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Compiled

Manual
by: Sagyxil

2009

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Table

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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, FASTTRACKING TURRET PLATFORM, SENTINEL-A, SENTINEL-B, SENTINEL-MUTANT, VIPER MISSILE, TANGO MINE, NUCLEAR TUBE, POINT DEFENSE TURRET, TORPEDO TUBE CAPITAL CLASS LIGHT CARRIER, CREW STATION, RESEARCH STATION, CARRIER, CHIMERA STATION, PRIDE OF HIIGARA, DESTROYER, ION DESTROYER, MISSILE DESTROYER, ADVANCED DESTROYER, JUGGERNAUT, CRUISER TYPE-A, CRUISER TYPE-B, SHIPYARD, BATTLECRUISER, SHUTTLE, VORTEX, BATTLE ARK, COMMAND FORTRESS UTILITY CLASS RESOURCE COLLECTOR, MOBILE REFINERY, SCAVENGER, MINE CONTAINER, TRADE CONVOY, PROBE, PROXIMITY SENSOR, SENSOR DISTORTION PROBE Special Utility: HYPERSPACE CORE, PATCHER, [ATTACK] DRONE, CREW CELL

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Table
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Module Data

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 Standard Modules ANTI-RADIATION FIELD, CLOAK GENERATOR, DEFENSE CONTROL TOWER, DRIVE SYSTEM, FIRE CONTROL TOWER, GRAVITY WELL GENERATOR, HYPERSPACE, MANUFACTURING CONTROLLER, POWER DISRUPTOR, REPAIR SYSTEM UNIQUE MODULES Command Fortress DEFENSE FACILITY, COMMUNICATIONS FACILITY Research Station RESEARCH DIVISION, SCIENCE DIVISION, ENGINEERING DIVISION Crew Station CREW BARRACK, OFFICER BARRACK

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Legal

Stuff

I spent a great deal of personal time on this (roughly one and a half weeks.) Time spent creating its look and in finding/looking up the various stats for each ship, subsystem and weapon. The copyright extends to the manual's format and anything not previously posted by Nerbs or anyone else on the Master Complex Forum. The concepts of Thou shalt not steal and Thou shalt not commit false witness apply here. You may not sell this manual, in any form, for monetary or any other type of gain. You may not copy and claim this work as your own. You may not claim this work as your own. You may not make vague claims that this work is your own. Last, but not least, I would like to thank Fleet Commander in Chief Beghins and the Complex team; without whom, Life on our Homeworld would lack some of the better kinds of complications. I would also like to thank Fleet Admiral vila, Admiral ALC, Sithicus and everyone else on the Complex Forums for their comments and suggestions.

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Introduction
Welcome to Homeworld 2: Complex 7.3.x. The Complex Mod was intended to reintroduce features that increase the levels of complexity that had been stripped away from the Homeworld series in favor of the more streamlined and easier to learn format found in Homeworld 2. A few of these additional features are: The Honor/Rank system: This represents how much clout you carry within your chosen fleet (Hiigaran or Vaygr.) The higher you Honor, the better your Rank. The higher Ranks have access to better upgrades, construct more powerful ships and command a larger fleet. The Crew/Officer system: This has replaced the Chassis Cap system used by the original Homeworld 2. Instead of only being able to build a specific number of a particular class of ships (Fighter, corvette, frigate, etc...) You may now build anything you choose so long as you have the staff to support it (with a couple of exceptions.) Crew represents the number of pilots (for fighters and corvettes) and supporting staff (for frigates and capital ships) you might have in a ship, like engineers, weapons technicians, repair crews, etc... Officers represent the number of people who are capable of commanding a ship. The Hiigarans may only have twenty (20) Viper Missiles or Tango Mines. More Modules: The variety of available modules has been greatly increased, just about every aspect of a ship's functionality can be improved dramatically by constructing the appropriate module. Many modules also improve the functionality of other allied ships within a certain radius as well as unlocking additional research upgrades related to the module's function. More Ships: A number of new ships have been added. A few examples of them are listed below: The Hiigarans now have the awe-inspiring and powerful Battle Ark; Tulwar Frigates which can project personal Defense Shields as they rain plasma bombs down on their foes; Spies, fast little fighters with personal cloak generators; Scavengers, which have four resource drop-off points, can construct resource collectors and mobile refineries, increase your maximum RU capacity and construct the useful (and new) RU Fusion modules. The Vaygr can now construct triple-turreted Defender squadrons; Cruisers, with numerous missile/torpedo launch tubes; Dreadnoughts which can reduce even a Mothership to vapor in short order. Megaliths: By capturing and holding these large structures, you gain significant fleet-wide benefits like; improved build speeds, reduced hyperspace costs, or improved defense and weapon damage values. Planets: Planets are no longer just decorations in the background, but a part of game as providers of considerable amounts of resources. Debris & Salvaging: Capturing large sections of derelicts with the marine/infiltration frigates will allow your crews to place scuttling charges inside of the derelict to break it up into more manageable sections. Additionally, destroyed capital ships leave behind debris clouds that can be retrieved by resource collectors for moderate lump sums of R.U.s (which can be up to twice the collector's maximum load capacity) More Reports: Find out how much you have harvested/spent over the game year (1 year = ~100 seconds)[Game Year Summary]; find out about weaker enemies fleet stats [Remote Monitor] or learn how well your doing overall [Player Info]. More Maps: there are 27+ additional maps to play on, with a multitude of enviroments: Damaging area s of nebula, planet maps where you can colonize planets to generate R.U.s More Formations: Groups of units can now form new defensive formations: Walls, Power Lines and Destroyer/Cruiser shields. The new offensive formations are: Tortoise, Arrow and Claw. Improved AI: The AI personality can be customized to help players work out their strategies. Improved Interface: The interface now has a number of new features including reports and new buttons. Look in the interface section for more information.

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THE INTERFACE

Interface Overview

A = Player Status Bar B1 = Build Display (B, Ctrl+B) C = Functions/Displays Buttons

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A = Player Status Bar


1 = Next Rank (Honor required) | Current Honor Your Honor determines what research topics and, consequently, what tactical options you have available. Winning battles, capturing enemy ships, researching new ship chassis, upgrading existing ships' abilities, building new ships and harvesting resources all gain you varying amounts of honor. The in-game representation of honor is how much influence you have over the fleet; not just over the Military (who will do what you order them to regardless of your rank) but also the essentially civilian portion of your fleet (while everyone in the game is technically an astronaut, not everyone can be a AstroMarine or Astro-Officer) After all, a Captain would garner more respect from the masses than an Ensign. Clicking here with the mouse will bring up the Player Information display (default keyboard shortcut is the I-key) It is important to note that you can lose honor as well; losing battles and scuttling ships will cause TIP your honor to drop (and possibly lower your rank if it drops enough.) 2 = Crew Assigned/Crew Available/Crew Max | Officers Assigned/Officers Available/Officer Max In place of Homeworld 2's Unit Caps, these are the numbers which will limit how big or small your fleet can become. All manned ships require crew and the larger ones (Capital-class) typically require Officers. The Hiigarans must build a Crew Station and Crew Barracks(+150 Crew)/Officer Barracks(+10 Officers) to increase their maximum possible number of crew and officers. You don't want to know what happens if CAUTION your Crew Station is Destroyed (although you can probably imagine)
The Vaygr do the same through researching the topics Recruiting Crew x/6 (Adds +150 Max Crew) and Recruiting Officers y/5 (Adds +10 Max Officers). The destruction of a ship will cause a temporary drop equal to the crew that was used by the ship (if it was manned.) Crew and officer requirements for each ship TIP are listed under the ship's description in the Build Menu.

