refinery is functionally identical to its Hiigaran counterpart.
BAck to < Table of Contents>

MINE CONT AINER


R.U. Mining Container
Starting Health 10000
Health Max Health 20000
EMP Shield 10000 Recovery Time 20
Starting Speed 95 Acceleration Time 9
Speed
Max Speed 137.75 Braking Time 3
Starting Drive 85 Thruster Accel. Time 8
Drive
Max Drive - Thruster Braking Time 3
Initial Time 65
Build Time
Min. Time 37.14
Cost 1250
Maintenance -
Crew | Officers - -

Armour Type Light


L Side Rear Front R Side
100% 100% 100% 100%
The Vaygr mine container is functionally identical to its Hiigaran counterpart.
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TRADE CONT AINER


R.U. Trade Container
Starting Health 10000
Health Max Health 20000
EMP Shield 10000 Recovery Time 20
Starting Speed 125 Acceleration Time 9
Speed
Max Speed 181.25 Braking Time 3
Starting Drive 130 Thruster Accel. Time 8
Drive
Max Drive - Thruster Braking Time 3
Initial Time 65
Build Time
Min. Time 37.14
Cost 1250
Maintenance -
Crew | Officers 4 -

Armour Type Light


L Side Rear Front R Side
100% 100% 100% 100%
The Vaygr trade container is functionally identical to the Hiigaran trade convoy.
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PROBE

Long-range Sensor Device


Starting Health 100
Health
EMP Shield - Recovery Time -
Speed Starting Speed 600 Acceleration Time 2
[Single
Use] Max Speed - Braking Time 1

Drive Starting Drive 600 Thruster Accel. Time 2


[Single
Use] Max Drive - Thruster Braking Time 1

Initial Time 15
Build Time
Min. Time 8.57
Cost 150
Maintenance -
Crew | Officers - -

Armour Type Unarmored


L Side Rear Front R Side
100% 100% 100% 100%
Useful for scouting out distant resource fields or keeping an eye on enemy activities from a distance.
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PROXIMITY SENSOR

Anti-cloaking sensory array


Starting Health 100
Health
EMP Shield - Recovery Time -
Speed Starting Speed 600 Acceleration Time 2
[Single
Use] Max Speed - Braking Time 1

Drive Starting Drive 600 Thruster Accel. Time 2


[Single
Use] Max Drive - Thruster Braking Time 1

Initial Time 15
Build Time
Min. Time 8.57
Cost 250
Maintenance -
Crew | Officers - -

Armour Type Unarmored


L Side Rear Front R Side
100% 100% 100% 100%
The proximity sensor is of great use to keep an eye for pesky cloaked Hiigaran ships.
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SENSOR DISTOR TION PROBE

Electromagnetic sensory disruption


Starting Health 100
Health
EMP Shield - Recovery Time -
Speed Starting Speed 600 Acceleration Time 2
[Single Use] Max Speed - Braking Time 1
Drive Starting Drive 600 Thruster Accel. Time 2
[Single Use] Max Drive - Thruster Braking Time 1
Initial Time 30
Build Time
Min. Time 17.14
Cost 600
Maintenance -
Crew | Officers - -

Armour Type Unarmored


L Side Rear Front R Side
100% 100% 100% 100%
Scrambles enemy sensors to keep them from positively identifying what is happening or contained within the
distortion sphere.
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The following section will cover the various modules a fleet can build to unlock new researchable upgrades and
provide immediate benefits to the carrying ship.

Table Overview
[N A M E ]
Brief description of benefit
Cost in R.U.s to Yearly cost to keep this module at peak
Cost Maintenance
construct efficiency
Time (in seconds) Time needed to build after all research
Build Time Min. Time
required to build upgrades
Bonuses granted List of bonuses to ship with this module on-board (hereafter referred to as carrier-ship
Effective Maximum distance (in meters) from carrier-ship to which benefit will

MODULE DATA
Bonuses granted Radius extend.
(radial)
List of bonuses to all ships (except carrier-ship) within effective radius
Effective Maximum distance (in meters) from carrier-ship to which enemy ships will
Penalties Applied Radius be penalized.
(radial)
List of penalties applied to all enemy ships
Availability A list of ships which can construct this module
A description of module's function.

