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deflecting all enemy shots at the highest level. The form a perfect shield you'll need from ten to fifteen Sentinels: propelry positioned in sphere formation, those crafts can protect even the MotherShip. Recomended to screen mission objectives from enemy attacks or the biggest elements of your strike force.
LEECH class breaching pod
Mass: 26 tons
Armor: 30
Firepower: none
Coverage: none
Maneuverability: very high
Max Velocity: 1250 m/s
Special Action: Leech
Required Tech: Phased Telemetry
Upgrade Tech: Armor Level 2
RU Cost: 40
SU Cost: 2
Available from: mission 6
The second and last Micro-Ship serving in your fleet, the Leech is completely automated. This pod is capable of evading all standard sensors, attach itself to an enemy vessel and slowly eat it away. The Leech can also remain attached to a vessel and broadcast sensor datas, but this won't allocate damage to the enemy. The third special action the Leech can perform is to do damage to an enemy vessel and then dock with the MotherShip converting the damage don with resources. Not bad after all, but this pod must be used wisely to be effective, especially if the enemy has advanced sensors online.
AVENGER class corvette
Mass: 180 tons
Armor: 140
Firepower: 170
Coverage: 6% (four forward-fixed small projectile, 8/26 DPs)
Maneuverability: high
Max Velocity: 600 m/s
Special Action: Unlink (produces two Acolytes)
EMP
Required Tech: Fighter Dirve
Linking Technology
Upgrade Tech: Energy Cannon
EMP Weapon
Advanced Fighter Drive
Armor Level 2
RU Cost: 150
SU Cost: 4
Available from: mission 1
When you develop linking technology, you will be able to produce Avengers ACVs
(Acolyte Composite Vehicle): the first consits in producing them from the
MotherShip, the second unites two Acolytes in a single ACV. The Avenger has every Acolyte characteristc times two, except maximum speed (slighlty slower) and maneuverability. When an ACV unlink, it produces two standard Acolytes. The link/unlink procedure takes about five seconds, and the ACV itself is a very useful craft, though it lacks turrets and armor protection that any other corvette has; however, speed and maneuverability are superior, and the Avenger can dogfight with other fighters: usually, a gruop of Acolytes will be destroy by a group of ACVs. The EM Pulse is useful in guard duties, especially against
Beast Cruise Missiles: by disabling the Missile's drive system the ACV will have plenty of time to line with the targets and blow it to pieces.
MARTYR class infiltration corvette
Mass: 110 tons
Armor: 40
Firepower: none
Coverage: none
Maneuverability: high
Max Velocity: 550 m/s
Special Action: Unlink (produces two Mimics)
Mimic
Required Tech: Fighter Dirve
Holographic Emitter
Linking Technology
Upgrade Tech: Quantum Explosive Charge
Advanced Fighter Drive
Armor Level 2
RU Cost: 140
SU Cost: 6 (4 in version 1.00)
Available from: mission 2
Like the Avenger, the Martyr is formed of two Mimics. The Martyr can mask itself as Frigates or big asteroids. The suicide attack (especially with
Quantum charges) are now VERY effective, and if are willing to spare some resources, a group of Martyrs can destroy Frigates and badly damage
Super-Capital Ships. I love them :)
MINION class Heavy Tug
Mass: 12.900 tons
Armor: 4.700
Firepower: 2.500
Coverage: 6% (single forward sponson turret with medium projectile, 50/100 DPs)
Max Velocity: 398 m/s
Special Action: Ram
Required Tech: Afterburner
Upgraded Tech: Advanced Ion Cannon
Repair Bots
Armor Level 2
Armor Level 3
Infection Vaccine
RU Cost: 650
SU Cost: 10
Available from: mission 1
The first Frigate you will able to build. Poorly armed for a Frigate, as the
Minion features a single Mass Driver, the Frigate exists only to do its special action: ram. Though "physical attacks" may sound strange and uneffective when compared to energy beams, you have just to use them one time to fell in love with its effects; the Frigate fetures a normal engine used for moving and two afterburners used neraly the target: the afterburners are capable of moving an enemy Frigate, and combined attacks larger ships. Not enough, the Minion features a laser in its bow section, an effective close-range weapon when the
Frigate touches the target. Such ramming attacks are useful to physically move
Capital Ships while the lighter Strile Crafts engae the real target.