Clicking here with the mouse will bring up the Player Information display (default keyboard shortcut is the I-key) 3 = Game Year | Game Day: Each game year is 100 game days; each day is about a 1 second. Clicking here will bring up the Game Year Summary display. 4 = Remote Monitor Protected means that no one has researched the Remote Monitor topic and they cannot spy on you from a distance. Unprotected means that those with a Remote Monitor can view your rank, honor, crew and officer stats, research score, total maintenance costs, fleet score, current R.U.s available/R.U. Capacity, the total resources that you have gained by fusion, trade, mining, planet colonization, and from Diplomacy Fees; and lastly your overall score for the previous year. Clicking here with the mouse will bring up the Remote Monitor, which will allow you to view unprotected players information, provided you have researched the Remote Monitor (which requires the existence of an Advanced Sensors Array on at least one of your ships) 5 = Research Score Every research topic you complete increases this score. To advance the Hiigaran Research Station to the next tier of technology requires that you have a specific score in this. Hiigaran 2nd Tier-Tech: 125 points TIP Hiigaran 3rd Tier-Tech: 450 points

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TIP of that topic (in terms of R.U.s) and the setting for

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

B1 = Build Display (B, Ctrl+B)


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

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has progressed. The X will cancel the associated job and refund all R.U.s that had been used so far.

The II will suspend the associated job. To resume the job, click the II again. Clicking the + will expand the queue, clicking the will hide it. If your available R.U.s drops to between 0 10, all jobs will pause until more resources become available.

B2 = Research Display (R)


This is where you will research new technologies to expand the types of ships you can construct or improve upon existing models.

1 = Research Topics
These are the categories that all research topics are grouped into The SHOW ALL button will display all available research. The categories are: FIGHTER, CORVETTE, FRIGATE, CAPITAL, PLATFORM, UTILITY, MODULE, SPECIAL

2 = Topics
These are the topics you can research along with their cost. The boxed arrow to the left will open an information display explaining what each topic is about, what it will cost, and how long it will take to to complete research.

3 = Research Queue
This lists what you are currently researching and what will be researched next. The X will cancel research on the designated topic and refund all R.U.s that had been used so far. Clicking on the II will suspend research. Clicking it again will resume your research. If your available R.U.s drops to between 0 10, all jobs will pause until more resources become available.

B3 = Launch Display (L, Ctrl+L)


1 = Launching Ship
This is the ship whose docking bays are being viewed. The buttons on the left and right/and the drop-down menu from the top of the ship icon will change the ship you will be producing things on/from. Clicking on the ship's icon will select and focus TIP your view on it in the main display.

2 = Docking Procedures
This lists how many docking berths the launching ship has, and how docked ships will behave when repairs/replacements are complete. The number to the right of Docked Ships is of the form: Docking Berths in Use/Number of Docking Berths. STAY DOCKED tells ships to not automatically emerge from the launching ship once repairs/replacements are complete. AUTO-LAUNCH tells ships to exit the ship and assume parade formation around the launching ship once repairs/replacements are complete.

3 = Docked Ships
This displays the icon(s) and health of all docked ship(s)/squardron(s).

4 = Launch Orders
This will launch any units you have selected, regardless of repair status or the selected Docking Procedure.

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C = Functions/Displays Buttons
1 : Display and Unit-related Functions

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

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[STRIKE] This shows all the formations your units can assume (note that fighter and corvette squadron formation are based on their TACTICS setting) The Info button will show an example of what the formation will look like and a brief description of its purpose.

Capital Phalanx
All capital ships are placed in the front of the formation, allowing those ships with the best defense to absorb the brunt of the enemy retaliation. Frigates make up the middle, where their lower defense is somewhat mitigated, allowing them to bring their better weaponry to support the capital ships. Corvettes make up the rear, allowing them to join the fray while the enemy is distracted by the heavy firepower in the front.

Destroyer/Cruiser Shield

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

2 = Display Shortcuts
These are the various on-screen shortcuts for a variety of useful functions. Previous Focus (PAG DOWN) | Focus Capital Ships (HOME) | Next Focus (PAG UP) These buttons will change which unit(s) which your view will focus on. Previous Focus/Next Focus This will backtrack/progress between the various unit(s) you have focused your view on. Focusing the view on a unit(s) can be accomplished in one of several other ways: Holding down the ALT button and clicking on a unit with the mouse. Pressing a group's assigned number twice. Clicking a displayed unit's image in the taskbar In the Build Menu or Launch Menu, clicking on the image below the drop-down list will focus on that unit Selecting a unit(s) and pressing the F-key; or if a unit already selected, press the F-key. Focus Capital Ships This will allow you to cycle through your capital ships with buildable modules and weapon systems (the will cycle in the order they were built.) Fleet Selector

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This will bring up a display that will show you what your fleet is currently composed of, categorized by class Fighter, Corvette, Frigate, Production Capital Ships (Ships that can build something), Armed Capital Ships (Destroyers, Cruisers, Battlecruisers, Battleships, Vortex, Battle Ark, etc...), Platforms, and Utility, Fleet will highlight all units and Refresh Selection selects the units you have highlighted. To use it, simply click on the box representing the ship(s) you want to have selected, then click the Dotted Green Circle (Refresh Selection). Cycle Tactic Overlay (Tab) The tactical overlay outlines all ships with an representative icon; it also shows you what the unit you have selected is currently doing; a red line indicates attack, green is movement, yellow is harvesting. This option cycles between three different settings: None (no tactical overlays will be shown at all) Partial (Unit-Type Overlay will fade as you zoom in) Full (Unit-Type overlays and Module Effect Spheres will always be shown, regardless of zoom in both sensor manager and normal views) The Tactical Display is excellent for finding TIP enemies whose coloring or size might make them hard to see. Disable/Cycle HUD (Backspace) This hides the HUD completely, making it ideal to take screenshots that aren't cluttered up like the one at the beginning of this section. Enable Cinematic (On Selection) As far as I can tell, this only makes it look like the cinematic mode (Box Office Mode) in vanilla Homeworld 2, it doesn't record a cinematic. Press ESC to exit out of Cinematic mode. Press N to move to next focus. Select Military Units (A) Using this will allow you to use box-selection and only select military (non-Utility) units. To use the Keyboard shortcut, hold the key TIP down while you box select.

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

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D = Ship Commands and Information


1 = Command Shortcuts
This contains the various commands that you can issue to your ships. They are (with default hotkey in parentheses): 1/3 Move Attack Move Guard (M) (Ctrl) Attack (G + (Ctrl+A) Mouse click) Stop (S) 2/3 Mothership Defense Parade Deploy Mines (N) 3/3 EMP (E) Callisto Torpedo (Z) Perforate Armor (Z) Heavy Ion Cannon (Z) Nuclear Bomb (Z) Sensor Ping (1000 RU) (X) Set Rally Point (P) Defense Field (T) Set Rally Object (Ctrl+P) Cloak Field (C) Retire (Ctrl+ Shift+X) Repair (Y) Scuttle (Ctrl+ Shift+S) Waypoint (W) Harvest (H) Hyperspace (J)

Dock (D) Parade (Shift+P)

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

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

GAMEPLAY FAQS

Conceptual OAQs (Occasionally Asked Questions)


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

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These are the various options you can change for the Player vs CPU (Skirmish) and Multiplayer modes.

