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effective than the first Homeworld, as they are maneuverable enough to track and hit fighters. To deal with them, send fighters in advance and when you pick enemy signals, immediately issue attack orders in aggressive tactics. Hopefully you won't lose any craft in this process. The corvette is a very easy kill, though you won't encounter many of them.
DIIRVAAS class multigun corvette
Mass: 750 tons
Armor: 700
Firepower: 380
Coverage: 78%
Maneuverability: medium
Max Velocity: 600 m/s
Taiidan commanders (aka the AI) will throw them in combat in groups of 5/6 in
Delta formation, mostly against Capital ans Mother -Ships class vessels. Easily killed by their turrets and heavy weapons. The will be a pain for fighters.
Other stats listed under Beast Ships section.
HEESHK class support frigate
Mass: 12.500 tons
Armor: 3.800
Firepower: 2.000 (2 medium energy, 80 DPs, on frontal sponson turrets)
Coverage: 50%
Maneuverability: medium
Max Velocity: 450 m/s
SU: 10
Designed to support fighters, the Support Frigates are now basically useless, as fighters no longer require fuel. Now able to repair other vessels, this
Frigate is neraly defenseless against every knid of crafts, as the two cannons on the vessel's nose cannot cover rear, top and bottom areas. The repair ability is annoying, however.
KORAAL class gravity wheel
Mass: 10.500 tons
Armor: 3.400
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 325 m/s
Totally unarmed, the gravity wheel projects a gravity field able to stop any craft smaller than a Corvette; this leaves to Capital Ships the job of attacking it.
KUDAARK class assault frigate
Mass: 15.000 tons
Armor: 4.500
Firepower: 2548
Coverage: 75% (2 forward-fixed medium plasma, 40 DPs; 4 medium energy, 88 DPs on frontal turrets)
Maneuverability: low
Max Velocity: 325 m/s
SU: 10
The best Taiidan Frigate. Armed with four projectile cannons mounted on turrets and two forward-fixed plasma bomb launchers, the Kudaark will prove itself effective against both Strike Crafts and Capital Ships. The weakest parts of the vessel are the rear areas, where no weapons can track enemy ships. Swarm them with fast fighters or ACVs (corvettes aren't maneuverable enough to evade the ship's gns) or match them with other Frigates.
SAJUUK COR ion cannon frigate
Mass: 13.000 tons
Armor: 4.200
Firepower: 3.040
Coverage: 2% (large ion, 32 DPs, forward-fixed)
Maneuverability: low
Max Velocity: 300 m/s
SU: 10
Like the Turanic's Ion Array Frigate, the Sajuuk Cor mounts only a single, forward-fixed Ion Cannon.
TIIFAL defense field frigate
Mass: 13.000 tons
Armor: 4.400
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 325 m/s
See Beast's Defense Field Frigate stats.
SKAAL TEL class destroyer
Mass: 26.000 tons
Armor: 15.000
Firepower: 7.055
Coverage: 35% (2 forward fixed large ion, 26 DPS and four big energy, 128 DPS -upper side-)
Maneuverability: low
Max Velocity: 295 m/s
SU:24
You will find group of three Destroyers accompaying Heavy Cruisers during assaults against your MotherShip. Engage with Capital Ships, though fighters will be too fast to be shoot down, but they lacks efficent weapons against the
Destroyer's heavy armor.
SKAAL FA class missile destroyer
Mass: 28.000 tons
Armor: 12.500
Firepower: 4.550
Coverage: none (theorically 100%)
Maneuverability: low
Max Velocity: 295 m/s
SU:24
Deadly against fighters, and can deliver serious damages to other ships from afar thanks to its four missile launchers. To engage this vessel use Capital
Ships and attack the rear and left/right sides, where the missiles have difficulties targeting enemies. Do not use fighters, they will be destroyed in seconds.
SAARKIN CHO class carrier
Mass: 121.000 tons
Armor: 60.000
Firepower: 4.000
Coverage: 75%
Maneuverability: low
Max Velocity: 300 m/s
The original version of the Beast carrier lacks the front-mounted Infection
Beams and has an higher top speed. Engage with whatever you have (fighters are too maneuverable to be efficently tracked by its guns, and Capital Ship won't suffer nearly any damage if you engage the frontal areas of the ship).
QWAAR JET class heavy cruiser
Mass: 131.000 tons
Armor: 75.000
Firepower: 20.000
Coverage: 30% (4 large ion, 42, on two frontal sponson turrets; 6 turrets -2xtop, 2xbottom, sides- with big energy, 250 DPs)
Maneuverability: very low
Max Velocity: 250 m/s
SU: 30
This Heavy Cruiser lacks Infection Beams and has an higher top speed, but other stats match the ones of the Beast's Cruiser.