HIVE class advanced drone frigate
Mass: 9.900 tons
Armor: 3.800
Firepower: 1.400
Coverage: 12% (two forward sponson turrets with medium projectiles, 50/100 DPs;
6 Swarmers)
Maneuverability: medium
Max Velocity: 390 m/s
Special Action: Swarm
Required Tech: Frigate Drive
Micro-Ship Construction
Ugrade Tech: Energy Cannons
Reapir Bots
Advanced Frigate Drive
Armor Level 2
Armor Level 3
RU Cost:
SU Cost: 20
Available from: mission 6
The Hive Figate is the direct descendant of Homeworld's original Drone Frigate.
The Hive class is more effective, as it moves faster, has fixed point defense armament and its drones are capable of swarming attacks. This may sound interesting on paper, but the Hive Frigate can be easily overwhelmed by a large number of Corvettes.
DERVISH class multi-beam frigate
Mass: 10.200
Armor: 4.000
Firepower: 3.900
Coverage: 90 % (5 turrets -front, top, bottom, sides- with small ion,
11 DPs)
Maneuverability: medium
Max Velocity: 370 m/s
Required Tech: Frigate Drive
Advanced Ion Cannon
Upgrade Tech: Repair Bots
Advanced Frigate Drive
Armor Level 2
RU Cost: 700
SU Cost: 12
Available from: mission 8
If you loved the Ion Cannon Frigate, this will drive you crazy, only by hearing its designation. The multi-beam Frigate is a fast moving assault vessel, capable of engaing any type of target with great efficiency: the turrets allow it to hit any fast-moving objects, and the ion beams projected by them can inflict serious damages to other Capital Ships. The real drawbacks of this vessel is its relatively thin armor, and the fact that a turret cannot gather enough power to match a fixed ion cannon (yeah, right: "Call me Machine.
Doomsday Machine.").
SHAMAN class carrier
Mass: 129.000 tons
Armor: 65.000
Firepower: 4.200
Coverage: 80% (four turrets -2x top, sides- with medium projectile,
30/60 DPs)
Maneuverability: very low
Max Velocity: 300 m/s
Required Tech: Destroyer Drive
Support Systems
Upgraded Tech: Energy Cannons
Crystal Harvesting Ability
Repair Bots
Advanced Destroyer Drive
Armor Level 2
Armor Level 3
RU Cost: 3400
SU Cost: 0
Available from: mission 11
The only self-sufficent ship in the game. It doesn't require SUs, and it gives you 40 points in this way. Plus you can build up to 6 support systems on every
Carrier. Build two Carriers (the maximum you can) and all support systems and start building Destroyers. Not enough, the Carrier can build all Strike Crafts and Frigates, repair them, offers additional docking bays and hardpoints for
Workers. As the are too precious to risk in assaults, use them as replace for
Chieftains, Workers will benefit in protection. Infection Beams doesn't affect
Carriers, but will allocate damage.
DEACON class destroyer
Mass: 28.000 tons
Armor: 16.000
Firepower: 8.500
Coverage: 30% (two forward sponson turrets with big ion, 11 DPs; 4 turrets -2x bottom, sides- with big projectile, 44/80
DPs; 15 missiles)
Maneuverability: low
Max Velocity: 325 m/s
Required Tech: Destroyer Drive
Missile Tech
Advanced Ion Cannon
Upgraded Tech: Energy Cannons
Advanced Destroyer Drive
Repair Bots
Armor Level 2
Armor Level 3
RU Cost: 3000
SU Cost: 38
Available from: mission 11
After the Carrier, you will build at least a Destroyer. Thouhg this massive ship features a lot of weapon systems, including the excellent anti-fighter missiles, the rear and top of it are relatively unprotected, and it must engage targets within its front firing arc. Like the Carrier, Infection Beams damage only.
ARCHANGEL class Dreadnought
Mass: 152.000 tons
Armor: 85.000
Firepower:24.000
Coverage: 80% (2 top turrets with big ion, 16 DPs; 4 big energy turrets -2x top, 2xbottom-, 120 DPs; 47 missiles)
Maneuverability: very low
Max Velocity: 280 m/s
Special Actions: Repulsor
Required Tech: Advanced Destroyer Drive
Missile Tech
Energy Cannons
Advanced Ion Cannon
Upgraded Tech: Repulsor Weapon
Repair Bots
Armor Level 2
Armor Level 3
RU Cost: 6800
LEECH class breaching pod
Mass: 26 tons
Armor: 30
Firepower: none
Coverage: none
Maneuverability: very high
Max Velocity: 1250 m/s
Special Action: Leech
Required Tech: Phased Telemetry
Upgrade Tech: Armor Level 2
RU Cost: 40
SU Cost: 2
Available from: mission 6
The second and last Micro-Ship serving in your fleet, the Leech is completely automated. This pod is capable of evading all standard sensors, attach itself to an enemy vessel and slowly eat it away. The Leech can also remain attached to a vessel and broadcast sensor datas, but this won't allocate damage to the enemy. The third special action the Leech can perform is to do damage to an enemy vessel and then dock with the MotherShip converting the damage don with resources. Not bad after all, but this pod must be used wisely to be effective, especially if the enemy has advanced sensors online.