OPTION
Resource Multiplier
Starting Resources

EFFECT
Changes the amount of resources stored in asteroids, dust clouds and mining bases. Also affects the mining and fusion rates
Changes the resources each player starts with; possible choices are 1000, 3000, and 5000 Allows you to select number of starting resource collectors as well as starting fleet size. Units in Red are Vaygr-only Units in Blue are Hiigaran-only

Skirmish/Multiplayer Options

Description

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 Resource Collectors Flagship, Carrier, Shipyard, 3 Assault Frigates, Infiltrator Frigate, Destroyer, Mobile Refinery, 3 Missile Corvettes, 3 Assault Craft, 3 Gun 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 Starting Honor AI Aids Start Locations Lock Teams Primary Objective Beginning Honor, adjusted for selection in Resource Collectors and Unit 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, 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 display) Sets whether teams can be changed and alliances formed during the match. Destroy Winner is the last player with a mothership

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///////Winner is the last player with a production-capable vessel (Mothership/flagship, carrier, shipyard) [don't know yet if command fortress, light carrier, etc...count] Winner is the last player with at least one ship. First player who can store 100,000 R.U.'s is declared the 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 Rank Race Domain Race Diplomacy Fee Player whose resourcing operation(s) are more efficient than all others Player whose rank is highest Player who controls the most area on the map

Encourage or discourages alliances without actually banning them. If set to 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 (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, the fewer research points you get for researching a topic. Modifies the point values for all actions which affect honor. Modifies the production rate. Modifies the rate at which new crew and officers are recruited/replenished at. Modifies the rates that resource collectors will harvest and drop-off their loads. Modifies the cost of hyperspace travel. Modifies the yearly R.U. bonus granted by rank Changes the length that battles will last. [Effect, if any, is unknown] Changes how units behave in battle (Do you want them to dart around like Determines how CPU players will behave. Defensive Balanced Aggressive AI will attack infrequently but with a large force. AI will attack with a moderate force AI will attack often but with a small force.

Complex Help Research Sensitivity Honor Sensitivity Construction Speed Recruiting Speed R.U. Operation speed Hyperspace Rank Renumeration Battle Duration Unit Behavior

AI Behavior

Maximum attainable rank, affects the maximum number of crew and officers that you can recruit and which technologies you can research. Few Unit Capacity Normal High Very High Autosave Captain (125) Commodore (185) Admiral (265) Fleet Admiral (365)

Enable or disable auto-saving [Function is unknown during multiplayer]

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Rate that system updates the game parameters.

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SHIP DATA
Overview
S
Max Health Health EMP Shield

Brief description of role Starting Health Total health the unit has without upgrades. Total health the unit can have with only research upgrades. EMP-type damage that ship can take before being disabled. Unit's speed without upgrades. Maximum speed of unit with only research upgrades. Unit's acceleration without upgrades. Maximum acceleration of unit with only research upgrades. Recovery Time Time (in seconds) required to regain control once ship is disabled. Time (in seconds) required to reach max speed Time (in seconds) required to stop

[CLASS

Starting Speed Speed Max Speed

Acceleration Time

Braking Time

Starting Drive Drive Max Drive Initial Time Min. Time Cost Maintenance Crew | Officers

Time (in seconds) Thruster Accel. Time required to reach max turning rate Thruster Braking Time Time (in seconds) required to stop turning

NAME]

Build Time

Time (in seconds) to build unit. Time (in seconds) to build unit with only research upgrades. Cost to build in R.U.s Cost in R.U.'s to maintain peak efficiencyeach year. # of crew needed # of officers needed

Example Damage Vulnerability Diagram


= Given as Damage Percentages; as in what percent of the weapon's damage value is multiplied by when it hits this area (a value of 1 means it does full damage, 0.7 means 70%, etc...) Note the location of the rear or front sections is guesswork.

Vulnerability Legend (%)

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# of emplacements

# of emplacements about ship's hull

... Etc...

Total Damage Total damage ship can deal out = represents damage to EMP Shield; if the EMP Shield is reduced to 0, the ship is disabled (unable to do move, attack or use special abilities) until its EMP Recovery Time has passed. Capital-Class Only Docks # of ships that can be docked at a time available Docking Dockable Classes Special Docks # of docks available These ship class(es) can dock These ship class(es) cannot dock Docks available for unique ships (Research Ship, Crew Ship, Pride of Hiigara) or ships that normally can't dock (Juggernaught) Maximum # of marine/infiltration frigate that can attach to the ship Time it takes for 1 marine/inf to capture this ship Maximum # of repair ships that can work on the ship Speed ship is reduced to while being captured

Capture | Repair Points

Capture Time/Speed

Subsystems Table Ships = Facilities related to the creation of ships. Modules = Constructible facilities which typically grant the module's bearer and surrounding allied ships an enhancement to performance, as well as granting access to research upgrades to enhance the abilities of specific ship chassis (fighter, corvettes, frigates, etc...). Special = Provide enhancements to the ship itself (and only that ship). Come in three varities: Sensor, Weapon, and Other # of Slots Number of production facility slots for this ship Ships Class List of which ship chassis this ship can construct.
# of Slots

Modules Subsystems
Available # of Slots

Number of module subsystems that can be built/carried on this ship List of which modules that can be built/carried on this ship Slots available for specialized subsystems for this ship List of sensors, weapons systems and other systems that can be built or are present on this ship.

Special
Available

Subsystems Entry Color Coding system Entries with this color of background can be built Entries with this color of background are already present at as module/subsystem. time of construction.

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Hiigaran
The Hiigaran's ships all serve multiple roles, but; and make use of advanced technologies with offensive weapons like pulsar arrays, ion cannons, rapid response anti-projectile turrets and anti-ship callisto torpedoes; defensive measures including defensive field generators and cloaking technology and a large selection of ships available for researching and construction. From the gigantic Battle Ark-class super capital ship to the Intruder fighter squadron, the Hiigarans possess the most flexible and well-engineered fleet in the known galaxy (with the possible exception of the Bentusi.)

VAYGR

Race Overview

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

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HIIGARAN
S
C O U T

FIGHTER

Reconnaissance Starting Health 51 Health Max Health EMP Shield Speed Drive Build Time Starting Speed 440 Max Speed Max Drive Initial Time 20 350 5 3 Weapon Kinetic Gun Type-FS EMP Emitter (Small) Effects 10 35 Emplacements 1 1 Min. Time (R) 11.43 611.6 Starting Drive 396 102 Recovery Time Acceleration Time Braking Time 1.5 0.75 -

Thruster Accel. Time 1.5 Thruster Braking Time 0.75

CLASS

Cost Maintenance Crew | Officers

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

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E R C E P T O R

Basic fighter squadron Starting Health 82 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 30 400 7 5 Weapon Autocannon Type-FI Effect 50 Emplacements 1 Min. Time (R) 17.14 164 75 417 Recovery Time Acceleration Time Braking Time 20 2 1

Starting Speed 300 Starting Drive 270

Thruster Accel. Time 2 Thruster Braking Time 1

Cost Maintenance Crew | Officers

Total Damage 50 The humble Interceptor-class forms the backbone of the Hiigaran antifighter defense forces. Its powerful engine and kinetic cannon grant it the mobility and firepower to protect its charges from hostile fighters.

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O M B E R

Anti-capital/subsystem fighter squadron Starting Health 133 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 40 22.86 550 8 5 Weapon Plasma Bomb Anti-Capital Bomb Anti-Subsystem Bomb Effect 145 150 190 Emplacements 2 2 2 266 75 375.3 243 Recovery Time Acceleration Time Braking Time 20 3 1

Starting Speed 270

Thruster Accel. Time 3 Thruster Braking Time 1

Cost Maintenance Crew | Officers

Total Damage 970 Armed with twin plasma bomb launcher, and after research, twin antisubsystem plasma bomb launchers; this form of weaponry combined with its speed and maneuverability make it a bane to frigates and capital ships, but it possess no defense against fighters and corvettes as these craft are to maneuverable to hit with the direct fire bombs.