COLONY SHIP
Mass: 15.000 tons (extimated)
Armor: 4.000 (extimated)
Firepower: none
Coverage: none
Maneuverability: low (approx)
Max Velocity: 200 m/s (approx)
It is not a military ship, as it is used to ferry people across the galaxy. Has a docking bay for Strike Fighters.
NOMAD MOON artificial satellite
Mass: 700.000 tons (extimated)
Armor: 15.000 (extimated)
Firepower: at least 12.000 (extimated; six Bentusi Ion Cannons at zenith, nadir, north, east, west and south points)
Coverage: 80% (extimated)
Maneuverability: none
Max Velocity: stationary
Special Action: Repulsor
The Nomad Moon is the Republicans' secret weapon. It is an artificial satellite without movement ability, but can unleash a repulsor shockwave once every 10/20 seconds thanks to the two emitters at nadir and zenith points; when the repulsor is recharging its six ion cannons can deal with the intruders. Those
Cannons fire in the same way as a Bentusi Ion Cannon but do not allocate a large amount of damage (a Dreadnought alone should be able to inflict severe damage to the Moon before being destroyed). Its sensors are unable to track
Strike Crafts, but has a full escort and a Proximity Sensor net.
-----------------
--BENTUSI SHIPS--
-----------------
SUPER ACOLYTE
Mass: 100 tons (approx)
Armor: 80 (extimated)
Firepower: 6.000 (extimated) (2 forward fixed small ion, 45 DPs)
Coverage: 6% (extimated)
Maneuverability: very high (approx)
Max Velocity: 825 m/s (approx)
Welcome the ultimate fighter. The original version of the Acolyte (don't you know that the Acolyte chassis was given you by the Bentusi?) is maneuverable like all other fighters, matches your own version in speed (IMO) but has superior armor and firepower. What kind of weapon does it use? Ion Cannon. TWO
Ion Cannons, exactly where the guns used to be. Engage them with Capital Ships, other crafts will be destroyed in seconds.
BENTUSI TRADE SHIP, belonging to the Carrier class
Mass: 600.000 tons (extimated)
Armor: 120.000 (extimated)
Firepower: at least 15.000 (three Bentusi Ion Cannons on forward sponson turrets)
Coverage: at least 40%
Maneuverability: medium/low
Max Velocity: 250 m/s (extimated)
The Bentusy are a peaceful people, but produced the basic chassis of the
Acolyte and gave you the Ion Cannon and Swarm technology in the first
Homeworld. The Super Acolyte is the best fighter (and possibly the best ship) in the game, and the Trade Ship could be the best MotherShip: turn rates are awesome (they matches Frigates), they are nearly undestructible and the only weapons I've seen so far are three Ion cannons mounted on sponson turrets positioned on the vessel's nose. Even massed Super-Capital Ships will have trouble against them, especially because they can produce Super Acolytes...
Last minute note: this ship belongs to the Carrier class. Now try to imagine a
Bentusi MotherShip-class vessel.
About the Ion Cannons of this ship, classified as "Bentusi Ion Cannons": though the program tells that they aren't more powerful than a Firelance/Sajuuk Cor frigates (big, ion, 16 DPs) the beam allocates 4 or 5 times this damage and it recharges faster than standard Ion Beams...in fact, if the target is near to the guns, the cannons will just hit the target repedeatly without pause. Only
Trade Ships have this kind of beam, while Super Acolytes have "normal" Beams.
******************
8-GENERAL TACTICS
******************
Particular mission tactics will be described under the appropriate section (number 9); this section exists to speak about some general points that haven't to be forgot.
The Kuun Lan is more armed and protected tha the first MotherShip (IMO), but always keep a wing of ACV to defend it, and draw enemy fire away from its fragile modules. If the enemy launches a frontal attack, the module that will recieve more damage will be the Hangar Module, if the attack comes from sides and bottom the support modules and from top, research modules. Additionally, the Siege Cannon is a good protection for the latter modules, but be careful: a
Siege Cannon requires mre time and RUs to be built than any other module, and you might need it to support your attack forces. If one module is destroyed, especially Hangar and Support types, immediately rebuild them. The ACVs are protected enough to hold their position until you build bigger crafts or attack forces return; the best thing is to unite the ACV mobility with the firepower of the Kuun Lan's cannons. In this way, fighter and corvette attacks will be always repulsed; if large number (5+) of Capital Ships attack you, move your
DIIRVAAS class multigun corvette
Mass: 750 tons
Armor: 700
Firepower: 380
Coverage: 78%
Maneuverability: medium
Max Velocity: 600 m/s
Taiidan commanders (aka the AI) will throw them in combat in groups of 5/6 in
Delta formation, mostly against Capital ans Mother -Ships class vessels. Easily killed by their turrets and heavy weapons. The will be a pain for fighters.