A N T I - R A D I A T I O N F I E L D
Environmental Hazard Shielding
Cost 1850 Maintenance 50
Build Time 40 Min. Time 20.48
Bonuses granted • 0% Nebula damage
(Carrier-ship) • 0% Dust Cloud damage
Effective
1850 m
Bonuses granted Radius
(Allied Ships) • 0% Nebula damage
• 0% Dust Cloud damage

Research • None
Unlocked • None • None
Carrier Light Carrier Carrier
Availability Shipyard Battlecruiser

Projects a continuous field around carrier-ship that deflects low-energy/low-mass (from nebula and dust clouds)
particles from entering a limited area around carrier-ship.

C L O A K G E N E R A T O R
Electromagnetic Deflection/Absorption Field Generator
Cost 750 Maintenance 50
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Build Time 160 Min. Time 81.92
Bonuses granted
• Enables carrier-ship's Cloak special ability
(Carrier-ship)
Effective
2000 m
Radius
Bonuses granted • When cloak is activated, both the carrier-ship and ships in a small
(Allied Ships) radius around it will be hidden from both enemy sensors and visual
sight. Any ship using weapons will lose the cloak effect during its attack
run and a short time afterwards.

Research • Cloak Time, Cloak Power upgrades


Unlocked • None • None
Carrier Light Carrier
Availability Carrier Battlecruiser
Battlecruiser
Uses advanced technology to hide ships from enemy sensors for a limited time.

D E F E N S E C O N T R O L

T O W E R
Defense Enhancement
Cost 1400 Maintenance 50
Build Time 70 Min. Time 35.84
Bonuses granted
• +19% Health
(Carrier-ship)
Effective
Bonuses granted 3900 m
Radius
(Allied ships)
• +10% to health
• Fighter, Corvette, Frigate, Capital, Platform, Utility, Module, and
Research Subsystem Health Upgrades
Unlocked
• Mothership Improved Defenses • Flagship Improved Defenses
Pride of Hiigara Battlecruiser Flagship Carrier
Availability Carrier Shipyard Battlecruiser Shipyard
Vortex
Useful for extending the life of any ship in a firefight, the Defense Control Towers increases the health of the
carrier-ship and its nearby allies.

D R I V E S Y S T E M
Movement Enhancement
Cost 1200 Maintenance 50
Build Time 50 Min. Time 25.6
Bonuses granted • +40% to carrier ship's speed
(Carrier-ship) • +40% to carrier ships drive
Bonuses granted Effective 5250 m
(Allied ships) Radius
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• +10% to drive
• +10% to speed
Research • Fighter, Corvette, Frigate, Capital and Utility Speed Upgrades
Unlocked • Capital Drive Upgrade
Availability Pride of Hiigara Battlecruiser Flagship Carrier
Carrier Light Carrier Battlecruiser Shipyard
Vortex Shipyard
The drive module enhances both movement and turning rates as well as providing access to a number of useful
research upgrades for both fighters and corvettes.

F I R E C O N T R O L T O W E R
Offensive Enhancement
Cost 1500 Maintenance 50
Build Time 75 Min. Time 38.4
Bonuses granted • +20% Weapon Damage
(Carrier-ship) • +20% Weapon Accuracy
Effective
4500m
Bonuses granted Radius
(Allied ships) • +15% Weapon Damage
• +15% Weapon Accuracy
• Fighter, Corvette, Frigate, Capital and Platform Weapon Damage
Upgrades
• Fighter, Corvette, Frigate, Capital and Platform Weapon Accuracy
Upgrades
• Shiry, Missile Frigate, Missile • Battlecruiser, Cruiser and
Destroyer Callisto weapons Battleship enhanced
Research upgrade weaponry (Heavy Missile
Unlocked • Destroyer Torpedo upgrade and Heavy Mine Launchers)
• Cruiser Type-α Torpedo upgrade • Infiltrator Perforation Pod
• Cruiser Type-β Mine upgrade Launcher Special Ability
• Improved Bomb