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O M B E R

X - B

Anti-subsystem fighter squadron Starting Health 101 Health Max Health EMP Shield Speed Drive Build Time Starting Speed 280 Max Speed Max Drive Initial Time 35 500 7 5 Weapon Anti-Subsystem Bomb Type-X EMP Emitter (Small) Effect 330 35 Emplacements 1 1 Min. Time (R) 20 389.2 Starting Drive 252 202 Recovery Time Acceleration Time Braking Time 1.5 0.75 -

Thruster Accel. Time 1.5 Thruster Braking Time 0.75

Cost Maintenance Crew | Officers

Total Damage 365 The X-Bomber is the ideal hit-and-run weapon. A heavy anti-subsystem plasma bomb launcher can be combined with an EMP to stop capital ships in their tracks.

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N T R U D E R

Advanced fighter squadron Starting Health 202 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time Cost Maintenance Crew | Officers 55 700 7 5 Weapon Pulsar Array Type-F Effect 80 Emplacements 1 Min. Time (R) 31.43 404 75 423.95 Recovery Time Acceleration Time Braking Time 20 2 1

Starting Speed 305 Starting Drive 270

Thruster Accel. Time 2 Thruster Braking Time 1

Total Damage 80 The combination of a pulsar array, speed and durability make this fighter a nightmare for frigates and corvettes.

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H I R Y

Heavy fighter squadron Starting Health 227 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 20 900 9 5 Weapon Heavy Autocannon Type-F Callisto Torpedoes Type-F Effect 35 1250 Emplacements 2 2 Min. Time (R) 11.43 454 80 430.9 Recovery Time Acceleration Time Braking Time 10 2.5 1.5

Starting Speed 310 Starting Drive 279

Thruster Accel. Time 2.5 Thruster Braking Time 1.5

Cost Maintenance Crew | Officers

Total Damage 2570 Dual heavy kinetic guns, and when upgraded, anti frigate/capital callistoes combined with superior durability and speed make the Shiry a formidable opponent. The true multi-role fighter.

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O M B E R

Heavy anti-capital ship fighter squadron Starting Health 200 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 80 1000 10 5 Weapon Anti-Capital Bomb Type-HB Anti-Subsystem Bomb Type-HB Effect 165 210 Emplacements 4 2 Min. Time (R) 45.71 400 75 323.87 Recovery Time Acceleration Time Braking Time 20 3.1 1.1

Starting Speed 233 Starting Drive 209

Thruster Accel. Time 3.1 Thruster Braking Time 1.1

Cost Maintenance Crew | Officers

Total Damage 1080 If well defended or used for hit and run tactics, the Heavy Bomber can put most larger ships out of action in a very short time. It is armed with quad anti capital plasma bomb launchers and dual anti subsystem plasma bomb launchers.

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P Y

Advanced reconnaissance fighter Starting Health 63 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 50 600 7 3 Weapon Covert Kinetic Cannon EMP Emitter (Small) Effect 29 35 Emplacements 3 1 Min. Time (R) 28.57 126 75 444.8 Recovery Time Acceleration Time Braking Time 20 2 1

Starting Speed 320 Starting Drive 288

Thruster Accel. Time 2 Thruster Braking Time 1

Cost Maintenance Crew | Officers

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

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U N S H I P

CORVETTE

Basic corvette squadron Starting Health 400 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 45 600 11 6 Weapon Vulcan Cannon Type-C Effect 52 Emplacements 2 Min. Time (R) 25.71 800 75 369.75 Recovery Time Acceleration Time Braking Time 20 2 1

Starting Speed 255 Starting Drive 225

Thruster Accel. Time 2 Thruster Braking Time 1

Cost Maintenance Crew | Officers

CLASS

Total Damage 104 Armed with twin vulcan cannon turrets, the gunship lives up to its name; leaving the twisted tumbling hulks of enemy fighters and corvettes spinning lifelessly in the vacuum of space.

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U N S H I P

Anti-corvette/frigate squadron Starting Health 450 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 55 700 12 6 Weapon Pulsar Array Type-C Effect 160 Emplacements 1 Min. Time (R) 31.43 900 75 311.75 Recovery Time Acceleration Time Braking Time 20 2 1

Starting Speed 215 Starting Drive 215

Thruster Accel. Time 2 Thruster Braking Time 1

Cost Maintenance Crew | Officers

Total Damage 160 A better armored corvette designed to take down frigates. Its pulsar array is more versatile than the Intruder's, but less accurate against nimble fighters.

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I N E L A Y E R

Anti-Capital Minelayer Starting Health 600 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 60 800 16 3 Weapon Anti-Ship Mine Type-C Light Kinetic Cannon Minesweeper Autocannon Type-C Effect 5000 42 130 Emplacements 1 1 1 Min. Time (R) 34.29 1200 75 311.75 Recovery Time Acceleration Time Braking Time 20 2.6 1

Starting Speed 215 Starting Drive 215

Thruster Accel. Time 2.6 Thruster Braking Time 1

Cost Maintenance Crew | Officers

Total Damage 5172 Deploying electromagnetic fragmentation mines, the minelayer can be a devastating weapon against capital ships. The only downside is that the mines use a relatively short lived power source, that when drained causes the mine to break apart rather quickly and harmlessly (presumably to prevent the universe from becoming overcrowded with long-forgotten minefields.) They can also use their minesweeper cannon to clear out enemy minefields and destroy enemy missiles before they cause damage to your fleet.

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I N E G U N

Advanced Anti-Fighter/Corvette Starting Health 900 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 65 900 16 9 Weapon Kinetic Cannon Turret Type-C Minesweeper Autocannon Type-C Anti-Fighter Mine Effect 48 130 750 150 Emplacements 4 1 1 Min. Time (R) 37.14 1800 75 268.25 Recovery Time Acceleration Time Braking Time 20 2.6 1

Starting Speed 185 Starting Drive 185

Thruster Accel. Time 2.6 Thruster Braking Time 1

Cost Maintenance Crew | Officers

Total Damage 1072 Though its name suggests it is a minesweeper (and it can be), it is at its best when used as an anti-fighter/corvette ship. Its four kinetic gun turrets are lethal to both fighter and corvette squadrons. And once upgraded, it will auto-deploy anti-fighter/corvette mines in battle.

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E C H G U N

Advanced Anti-Corvette Starting Health 950 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 75 1000 18 9 Weapon Kinetic Turret Type-MG Pulsar Array Type-MG Effect 42 65 Emplacements 4 2 Min. Time (R) 42.86 1900 75 290 Recovery Time Acceleration Time Braking Time 20 2.8 1.2

Starting Speed 200 Starting Drive 195

Thruster Accel. Time 2.8 Thruster Braking Time 1.2

Cost Maintenance Crew | Officers

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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E C H G U N

Advanced anti-frigate/capital Starting Health 950 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 80 1200 18 9 Weapon Kinetic Turret Type-MGC Ion Cannon Type-MGC Effect 42 275 3 Emplacements 4 2 Min. Time (R) 45.71 1900 75 290 Recovery Time Acceleration Time Braking Time 20 2.8 1.2

Starting Speed 200 Starting Drive 185

Thruster Accel. Time 2.8 Thruster Braking Time 1.2

Cost Maintenance Crew | Officers

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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R I G A T E

FRIGATE

Anti fighter frigate Starting Health 18000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 50 800 12 6 1 30 s Weapon Flak Turret 2 17 Effect 100 100 / 60 m Emplacements 2 Min. Time (R) 28.57 36000 310 253.75 Recovery Time Acceleration Time Braking Time 20 7 2

Starting Speed 175 Starting Drive 170

Thruster Accel. Time 8

CLASS

Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed

Total Damage 200 Arguably the best defense against hostile fighters, the flak frigate fires explosive shells that unleash a barrage of razor-sharp shrapnel to tear apart the thin armor of incoming fighters and corvette squadrons.