AVENGER class corvette
Mass: 180 tons
Armor: 140
Firepower: 170
Coverage: 6% (four forward-fixed small projectile, 8/26 DPs)
Maneuverability: high
Max Velocity: 600 m/s
Special Action: Unlink (produces two Acolytes)
EMP
Required Tech: Fighter Dirve
Linking Technology
Upgrade Tech: Energy Cannon
EMP Weapon
Advanced Fighter Drive
Armor Level 2
RU Cost: 150
SU Cost: 4
Available from: mission 1
When you develop linking technology, you will be able to produce Avengers ACVs
(Acolyte Composite Vehicle): the first consits in producing them from the
MotherShip, the second unites two Acolytes in a single ACV. The Avenger has every Acolyte characteristc times two, except maximum speed (slighlty slower) and maneuverability. When an ACV unlink, it produces two standard Acolytes. The link/unlink procedure takes about five seconds, and the ACV itself is a very useful craft, though it lacks turrets and armor protection that any other corvette has; however, speed and maneuverability are superior, and the Avenger can dogfight with other fighters: usually, a gruop of Acolytes will be destroy by a group of ACVs. The EM Pulse is useful in guard duties, especially against
Beast Cruise Missiles: by disabling the Missile's drive system the ACV will have plenty of time to line with the targets and blow it to pieces.
MARTYR class infiltration corvette
Mass: 110 tons
Armor: 40
Firepower: none
Coverage: none
Maneuverability: high
Max Velocity: 550 m/s
Special Action: Unlink (produces two Mimics)
Mimic
Required Tech: Fighter Dirve
Holographic Emitter
Linking Technology
Upgrade Tech: Quantum Explosive Charge
Advanced Fighter Drive
Armor Level 2
RU Cost: 140
SU Cost: 6 (4 in version 1.00)
Available from: mission 2
Like the Avenger, the Martyr is formed of two Mimics. The Martyr can mask itself as Frigates or big asteroids. The suicide attack (especially with
Quantum charges) are now VERY effective, and if are willing to spare some resources, a group of Martyrs can destroy Frigates and badly damage
Super-Capital Ships. I love them :)
MINION class Heavy Tug
Mass: 12.900 tons
Armor: 4.700
Firepower: 2.500
Coverage: 6% (single forward sponson turret with medium projectile, 50/100 DPs)
Max Velocity: 398 m/s
Special Action: Ram
Required Tech: Afterburner
Upgraded Tech: Advanced Ion Cannon
Repair Bots
Armor Level 2
Armor Level 3
Infection Vaccine
RU Cost: 650
SU Cost: 10
Available from: mission 1
The first Frigate you will able to build. Poorly armed for a Frigate, as the
Minion features a single Mass Driver, the Frigate exists only to do its special action: ram. Though "physical attacks" may sound strange and uneffective when compared to energy beams, you have just to use them one time to fell in love with its effects; the Frigate fetures a normal engine used for moving and two afterburners used neraly the target: the afterburners are capable of moving an enemy Frigate, and combined attacks larger ships. Not enough, the Minion features a laser in its bow section, an effective close-range weapon when the
Frigate touches the target. Such ramming attacks are useful to physically move
Capital Ships while the lighter Strile Crafts engae the real target.
HIVE class advanced drone frigate
Mass: 9.900 tons
Armor: 3.800
Firepower: 1.400
Coverage: 12% (two forward sponson turrets with medium projectiles, 50/100 DPs;
6 Swarmers)
Maneuverability: medium
Max Velocity: 390 m/s
Special Action: Swarm
Required Tech: Frigate Drive
Micro-Ship Construction
Ugrade Tech: Energy Cannons
Reapir Bots
Advanced Frigate Drive
Armor Level 2
Armor Level 3
RU Cost:
SU Cost: 20
Available from: mission 6
The Hive Figate is the direct descendant of Homeworld's original Drone Frigate.