• Weapon/Accuracy Upgrades (3
levels each)
Pride of Hiigara Battlecruiser Flagship Carrier
Availability Carrier Shipyard
Battlecruiser Shipyard
Vortex
Useful for extending the life of any ship in a firefight, the Defense Control Towers increases the health of the
carrier-ship and its nearby allies.
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G R A V I T Y W E L L

G E N E R A T O R
Enemy hyperspace inhibitor
Cost 1500 Maintenance 50
Build Time 60 Min. Time 30.72
Bonuses granted
• None
(Carrier-ship)
Effective
Penalties applied 12000m
Radius
(Enemy)
• May not enter or exit hyperspace within field's radius.
Research
• None
Unlocked
Pride of Hiigara Carrier Flagship Carrier
Availability
Battlecruiser Shipyard Shipyard Battlecruiser
This module will prevent enemy ships from entering or exiting hyperspace while within its large radius.

H A R V E S T C O N T R O L
Harvesting operations enhancement
Cost 800 Maintenance 50
Build Time 35 Min. Time 17.92
Effective
3000m
Radius
Bonuses granted
(Allied ships) • +15% Harvest rate
• +15% Load Capacity
• +15% Drop-off rate
Research
• Utility Harvest, Drop-off, Mining and Load upgrades
Unlocked
Pride of Hiigara Carrier Flagship Carrier
Availability
Scavenger Shipyard Shipyard
Improves the efficiency of resource collectors.

H Y P E R S P A C E
Hyperspace jump enabler
Cost 1000 Maintenance 50
Build Time 60 Min. Time 30.72
Bonuses granted
• Hyperspace jump ability enabled
(Carrier-ship)
Effective
Bonuses granted 3500m
Radius
(Allied ships)
• Hyperspace jump (along with carrier-ship) enabled
Research • Hyperspace upgrades
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Unlocked
Pride of Hiigara Carrier Flagship Carrier
Availability Battlecruiser Light Carrier
Shipyard Battlecruiser
Shipyard
Allows carrier-ship and any surrounding frigates or capital ships to perform a hyperspace jump.

M A N U F A C T U R I N G

C O N T R O L L E R
Construction Rate enhancement
Cost 2000 Maintenance 50
Build Time 60 Min. Time 30.72
Bonuses granted
• +40% production rate
(Carrier-ship)
Effective
Bonuses granted -
Radius
(Allied Ship)
• None

Research • Capital Build [rate] upgrades


Unlocked • None • None
Pride of Hiigara Carrier Flagship Carrier
Availability
Shipyard Shipyard
Uses enhanced production automation systems to reduce time required to construct ships ?and subsystems?.

P O W E R D I S R U P T O R
Enemy ship system interruptor
Cost 3000 Maintenance 50
Build Time 100 Min. Time 51.2
Bonuses granted
• None
(Carrier-ship)
Effective
6750m
Radius

Penalties • -15% Drive


applied (Enemy) • -20% Speed
• -15% Health
• -20% Weapon Damage
• -30% Weapon Accuracy
• None
Research
Unlocked • Scout, Spy, X-Bomber and
• None
Tulwar Frigate EMP ability.
Pride of Hiigara Carrier¹
Availability
Shipyard
¹ = The Hiigaran Carrier version features enhanced disruption abilities to enemy engines (-25% Drive, -35%
Speed)
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Using technologies similar to the sensor distortion probe, the Power Disruptor diminishes the effectiveness of
enemy engines, hull integrity fields, targeting computers and weapon's power distribution systems.