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R I G A T E

Basic anti-corvette frigate Starting Health 19000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 55 850 12 6 1 30 s Weapon Cluster Torpedo* Anti-Frigate Torpedo* Anti-Capital Torpedo* Callisto Torpedo Type-FR 2 16 Effect 380 380 1520 3500 Emplacements 2 2 2 2 Min. Time (R) 31.43 38000 310 232 Recovery Time Acceleration Time Braking Time 20 7 2

Starting Speed 160 Starting Drive 160

Thruster Accel. Time 8 Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed

Total Damage 10800 *Only one kind of torpedo types is fired at a time. The mainstay of the Hiigaran frigate fleet. Its torpedo launchers have proven the ideal defense against corvettes and frigates. Once upgraded with Callisto-type torpedoes, these vessels can easily take out any enemy frigate as well as putting a serious dent in the armor of capitals.

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R I G A T E

Advanced support frigate Starting Health 20000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 60 950 14 7 1 45 s Weapon Pulsar Array Type-FLR Torpedo Type-FLR 2 75 Effect 335 1450 Emplacements 1 1 Min. Time (R) 34.29 40000 400 217.5 Recovery Time Acceleration Time Braking Time 20 8 2

Starting Speed 150 Starting Drive 150

Thruster Accel. Time 7 Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed

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

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R I G A T E

Boarding/Seizure Frigate Starting Health 21000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 42000 310 319 50 750 16 7 1 45 s Weapon Vulcan Kinetic Turret 2 75 Effect 100 Emplacements 1 Recovery Time Acceleration Time Braking Time 20 7 2

Starting Speed 220 Starting Drive 220

Thruster Accel. Time 8 Thruster Braking Time 2

Min. Time (R) 28.57

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed

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

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S E

F
R I

E A

L T

D E

Defensive Utility Frigate Starting Health 22000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 70 1400 18 7 1 45 s Weapon Kinetic Turret Type-RS 2 77 Effect 10 Emplacements 4 Min. Time (R) 40 44000 10,000 224.75 Recovery Time Acceleration Time Braking Time 20 7 2

Starting Speed 155 Starting Drive 155

Thruster Accel. Time 8 Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed

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

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R I G A T E

Anti frigate/capital frigate. Starting Health 23000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 65 1000 20 8 1 30 s Weapon Ion Cannon Type-R 2 15 Effect 2300 45 Emplacements 1 Min. Time (R) 37.14 46000 310 217.5 Recovery Time Acceleration Time Braking Time 20 7 2

Starting Speed 150 Starting Drive 150

Thruster Accel. Time 8 Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed

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

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R I G A T E

Anti corvette/frigate/capital frigate. Starting Health 26000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 52000 310 217.5 70 1100 24 9 3 30 s Weapon Plasma Turret Type-R Pulsar Array Type-R EMP Turret Type-R 3 15 Effect 400 160 35 (500 m) Emplacements 3 4 2 Recovery Time Acceleration Time Braking Time 20 7 2

Starting Speed 150 Starting Drive 150

Thruster Accel. Time 8 Thruster Braking Time 2

Min. Time (R) 40

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed

Total Damage 1840 Three plasma cannons and four pulsar turrets make the Tulwar one of the most effective frigates. Rendering enemy ship escorts helpless with an EMP burst makes it that much easier to reduce its target to slag. Add to that a built-in defense field generator and you have the pinnacle of frigates

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L A T F O R M

PLATFORM

Anti-Fighter/Corvette Starting Health 6000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive 60 Max Drive Initial Time 50 Min. Time (R) 28.57 600 2 2 Capture | Repair Points Weapon Kinetic Turret Type-PLR [Mk I] Effect 70 Emplacements 4 12000 40 Recovery Time Acceleration Time Braking Time 20 2.6 1

Starting Speed 70

Thruster Accel. Time 2.6 Thruster Braking Time 1

CLASS

Cost Maintenance Crew | Officers

Total Damage 280 The simplest and most effective semi-mobile anti-fighter emplacement, the gun turret serves well as a defense for protecting resource collectors from harassment from hostile fighter/corvette squadrons.

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L A T F O R M

Anti-Corvette/Frigate Starting Health 7500 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive 63 Max Drive Initial Time Cost Maintenance Crew | Officers 55 700 4 4 Capture | Repair Points Weapon Pulsar Array Type-PLR Effect 170 Emplacements 2 Min. Time (R) 31.43 15000 40 Recovery Time Acceleration Time Braking Time 20 2.6 1

Starting Speed 53

Thruster Accel. Time 2.6 Thruster Braking Time 1

Total Damage 340 The next step up from the gun platform, the pulsar arrays can easily turn away enemy corvettes squadrons into space dust and deal significant damage to frigates.

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L A T F O R M

Anti-Frigate/Capital Starting Health 10250 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive 56 Max Drive Initial Time 65 900 6 6 Capture | Repair Points Weapon Ion Cannon Turret Type-PLR [Mk I] Effect 775 20 Emplacements 4 Min. Time (R) 37.14 20500 40 Recovery Time Acceleration Time Braking Time 20 2.6 1

Starting Speed 48

Thruster Accel. Time 2.6 Thruster Braking Time 1

Cost Maintenance Crew | Officers

Total Damage 3100 The need to defend distant resource fields from enemy frigates saw the rapid development of an ion cannon-wielding weapons platform.

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L A T F O R M

Anti-Frigate/Capital Starting Health 12500 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive 52 Max Drive Initial Time 75 1100 8 8 Capture | Repair Points Weapon Missile Type-PLR Mine Type-PLR Effect 1444 13000 Emplacements 1 1 Min. Time (R) 42.86 25000 40 Recovery Time Acceleration Time Braking Time 20 2.6 1

Starting Speed 42

Thruster Accel. Time 2.6 Thruster Braking Time 1

Cost Maintenance Crew | Officers

Total Damage 14444 The success of Vaygr missile technology inspired Hiigaran scientists to design their own missile system. This defensive platform possesses better armor than the ion beam, pulsar and gun platforms, with most of the plating placed in the front.

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N R G M

F T
U R R

A E

S T

- T R A C K I P L A T F O

Anti-Missile/Mine/Pod Starting Health 20000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive 48 Max Drive Initial Time 85 1500 10 10 Capture | Repair Points Weapon AM Vulcan Type-PLR [Mk I] Mine Type-P Effect 38 15000 3 Emplacement 3 1 Min. Time (R) 48.57 43940 1000 Recovery Time Acceleration Time Braking Time 40 2.6 1

Starting Speed 44

Thruster Accel. Time 2.6 Thruster Braking Time 1

Cost Maintenance Crew | Officers

Total Damage 15114 The high casualty rate that enemy missile barrages had been inflicting on Hiigaran ships necessitated the creation of some anti-missile defense. The fast-tracking turret system was the result. Advanced sensors enable it to track and target fast moving targets like missiles, mines and the sensor absorption material used in penetration pods. The anti-ship mine turret allows it to damage enemy frigates and capital ships while its trio of AM kinetic Vulcan cannons deal

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N T I N E L

- A

Advanced anti-corvette platform Starting Health 80000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 150 85.71 3000 20 10 Capture | Repair Points Weapon Kinetic Cannon Type-S Pulsar Emitter Effect 1100 150 1 3 Emplacements 2 2 35 160000 2000 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 50 2.6 1 2.6

Starting Speed 30

Thruster Braking Time 1

Cost Maintenance Crew | Officers

Total Damage 2500 The most heavily armed and armored platform system developed, the Sentinel-series is the greatest of mobile defensive emplacement ever designed by Hiigaran scientist's to date. This version features twin kinetic and pulsar emplacements. *NOTE: The Shuttle can dock and transport these.