The Hive class is more effective, as it moves faster, has fixed point defense armament and its drones are capable of swarming attacks. This may sound interesting on paper, but the Hive Frigate can be easily overwhelmed by a large number of Corvettes.
DERVISH class multi-beam frigate
Mass: 10.200
Armor: 4.000
Firepower: 3.900
Coverage: 90 % (5 turrets -front, top, bottom, sides- with small ion,
11 DPs)
Maneuverability: medium
Max Velocity: 370 m/s
Required Tech: Frigate Drive
Advanced Ion Cannon
Upgrade Tech: Repair Bots
Advanced Frigate Drive
Armor Level 2
RU Cost: 700
SU Cost: 12
Available from: mission 8
If you loved the Ion Cannon Frigate, this will drive you crazy, only by hearing its designation. The multi-beam Frigate is a fast moving assault vessel, capable of engaing any type of target with great efficiency: the turrets allow it to hit any fast-moving objects, and the ion beams projected by them can inflict serious damages to other Capital Ships. The real drawbacks of this vessel is its relatively thin armor, and the fact that a turret cannot gather enough power to match a fixed ion cannon (yeah, right: "Call me Machine.
Doomsday Machine.").
SHAMAN class carrier
Mass: 129.000 tons
Armor: 65.000
Firepower: 4.200
Coverage: 80% (four turrets -2x top, sides- with medium projectile,
30/60 DPs)
Maneuverability: very low
Max Velocity: 300 m/s
Required Tech: Destroyer Drive
Support Systems
Upgraded Tech: Energy Cannons
Crystal Harvesting Ability
Repair Bots
Advanced Destroyer Drive
Armor Level 2
Armor Level 3
RU Cost: 3400
SU Cost: 0
Available from: mission 11
The only self-sufficent ship in the game. It doesn't require SUs, and it gives you 40 points in this way. Plus you can build up to 6 support systems on every
Carrier. Build two Carriers (the maximum you can) and all support systems and start building Destroyers. Not enough, the Carrier can build all Strike Crafts and Frigates, repair them, offers additional docking bays and hardpoints for
Workers. As the are too precious to risk in assaults, use them as replace for
Chieftains, Workers will benefit in protection. Infection Beams doesn't affect
Carriers, but will allocate damage.
DEACON class destroyer
Mass: 28.000 tons
Armor: 16.000
Firepower: 8.500
Coverage: 30% (two forward sponson turrets with big ion, 11 DPs; 4 turrets -2x bottom, sides- with big projectile, 44/80
DPs; 15 missiles)
Maneuverability: low
Max Velocity: 325 m/s
Required Tech: Destroyer Drive
Missile Tech
Advanced Ion Cannon
Upgraded Tech: Energy Cannons
Advanced Destroyer Drive
Repair Bots
Armor Level 2
Armor Level 3
RU Cost: 3000
SU Cost: 38
Available from: mission 11
After the Carrier, you will build at least a Destroyer. Thouhg this massive ship features a lot of weapon systems, including the excellent anti-fighter missiles, the rear and top of it are relatively unprotected, and it must engage targets within its front firing arc. Like the Carrier, Infection Beams damage only.
ARCHANGEL class Dreadnought
Mass: 152.000 tons
Armor: 85.000
Firepower:24.000
Coverage: 80% (2 top turrets with big ion, 16 DPs; 4 big energy turrets -2x top, 2xbottom-, 120 DPs; 47 missiles)
Maneuverability: very low
Max Velocity: 280 m/s
Special Actions: Repulsor
Required Tech: Advanced Destroyer Drive
Missile Tech
Energy Cannons
Advanced Ion Cannon
Upgraded Tech: Repulsor Weapon
Repair Bots
Armor Level 2
Armor Level 3
RU Cost: 6800
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Other files from this game:
- Homeworld - Cataclysm trainer by System on 14/03/2006, 06:30
Trainer for v1.01 - Homeworld - Cataclysm document by System on 14/03/2006, 06:30
- Homeworld - Cataclysm trainer by System on 14/03/2006, 06:30
Lets you change RU and SU - Homeworld - Cataclysm trainer by System on 14/03/2006, 06:30
Lets you change RU and SU - Homeworld - Cataclysm FAQ by System on 09/03/2006, 09:50
- Homeworld - Cataclysm FAQ by System on 09/03/2006, 09:50