Other stats listed under Beast Ships section.
HEESHK class support frigate
Mass: 12.500 tons
Armor: 3.800
Firepower: 2.000 (2 medium energy, 80 DPs, on frontal sponson turrets)
Coverage: 50%
Maneuverability: medium
Max Velocity: 450 m/s
SU: 10
Designed to support fighters, the Support Frigates are now basically useless, as fighters no longer require fuel. Now able to repair other vessels, this
Frigate is neraly defenseless against every knid of crafts, as the two cannons on the vessel's nose cannot cover rear, top and bottom areas. The repair ability is annoying, however.
KORAAL class gravity wheel
Mass: 10.500 tons
Armor: 3.400
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 325 m/s
Totally unarmed, the gravity wheel projects a gravity field able to stop any craft smaller than a Corvette; this leaves to Capital Ships the job of attacking it.
KUDAARK class assault frigate
Mass: 15.000 tons
Armor: 4.500
Firepower: 2548
Coverage: 75% (2 forward-fixed medium plasma, 40 DPs; 4 medium energy, 88 DPs on frontal turrets)
Maneuverability: low
Max Velocity: 325 m/s
SU: 10
The best Taiidan Frigate. Armed with four projectile cannons mounted on turrets and two forward-fixed plasma bomb launchers, the Kudaark will prove itself effective against both Strike Crafts and Capital Ships. The weakest parts of the vessel are the rear areas, where no weapons can track enemy ships. Swarm them with fast fighters or ACVs (corvettes aren't maneuverable enough to evade the ship's gns) or match them with other Frigates.
SAJUUK COR ion cannon frigate
Mass: 13.000 tons
Armor: 4.200
Firepower: 3.040
Coverage: 2% (large ion, 32 DPs, forward-fixed)
Maneuverability: low
Max Velocity: 300 m/s
SU: 10
Like the Turanic's Ion Array Frigate, the Sajuuk Cor mounts only a single, forward-fixed Ion Cannon.
TIIFAL defense field frigate
Mass: 13.000 tons
Armor: 4.400
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 325 m/s
See Beast's Defense Field Frigate stats.
SKAAL TEL class destroyer
Mass: 26.000 tons
Armor: 15.000
Firepower: 7.055
Coverage: 35% (2 forward fixed large ion, 26 DPS and four big energy, 128 DPS -upper side-)
Maneuverability: low
Max Velocity: 295 m/s
SU:24
You will find group of three Destroyers accompaying Heavy Cruisers during assaults against your MotherShip. Engage with Capital Ships, though fighters will be too fast to be shoot down, but they lacks efficent weapons against the
Destroyer's heavy armor.
SKAAL FA class missile destroyer
Mass: 28.000 tons
Armor: 12.500
Firepower: 4.550
Coverage: none (theorically 100%)
Maneuverability: low
Max Velocity: 295 m/s
SU:24
Deadly against fighters, and can deliver serious damages to other ships from afar thanks to its four missile launchers. To engage this vessel use Capital
Ships and attack the rear and left/right sides, where the missiles have difficulties targeting enemies. Do not use fighters, they will be destroyed in seconds.
SAARKIN CHO class carrier
Mass: 121.000 tons
Armor: 60.000
Firepower: 4.000
Coverage: 75%
Maneuverability: low
Max Velocity: 300 m/s
The original version of the Beast carrier lacks the front-mounted Infection
Beams and has an higher top speed. Engage with whatever you have (fighters are too maneuverable to be efficently tracked by its guns, and Capital Ship won't suffer nearly any damage if you engage the frontal areas of the ship).
QWAAR JET class heavy cruiser
Mass: 131.000 tons
Armor: 75.000
Firepower: 20.000
Coverage: 30% (4 large ion, 42, on two frontal sponson turrets; 6 turrets -2xtop, 2xbottom, sides- with big energy, 250 DPs)
Maneuverability: very low
Max Velocity: 250 m/s
SU: 30
This Heavy Cruiser lacks Infection Beams and has an higher top speed, but other stats match the ones of the Beast's Cruiser.