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N T I N E L

- B

Advanced anti-capital platform Starting Health 80000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 150 85.71 3000 20 10 Capture | Repair Points Weapon Ion Cannon Type-SL Torpedo Type-S Nuclear Bomb Type-S Nuclear Burst Effect 9000 60 900 150000 1500 7500 1850 1 1 3 Emplacements 2 1 35 160000 1000 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 40 2.6 1 2.6

Starting Speed 30

Thruster Braking Time 1

Cost Maintenance Crew | Officers

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400 140 -

Total Damage 168900 Like its sibling, the Sentinel-, the Sentinel- wields twin ion cannon turrets; but in place of the kinetic cannons, this version bears a torpedo turret and a nuclear bomb launcher; both capable of inflicting severe damage to incoming enemy capital ships.

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L

- M

Advanced customizable platform Starting Health 85000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 150 85.71 3000 20 10 Capture | Repair Points Subsystems Special # of Slots Available 4 Weapon Pulsar Array Zeta Kinetic Cannon Zeta Kinetic Cannon (Long Range) Ion Cannon Torpedo Launcher (AntiCost 1 3 35 170000 1000 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 40 2.6 1 2.6

Starting Speed 30

Thruster Braking Time 1

Cost Maintenance Crew | Officers

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Capital) Nuclear Bomb Long Range Nuclear Bomb

Weapon Pulsar Array Type-S Zeta Kinetic Cannon Zeta Kinetic Cannon (Long Range) Torpedo Launcher (Anti-Capital) Ion Cannon

Effect 150 1100 550 900 9000 60 150000 1500 7500 75000

Emplacements 0 0 0 0 0

Nuclear Bomb

Nuclear Bomb Long Range

750

3750 The demand for platform that could change it's weapon systems on the fly saw the introduction of the flexible Sentinel-Mutant. It's four weapon hardpoints can be tailored to suit upcoming fleet needs.

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I S S I L E

Anti-capital missile Starting Health 3000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) Cost Maintenance Crew | Officers 12 6.86 900 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. 300 6000 375 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 1.7 1.7 1.7

Starting Speed 300

Thruster Braking Time 1.7

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N G O

T
Starting Health 9000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 24 13.71 1000 95 18000 350 -

Anti-capital mine

Recovery Time Acceleration Time Braking Time Thruster Accel. Time

20 144.48

Starting Speed 95

Thruster Braking Time 126.45

Cost Maintenance Crew | Officers

With frequent attacks by capital-class ships on the Pride of Hiigara, the need for some means of protection arose. The Tango-class mine was developed to fill this need. When not needed it will follow the Pride of Hiigara where ever it goes, and automatically seek out and detonate near the hull of any capital ship identified as an enemy. While not extremely fast, it is fast enough to avoid the slow-moving rounds of the heavy weapons typically featured on capital-class ships. And more importantly requires no crew or maintenance. It has no engine, and uses a small array of powerful electromagnets to maintain its position close to allies and draw itself closer to the hulls of large enemy ships.

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A R

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

Thruster Braking Time 1

60% 150% 120% 60% This automated attack system is useful in repelling moderate to large enemy fleets, though it requires a sizable investment of resources.

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E F U E R N R S E E T

Anti-Frigate Health Speed Drive Build Time Starting Health 24000 EMP Shield Starting Speed 275 Max Speed Starting Drive Max Drive Initial Time Min. Time Cost Maintenance Crew | Officers = single burn drive system. Armour Type Turret L Side 85% Rear 70% Front 80% R Side 85% Effect 300 Emplacements 4 75 42.86 1300 85 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 3 1 3 -

Thruster Braking Time 1

Weapon Heavy Kinetic Driver

Total Damage 1200 An old design from before the war with the Taiidani empire, this turret is ideal for defending remote outposts from enemy incursion, the point defense turret uses a simple chemical-based burn drive system to make room for the sensors and automated targeting.

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D O

Heavy Torpedo Health Speed Drive Build Time Starting Health 24000 EMP Shield Max Speed Starting Drive Max Drive Initial Time Min. Time Cost Maintenance Crew | Officers Armour Type L Side Rear Front Light R Side 3 1.71 3000 260 250 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 1 1 1 Starting Speed 270

Thruster Braking Time 1

240% 120% 300% 240% This automated attack system is useful in repelling moderate to large enemy fleets, though it requires a sizable investment of resources.

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A R R I E R

CAPITAL

Light Ship Support/Production Starting Health 64000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 128000 8000 203 120 148.8 60 34.29 1200 50 10 1 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 60 6 2 6

Starting Speed 140

CLASS

Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Subsystems Ship Modules # of Slots Class # of Slots Available 1 2

3 150 s

3 70

Fighter

Corvette Utility

Capital

Drive System

Cloak Generator

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Anti-Radiation Field Weapon Cost 600

Hyperspace # of Slots Special 2 Sensor Available Advanced Hyperspace

Rapid Sweeper

Anti-Cloak = Limited to Chimera Station and Shipyard = Probes, Proximity Sensors, Sensor Distortion Probe Docks 10 available Docking Dockable Fighter Corvette Frigate Classes Super-Capital Weapon Hull Defense Gun Rapid Sweeper Turret Effect 15 40 95 Emplacements 3 1

Capital

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

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T A T I O N

Crew Recruitment/Training Center Starting Health 84000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 168000 10000 101.5 65 80.6 70 40 2300 75 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 60 6 2.5 6

Starting Speed 70

Thruster Braking Time 2.5

Cost Maintenance Crew | Officers

BAck Capture | Repair Points Capture Time/Speed Ship Subsystems Name Special 4 90 s

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5 57

Crew Cell Capacity +150 Maximum Crew Cost 2000 Crew Barracks

Officer Quarters +10 Maximum Officers 4000 = The number of Crew Barracks and Officer Quarters available for construction is dependent on the maximum attainable rank. Weapon Effect Emplacements Hull Defense Turret 15 5 Total Damage 75 The Crew Station is where crew members and officers are recruited, trained and then transported to the various production ships by means of the Crew Cells (you may have one [1] Crew Cell for each Production ship you have in the fleet.)

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T A T I O N

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

Starting Speed 75

Thruster Braking Time 2.5

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed

4 160 s

4 35

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Cost 2000 4000 8000 Cost 3000 3500 4000 4000 4500

System Research Division Module Science Division Engineering Division Name RU Powerup Subsystems Speed Powerup Defense Powerup Special Attack Powerup Build Powerup Repair Powerup Effects +500% RU ops speed +50% speed and acceleration +100% defense +75% Damage and Accuracy Cuts build times by roughly a third (1/3)

+1100% Self-Repair Rate/Dock Repair 4500 Rate = only one power may be active at a given time; in addition you must have the full R.U. Cost available at the time to activate the power-up. = Effective radius is 14000 meters; duration is 60 seconds (1 minute) Weapon Effect Emplacements Hull Defense Turret 15 5 Total Damage 75 A ship-borne facility that contains various laboratories, equipment and testing areas necessary for the development of new and improvement of existing ship chassis, weapons and defense technologies. By consuming a large quantities of resources, the station can temporarily boost the effectiveness of specific systems in surrounding allied ships, the end result is a boost to a one of the following; resourcing efficiency, ship engine power, ship hull durability, weapon system efficiency, ship production rates or self-repair/dock repair systems.