R E P A I R S Y S T E M
Repair system Enhancement
Cost 1800 Maintenance 50
Build Time 80 Min. Time 40.96
Bonuses granted • +150% Docked ship repair speed
(Carrier-ship) • +200-400% hull repair rate
Effective
Bonuses granted 6000m
Radius
(Allied ships)
• +200-400% hull repair rate
• Frigate, Capital and Platform (self) repair upgrades
• Resource Collector Repair ability
Research • Maintenance Cost upgrades
Unlocked • Enables production of Patchers
from Carrier, Shipyard and Pride • None
of Hiigara
Pride of Hiigara Carrier Flagship Carrier
Availability
Shipyard Shipyard
Improves the self-repair rates of the carrier-ship and nearby allies; and improves repair rate of docked ships
within the carrier-ship.

RU FUSION
Resource Generation
Cost 1500 Maintenance 50
Build Time 75 Min. Time 38.4
Bonuses granted
• Gain 30 R.U.s for every 10 game days at the end of a game year
(Fleet)
• None
Research
Unlocked • RU Fusion Ability (Mobile Refinery)
• RU Fusion Upgrade (Scavenger) (3 Levels)
Availability Scavenger
By fusing together some of the lighter elements found in space, you can generate small numbers of R.U.s over
time.

R . U . S U P P L Y
RU Storage Facility
Cost 1500 Maintenance 40
Build Time 75 Min. Time 38.4
Bonuses granted
• Increase maximum R.U. capacity by 3000.
(Fleet)
Research
• None
Unlocked
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Scavenger Carrier
Availability
Pride of Hiigara Shipyard
Provides additional room for storing R.U.s from harvesting or fusion, defend these well, losing these can mean a
big hit to your available resources. You'll need at least three of these to build some of the biggest units available.

SENSORS
ADVANCED SENSOR ARRAY
Long-range sensor structure
Cost 250 Maintenance 5
Build Time 35 Min. Time 17.92
Bonuses granted • +100% primary sensor range
(Carrier Ship) • +100% secondary sensor range
Research
• Sensor Range (3 levels)
Unlocked
Carrier Light Carrier Carrier Flagship
Availability
Pride of Hiigara Shipyard Shipyard
Enhances carrier-ship sensor range and unlocks sensor range upgrades.

HYPERSPACE SENSOR
Hyperspace jump signature detector array
Cost 250 Maintenance 5
Build Time 35 Min. Time 17.92
Bonuses granted
• Detect any hyperspace jumps to area within carrier ship's sensor range
(Carrier Ship)
Carrier Light Carrier Carrier Flagship
Availability
Pride of Hiigara Shipyard Shipyard
Allows you to detect hyperspace jumps (entering or exiting) within area covered by carrier-ship's sensor. (Jumps
will appear as purple 'pings'.)

ANTI-CLOAK SENSORS
Long-range sensor structure
Cost 250 Maintenance 5
Build Time 35 Min. Time 17.92
Bonuses granted • +300% Visual Range
(Carrier Ship) • +300% Cloak detection range
Research
• Cloak Detection (3 levels)
Unlocked
Carrier Light Carrier Carrier Flagship
Availability
Pride of Hiigara Shipyard Shipyard
Enables fleet to detect, target and fire upon cloaked enemy ships with carrier-ship's sensor range.
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Command Fortress
DEFENSE FACILITY
Multiple integrated support system superstructure
Cost 5000 Maintenance 150
Build Time 250 Min. Time 128
• +0-19% Health

UNIQUE MODULES
• 0% Nebula damage
• 0% Dust Cloud damage
• +100-150% Dock repair rate
Bonuses granted • +200-400% [self] repair rate
(Carrier-ship)
• Defense Field ability
• Enables production of Drones • Enables production of weapon
and Patchers and weapon emplacements
emplacements
Effective
Varies
Radius
Bonuses granted • +0-10% Health (4000m)
(Allied Ships) • 0% Nebula damage (3500m)
• 0% Dust Cloud damage (3500m)
• +200-400% repair rate (8000m)
Effective
Varies
Radius
• Hyperspace Inhibitor Field (12000m)
Penalties Applied • -11% Drive (7000m)
(Enemies) • -18% Speed (7000m)
• -8% Health (7000m)
• -8% Weapon Damage (7000m)
• -18% Weapon Accuracy (7000m)