COLONY SHIP
Mass: 15.000 tons (extimated)
Armor: 4.000 (extimated)
Firepower: none
Coverage: none
Maneuverability: low (approx)
Max Velocity: 200 m/s (approx)
It is not a military ship, as it is used to ferry people across the galaxy. Has a docking bay for Strike Fighters.
NOMAD MOON artificial satellite
Mass: 700.000 tons (extimated)
Armor: 15.000 (extimated)
Firepower: at least 12.000 (extimated; six Bentusi Ion Cannons at zenith, nadir, north, east, west and south points)
Coverage: 80% (extimated)
Maneuverability: none
Max Velocity: stationary
Special Action: Repulsor
The Nomad Moon is the Republicans' secret weapon. It is an artificial satellite without movement ability, but can unleash a repulsor shockwave once every 10/20 seconds thanks to the two emitters at nadir and zenith points; when the repulsor is recharging its six ion cannons can deal with the intruders. Those
Cannons fire in the same way as a Bentusi Ion Cannon but do not allocate a large amount of damage (a Dreadnought alone should be able to inflict severe damage to the Moon before being destroyed). Its sensors are unable to track
Strike Crafts, but has a full escort and a Proximity Sensor net.
-----------------
--BENTUSI SHIPS--
-----------------
SUPER ACOLYTE
Mass: 100 tons (approx)
Armor: 80 (extimated)
Firepower: 6.000 (extimated) (2 forward fixed small ion, 45 DPs)
Coverage: 6% (extimated)
Maneuverability: very high (approx)
Max Velocity: 825 m/s (approx)
Welcome the ultimate fighter. The original version of the Acolyte (don't you know that the Acolyte chassis was given you by the Bentusi?) is maneuverable like all other fighters, matches your own version in speed (IMO) but has superior armor and firepower. What kind of weapon does it use? Ion Cannon. TWO
Ion Cannons, exactly where the guns used to be. Engage them with Capital Ships, other crafts will be destroyed in seconds.
BENTUSI TRADE SHIP, belonging to the Carrier class
Mass: 600.000 tons (extimated)
Armor: 120.000 (extimated)
Firepower: at least 15.000 (three Bentusi Ion Cannons on forward sponson turrets)
Coverage: at least 40%
Maneuverability: medium/low
Max Velocity: 250 m/s (extimated)
The Bentusy are a peaceful people, but produced the basic chassis of the
Acolyte and gave you the Ion Cannon and Swarm technology in the first
Homeworld. The Super Acolyte is the best fighter (and possibly the best ship) in the game, and the Trade Ship could be the best MotherShip: turn rates are awesome (they matches Frigates), they are nearly undestructible and the only weapons I've seen so far are three Ion cannons mounted on sponson turrets positioned on the vessel's nose. Even massed Super-Capital Ships will have trouble against them, especially because they can produce Super Acolytes...
Last minute note: this ship belongs to the Carrier class. Now try to imagine a
Bentusi MotherShip-class vessel.
About the Ion Cannons of this ship, classified as "Bentusi Ion Cannons": though the program tells that they aren't more powerful than a Firelance/Sajuuk Cor frigates (big, ion, 16 DPs) the beam allocates 4 or 5 times this damage and it recharges faster than standard Ion Beams...in fact, if the target is near to the guns, the cannons will just hit the target repedeatly without pause. Only
Trade Ships have this kind of beam, while Super Acolytes have "normal" Beams.
******************
8-GENERAL TACTICS
******************
Particular mission tactics will be described under the appropriate section (number 9); this section exists to speak about some general points that haven't to be forgot.
The Kuun Lan is more armed and protected tha the first MotherShip (IMO), but always keep a wing of ACV to defend it, and draw enemy fire away from its fragile modules. If the enemy launches a frontal attack, the module that will recieve more damage will be the Hangar Module, if the attack comes from sides and bottom the support modules and from top, research modules. Additionally, the Siege Cannon is a good protection for the latter modules, but be careful: a
Siege Cannon requires mre time and RUs to be built than any other module, and you might need it to support your attack forces. If one module is destroyed, especially Hangar and Support types, immediately rebuild them. The ACVs are protected enough to hold their position until you build bigger crafts or attack forces return; the best thing is to unite the ACV mobility with the firepower of the Kuun Lan's cannons. In this way, fighter and corvette attacks will be always repulsed; if large number (5+) of Capital Ships attack you, move your
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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