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A R R I E R

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

Starting Speed 75

Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Subsystems Ship Class Modules # of # of Slots 2 Fighter 3

6 160 s

5 37

Corvette Utility

Frigate

Capital

Resource

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Harvest Fire Control Tower

R.U. Supply Manufacturing Controller

Hyperspace Platform Control

Power Disrupter # of Slots Special Available 4 Sensor Advanced Hyperspace Anti-Cloak Limited to Chimera Station and Shipyard Docks 40 available Docking Dockable Fighter Classes Weapon Rapid Sweeper Turret Hull Defense Turret Effect 40 95 (60 m burst) 15 Weapon

Cloak Generator

Cost 600 600 600

Rapid Sweeper Rapid Sweeper Rapid Sweeper

Corvette Emplacements 3 4

Utility

Total Damage 180 The essential workhorse of the Hiigaran fleet, with three time the number of module slots, double the special slots and roughly twice the variety in modules systems supported. Though it has defensive measures, don't expect it to fair well in combat against ships larger than frigates without support.

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T A T I O N

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

Starting Speed 0 (Must Hyperspace to Move)

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed

4 350 s

5 -

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Probes Sensor Distortion

Ship

Spy

Cloak

Gravity Well

Sensor Ping Sensor Available Advanced Hyperspace

Hyperspace Gate Special Sensor Improver

Anti-Cloak = Only Probes, Proximity Sensors and Sensor Distortion Probe = Temporary power-up lasts ~90 seconds; improves sensor range. Docks 40 (repair/replacement only) available Docking Fighter Corvette Frigate Dockable Classes Super-Capital Weapon None Effect Emplacements -

Capital

Total Damage The Chimera Station, like it's mythical namesake, is a combination of several systems into a compact hull. Featuring built-in enhancement modules like hyperspace and a hyper-gate system; advanced long-range sensors for cloak and hyperspace detection, as well as a sensor ping; and defensive modules like a cloak, gravity well and sensor distortion generators. Two stations can be linked together and used as a hyper-gate system, allowing anything smaller than the mothership or a battle ark to hyperspace almost instantly to distant locals and back again. However once this is done, neither station may use its hyperspace jump ever again (even if the gate connection is reassigned.) However other ships will have no such difficulty. The station can construct spies and probes; when the appropriate topics are researched it can also produce proximity sensors and sensor distortion probes. It is otherwise, however, unarmed and vulnerable to capture or attack.

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Ship Production Starting Health 575000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time Cost Maintenance Crew | Officers Armour Type L Side 75% Rear 85% 65% Heavy Front R Side 75% 8 7 1150000 20000 43.5 30 37.2 1 7500 105 50 5 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 80 8.5 2 8.5

Starting Speed 30

Thruster Braking Time 2

Capture | Repair Points

BAck Capture Time/Speed # of Slots Ship Class # of Slots 4 4 Fighter 450 s

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15

Corvette

Frigate Utility

Capital

Drive System Modules Subsystems # of Slots 21 Sensor Advanced Special Available Hyperspace Anti-Cloak Hyperspace Available Repair System

Harvest Control Defense Tower

R.U. Supply

Fire Control Manufacturing Tower Controller Power Disrupter Advanced Platform Controller Cost 2000 3000 4000 7000 100

Gravity Well Generator

Weapons Rapid Sweeper Set Torpedo Launcher Set Defense Field Heavy Ion Cannon Evacuation System

Docks available Docking Dockable Classes Weapon Hull Defense Gun

30 Fighter Corvette Frigate Capital

Super-Capital Effect 15 40 95 64000 225 320 1975 73,520 1300 15000 80 385000 1700 7600 4 4 Emplacements 12 4 1 4 4

Rapid Sweeper Turret Heavy Ion Cannon (Special Attack) Torpedo Type-MSAF Torpedo Type-MSAC Total Damage Mothership Battle Asset Set (6-barrel) Kinetic Cannon Turret Ion Cannon Turret Type-MSBA

Nuclear Bomb Type-MSBA

BAck 400 Nuclear Burst (700 m) 1850 140

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With Battle Assets 523,720 The Mothership; the last hope of the Hiigaran people. It possesses decent weaponry, but without improvements it wouldn't survive long going toe-to-toe with a Vaygr Battlecruiser. It can build a set of Rapid Sweeper turrets (Anti-Fighter/Corvette), Torpedo Launcher (Anti-Frigate/Capital) and an upgradeable Heavy Ion Cannon turret (Special Ability default is Z-key) to support its existing defense guns. But these are defensive emplacements. To send the Pride of Hiigara into the thick of battle with a chance of survival requires the Mothership Battle Assets.

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E S T R O Y E R

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

Starting Speed 115

Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Weapon Kinetic Cannon Type-DD Torpedo Type-DD Effect 535 3300

2 90 s Emplacements 4 1

3 57

Total Damage 5440 Intended as a heavy armored anti-frigate ship, the destroyer is well-suited to thus role. With its four kinetic cannon emplacements, it can put up a deadly barrage of projectiles that will leave its target in pieces.

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E S T R O Y E R

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

Starting Speed 120

Thruster Braking Time 1.8

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Weapon Rapid Sweeper Torpedo Type-DD Effect 40 85 3300

2 90 s Emplacements 4 1

3 60

Total Damage 3460 This is the anti-fighter/corvette version of the increasingly adaptable destroyer chassis.

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E S T R O Y E R

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

Starting Speed 105

Thruster Braking Time 2.2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Weapon Ion Cannon Type-DD Torpedo Type-DD Effect 1350 20 3300

2 90 s Emplacements 4 1

3 52

Total Damage 8700 The Hiigarans true anti-capital ship destroyer. Its quartet of ion cannons make short work of the enemy with that

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awesome ion accuracy. When upgraded with anti-capital ship torpedoes it can take a good chunk out of even a Vaygr battlecruiser. But it works best in a pack.

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E S T R O Y E R

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

Starting Speed 105

Thruster Braking Time 2.2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Weapon Missile Type-DD Callisto Torpedo Mine Type-DD Torpedo Type-DD Effect 1550 5000 10000 3300

2 90 s Emplacements 3 2 1 1

3 52

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Total Damage 17950 Armed with nothing but explosive weaponry, the missile destroyer puts up an impressive fireworks show of missiles and mines, so even if it is destroyed, the damage will continue as previous salvos find their targets.

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E S T R O Y E R

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

Starting Speed 95

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Weapon (3-barrel) Kinetic Turret Type-DDH Ion Cannon Turret Type-DDH Torpedo Type-DD Effect 1300 4250 40 3300

2 90 s Emplacements 2 2 1

3 47

Total Damage 14400 With extra armor plating and a twin pairs of ion and kinetic cannons, this is the penultimate version of the destroyer-class capital ship line.

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G G E R N A U T

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

Starting Speed 45

Thruster Braking Time 6.5

Cost Maintenance Crew | Officers

Capture | Repair Points

Capture Time/Speed 250 s 22 The secret weapon of Hiigaran. The Juggernaut consists of 2 heavy fission bombs secured inside of a thick hull.

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The mentally unstable crew that pilot this ship ram the enemy, before setting off their payload. Everything within a 4000 meter equipped with less than heavy armor will disintegrate from a combination of heat and a shrapnel shock wave; ships that do survive will be suffering significant damage, their hulls crackling with electricity from the blast's EM pulse.

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Y P E

- A

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

Starting Speed 105

Thruster Braking Time 2.4

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Weapon Torpedo Type-CC

3 110 s Effect 3300 Emplacements 2

4 52

BAck 2x Vulcan Turret (PDS) (3-barrel) Kinetic Cannon Turret Ion Cannon Turret 35 1300 4250 40 4150 EMP Plasma Cannon 125 300

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15 2 2

Total Damage 21850 The Cruiser Type- (nicknamed the Crossbow) falls between ; over a twin triple kinetic turrets, a pair of ion cannons and a single EMP Plasma turret and upgradeable for use with a defensive field generator make the cruiser a force to reckon with.