Research • None
Unlocked • None • None
Availability Command Fortress Command Fortress
The Command Fortress' Defence Facility houses a number of offensive and defensive systems; a Defense
Control Tower, Anti-Radiation Field generator, Gravity Well Generator, Power Disruption field generator, a
Repair System, a Defense-Field generator, and a weapon-emplacement production center.

COMMUNICATIONS FACILITY
Advanced Sensor/Hyperspace Generator Structure
Cost 1500 Maintenance 100
Build Time 90 Min. Time 46.08
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• Advanced Sensor array
• Anti-Cloak sensor array
Bonuses granted • Hyperspace Sensor array
(Carrier-ship) • Sensor Ping special ability
• Sensor Distortion Field (carrier-ship centered – 5000m)
• Hyperspace jump enabled
Effective
Bonuses granted Varies
Radius
(Allied Ships)
• Frigates and Capital ships can initiate hyperspace jump (6000m)

Research • None
Unlocked • None • None
Availability Command Fortress Command Fortress
The Command Fortress' Communications Facility contains all advanced sensor arrays and a hyperspace
waveform generator.

Research Station
RESEARCH DIVISION
Basic technology development facility
Cost 2000 2500 Maintenance 50
Build Time 100 Min. Time 51.2
Bonuses granted
• None
(Carrier-ship)
Effective
Bonuses granted -
Radius
(Enemy)
• None

Research • Enables Research


Unlocked • 2nd Research Tier • All available Research
Flagship Carrier
Availability Research Station
Shipyard
This facility houses the laboratories and testing areas for the development or improvement of chassis and
technologies.

SCIENCE DIVISION
Advanced Technology development facility
Cost 4000 Maintenance 100
Build Time 200 Min. Time 102.4
Bonuses granted
• None
(Carrier-ship)
Effective
Penalties applied -
Radius
(Enemy)
• None
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Unlocked
• 3rd Research Tier
Availability Research Station
Houses advanced laboratories and related facilities for the development and improvement of advanced chassis
and technologies.

ENGINEERING DIVISION
Next-Generation technology development facility
Cost 8000 Maintenance 150
Build Time 400 Min. Time 204.8
Bonuses granted
• None
(Carrier-ship)
Effective
Bonuses granted -
Radius
(Enemy)
• None

Research • None
Unlocked • 4th Research Tier
Availability Research Station
Contains next-generation laboratories for the development and improvement of Hiigara's most powerful chassis
and technologies.

Crew Station
CREW BARRACK
Pilot barracks
Cost 2000 Maintenance 75
Build Time 100 Min. Time 51.2
Bonuses granted
Max Crew +150
(Fleet)
Crew Station
1 @ 30 Honor
1 @ 75 Honor
Availability 1 @ 125 Honor
1 @ 185 Honor
1 @ 265 Honor
1 @ 365 Honor
This provides quarters (complete with bunk beds and yelling drill seargent) and training facilities to provide crew
that man the various ships in your fleet.

OFFICER BARRACK
Officer barracks
Cost 3000 Maintenance 75
Build Time 150 Min. Time 76.8
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Bonuses granted
Max Officers +10
(Fleet)
Crew Station
@ 75 Honor
@ 125 Honor
Availability
@ 185 Honor
@ 265 Honor
@ 365 Honor
This provides the individual living quarters used by your commanding officers before they are assigned to a ship.

