Professional Documents
Culture Documents
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,
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
C = Functions/Displays Buttons
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• 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.
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.
[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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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)
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.
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.
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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
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.
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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 -
I N T E R C E P T O R
B O M B E R
X - B O M B E R
I N T R U D E R
S H I R Y
H E A V Y B O M B E R
S P Y
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 -
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 -
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 -
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 -
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.
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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.
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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 -
M I S S I L E F R I G A T E
S N I P E R F R I G A T E
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 -
D E F E N S E F I E L D
F R I G A T E
I O N C A N N O N F R I G A T E
T U L W A R F R I G A T E
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
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
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
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
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
S E N T I N E L - A
S E N T I N E L - B
Capture | Repair
- 3
Points
S E N T I N E L - M U T A N T
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-
BAck to < Table of Contents>
Capital)
Nuclear Bomb
Long Range Nuclear Bomb
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.
BAck to < Table of Contents>
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.
BAck to < Table of Contents>
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 - -
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%
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 - -
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
Subsystems # of Slots 2
Ship Fighter Corvette Capital¹
Class
Utility²
Modules # of Slots 1
Available Drive System Cloak Generator
BAck to < Table of Contents>
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
C R E W S T A T I O N
R E S E A R C H S T A T I O N
C A R R I E R
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
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
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
# 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
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
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
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
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
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
J U G G E R N A U T
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
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
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
Subsystems # of Slots 4
Ship Fighter Corvette Frigate Adv Capital
Class
Utility Resource
Modules # of Slots 6
BAck to < Table of Contents>
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
B A T T L E C R U I S E R
Docks
5
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes
Super-Capital
S H U T T L E
Docks
40
available
Dockable Fighter Corvette Frigate Capital
Docking
Classes Super-Capital
Special
4 Juggernaut, Sentinel
Docks
V O R T E X
# 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
B A T T L E A R K
Other Cost
Subsystems Special
Evacuation System 100
BAck to < Table of Contents>
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)
C O M M A N D F O R T R E S S
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
M O B I L E R E F I N E R Y
S C A V E N G E R
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 - -
T R A D E C O N V O Y
P R O B E
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 - -
S E N S O R D I S T O R T I O N
P R O B E
Electromagnetic sensory disruption
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 - -
P A T C H E R
[ A T T A C K ] D R O N E
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.
BAck to < Table of Contents>
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 - -
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 -
ASSAUL T CRAFT
BOMBER
LANCE FIGHTER
DEFENDER
MISSILE FIGHTER
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
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 -
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 -
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 -
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 -
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 -
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 -
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 -
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 -
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 -
CRUISE MISSILE
ROLLER
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
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
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
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
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
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
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
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
Docks
5
available
Docking
Dockable Fighter Corvette Frigate Capital
Classes
Super-Capital
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
Subsystems # of Slots 4
Ship Fighter Corvette Frigate Capital
Class
Utility
Modules # of Slots 4
Available Research Harvest Drive System Defense
Controls Control
Tower
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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
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
# of Slots 4
Ship Fighter Corvette Frigate Capital
Subsystems Class
Utility²
Modules # of Slots 6
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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
DREADNOUGHT
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
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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.
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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 -
MOBILE REFINERY
PROBE
Initial Time 15
Build Time
Min. Time 8.57
Cost 150
Maintenance -
Crew | Officers - -
PROXIMITY SENSOR
Initial Time 15
Build Time
Min. Time 8.57
Cost 250
Maintenance -
Crew | Officers - -
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.
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
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
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
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
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.