PRIDE OF HIIGARA
DEFENSE FIELD
Cost 4000 Maintenance 180
Build Time 120 Min. Time 61.44
Bonuses granted
• Enables Defense Field ability (T) (effective radius: 2400 m)
(Carrier-Ship)
• Mothership Defense Field Power (3 levels)
Research
• Mothership Defense Field Duration (3 levels)
Unlocked
• Mothership Defense Field Regen[eration Rate] (3 levels)
Mothership (With Defense Control Tower)
Requirements
Research Station (Science Division)
Upgrades the mothership with a defensive field generator, which can protect it from several forms of attack. It is
most effective against

HEAVY ION CANNON 1


Cost 7000 Maintenance 50
Build Time 300 Min. Time 153.6
Bonuses granted Mothership gains Heavy Ion Cannon special ability (Z).
(Carrier-Ship) Range: 9500 m
Damage: 64000
Rate of Fire: 50 s
Research
• Heavy Ion Cannon Power (3 levels) [Also requires a Fire Control Tower]
Unlocked
Availability Research Station (Engineering Division)
The Mark I Heavy Ion Cannon turret

HEAVY ION CANNON 2


Cost 7000 Maintenance 50
Build Time 300 Min. Time 153.6
Bonuses granted
Mothership gains Heavy Ion Cannon special ability (Z).
(Carrier-Ship)
Research
• Heavy Ion Cannon Power (3 levels) [Also requires a Fire Control Tower]
Unlocked
Availability Research Station (Engineering Division)
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The Mark II heavy ion cannon possesses better damage and range the the Mark I.

HEAVY ION CANNON 3


Cost 7000 Maintenance 50
Build Time 300 Min. Time 153.6
Bonuses granted
Mothership gains Heavy Ion Cannon special ability (Z).
(Carrier-Ship)
Research
• Heavy Ion Cannon Power (3 levels) [Also requires a Fire Control Tower]
Unlocked
Availability Research Station (Engineering Division)
Version 3 possesses better damage and range than the the previous versions.

HEAVY ION CANNON 4


Cost 7000 Maintenance 50
Build Time 300 Min. Time 153.6
Bonuses granted
Mothership gains Heavy Ion Cannon special ability (Z).
(Carrier-Ship)
Research
• Heavy Ion Cannon Power (3 levels) [Also requires a Fire Control Tower]
Unlocked
Availability Research Station (Engineering Division)
The most powerful Heavy Ion Cannon version.

SHIPYARD
MOTHERSHIP BATTLE ASSET
Cost 10000 Maintenance 300
Build Time 500 Min. Time 256
Bonuses granted • Pride of Hiigara becomes Adv. Pride of Hiigara
(Mothership) ◦ 4x Anti-frigate/capital Kinetic Cannon Turrets
◦ 4x Anti-frigate/capital Ion Turrets
◦ 1x Long-range nuclear bomb launcher turret
◦ +25% speed
◦ +25% drive
◦ +50% health
◦ +25% weapon damage
◦ +25% weapon accuracy
◦ -50% build speed
◦ +50% repair rate
◦ +50% docking repair rate
Mothership (Docked to Shipyard)
Requirements Captain Rank
Research Station (Engineering Division)
Upgrades the mothership with a wide assortment of additional weaponry and enhancements.

BALKAAN CANNON
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Cost 10000 Maintenance 300
Build Time 500 Min. Time 256
Bonuses granted Shipyard gains Heavy Ion Cannon special ability (Z).
(Carrier-Ship) Damage: 8000
Range: 35000 m
Rate of Fire: 120 s
Research Station (Engineering Division)
Captain Rank
Availability Mothership docked to Shipyard
Research Station docked to Shipyard
Crew Station docked to Shipyard
Long-range anti-capital ship super-heavy weapon.

HEAVY MASS SHIELD


Cost 10000 Maintenance -
Build Time 500 Min. Time 256
Bonuses granted
Blocks nuclear bombs, heavy ion cannon, and other weapons fire
(Area)
Research Station (Engineering Division)
Captain Rank
Availability Mothership docked to Shipyard
Research Station docked to Shipyard
Crew Station docked to Shipyard
This can block most forms of weapon attacks (including nuclear bombs and heavy ion cannons.)

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