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Y P E

- B

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

Starting Speed 600

Thruster Braking Time 2.4

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Weapon Mine Turret Vulcan Turret (PDS) (3-Barrel) Kinetic Turret EMP Plasma Cannon

3 110 s Effect 10250 35 1300 4150 125 Emplacements 2 15 2 1

4 52

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Total Damage 23625 Identical in all respects to its sister ship, the Type-; except the Type- (nicknamed the Sword) excels in close range combat with improved armor and mine launcher turrets in place of the Crossbow's ion cannons.

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S
H I P Y A R D

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

Starting Speed 15

Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Subsystems Ship Modules # of Slots Class # of Slots 6 4

7 300 s

7 1

Fighter Utility

Corvette

Frigate

Adv Capital

Resource

BAck Drive System Available Hyperspace

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R.U. Supply Fire Control Manufacturing Tower Controller Advanced Platform Controller Other Mothership Battle Asset Heavy Mass Shield

Harvest Control Defense Tower

Repair System # of Slots Special 5 Sensor Available Advanced Hyperspace

Power Disrupter

Anti-Cloak Heavy Ion Cannon = requires Pride of Hiigara to be docked to Shipyard = requires Pride of Hiigara/Advanced Pride of Hiigara, Crew Station and Research Station to be docked to Shipyard Docks 40 available Dockable Classes 1 Special Docks Weapon Defense Gun Balkaan Cannon 1 1 Effect 16 275000 550 8500 EMP Plasma Cannon Type-SY Fast Pulsar Cannon 220 200 255 2 Total Damage 192 = requires Mothership, Crew Station, and Research Station The Shipyard is an almost mothership-sized production facility. It features enough space for six (6) modules and can build any and all production facility available. It is also the only structure capable of producing battlecruisers and vortexes, and is capable of docking the Pride of Hiigara, Research Station and Crew Station. 1 Fighter Corvette Frigate Capital Super-Capital Pride of Hiigara (mothership) Research Station Crew Station Emplacements 12 1

Docking

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E C R U I S E R

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

Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Subsystems Modules

6 160 s # of Slots 2 Available Drive System Defense Control

5 35

Fire Control Tower

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Tower Anti-Radiation Field Cost (R.U.'s) 700 700 700 900 900 800 800 800 1500 1500 1500

Hyperspace Weapon Rapid Sweeper Rapid Sweeper Rapid Sweeper Ion Cannon Turret Special Ion Cannon Turret Kinetic Cannon Turret Kinetic Cannon Turret Kinetic Cannon Turret Torpedo Battery Ion Cannon Battery EMP Plasma Battery Docks available Docking Dockable Classes Weapon Pulsar Array Type-BC Rapid Sweeper Kinetic Turret Type-BC Heavy Kinetic Turret Type-BC Kinetic Cannon Type-BC Kinetic Cannon Type-BC Torpedo Battery Cluster Torpedo Ion Cannon Battery 5 Fighter Corvette

Frigate

Capital

Super-Capital Effect 50 40 95 (60 m) 650 750 1300 1100 10000 350 16000 85 4150 125 300 Emplacements 4 3 4 3 ? ? 2 2

EMP Plasma Battery

Total Damage (not including 5170 batteries) The battlecruiser is a mobile weapons delivery system housed in a thick armored hull. Armed with 7 kinetic cannon turrets, 4 pulsar arrays and and supporting smaller craft with its 2 module slots. When fully upgraded, it is the most powerful ship you can build without having it hyperspaced in.

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H U T T L E

Heavy support capital ship. Starting Health 220000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 440000 10 000 870 85 105.4 240 137.14 4 000 85 20 2 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 60 24 3.5 9.5

Starting Speed 600

Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Subsystems Ships Special

3 120 s Patcher Weapon Fast-Tracking Anti-Missile Turrets

4 300

Cost 700

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700 700 8000 8000

Fast-Tracking Anti-Missile Turrets Fast-Tracking Anti-Missile Turrets Nuclear Bomb Launcher Nuclear Bomb Launcher Docks available Docking Dockable Classes Special Docks Weapon AM Vulcan Type-T Hull Defense Gun Heavy Mine Turret Nuclear Bomb Launcher 4 40 Fighter Corvette Frigate

Capital

Super-Capital Juggernaut, Sentinel Effect 38 15 5000 140000 1125 300 1850 2 Emplacements 3 2 1

Nuclear Bomb (Burst)

400 140

Total Damage 285114 The shuttle has an integrated repair module and defense field generator, making them ideal as support ships to either defense or battle fleets, its powerful engines will even allow it to keep up with frigates. When upgraded with fast-tracking turrets, they provide a decent defense against missiles, mines and Vaygr penetration pods. Additionally, up to four (4) of the slow-moving Juggernauts or Sentinels can dock with the shuttle; which can then use its powerful engines to place them quickly in the battle zone. Add to this the fact it can build a pair of its own nuclear bomb launchers, make the sight of a shuttle streaking across space bearing its cargo an awe-inspiring and terrifying sight to behold.

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O R T E X

Advanced ship killer Starting Health 375000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 750000 10000 166.75 90 111.6 420 240 7500 200 35 4 Recovery Time Acceleration Time Braking TIme Thruster Accel. Time 60 4 2.5 4

Starting Speed 115

Thruster Braking Time 2.5

Cost Maintenance Crew | Officers

Capture | Repair Points

BAck Capture Time/Speed # of Slots Modules Available # of Slots 1 160 s

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57

Drive System Defense Control Tower 11 Weapon Rapid Sweeper Rapid Sweeper

Hyperspace Fire Control Tower

Anti-Radiation Field Cost 600 600 600 600 800 800 800 800 1500 1500

Subsystems Special

Rapid Sweeper Rapid Sweeper Available Torpedo Launcher Torpedo Launcher Torpedo Launcher Torpedo Launcher Mine Layer Turret Mine Layer Turret Kinetic Cannon Turret Docks available 10 Fighter Corvette Frigate

Docking

Dockable Classes Weapon

Capital

Super-Capital Effect 40 95 (60 m) 150 700 16000 125000 1125 300 1850 12 2 2 Emplacements 4

Rapid Sweeper Pulsar Emitter Type-V Kinetic Cannon Turret Type-V Minelauncher Turret Nuclear Bomb Type-V

Nuclear Bomb (Burst) Torpedo Type-TAC Torpedo Type-TAF Ion Cannon Turret

400 140 1975 320 14500

4 4 2

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Total Damage 77460 The Vortex is the most advanced anti-capital ship ever designed by Hiigaran scientists. It is initially armed with a dozen kinetic cannon and twin ion cannon turrets. It can also construct a number of additional weapons emplacements: Four rapid sweeper turrets to handle fighters; four torpedo launchers for anti-corvette and antifrigate operation; and a pair of minelaying turrets to aid its ion cannons with capital ships. It is heavily armored in its front and back, but this is a moot point since it will rotate and move as it attacks. The only downside to the spinning maneuver is its tendency tends to disorient its own crew who frequently disregard their initial orders and attack any enemy ships within range.

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T L E

Heavy support ship Starting Health 1200000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 2400000 20000 174 30 37.2 600 342.86 10000 250 60 6 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 80 12 3 6.5

Starting Speed 120

Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Subsystems Special

5 550 s Other Evacuation System

9 62 Cost 100

BAck Docks available 90

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

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O R T R E S S

Area defense structure Starting Health 2000000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 4000000 20000 0 (Must Hyperspace to Move) 700 400 12 000 250 60 6 Recovery Time 80

Starting Speed 0 (Must Hyperspace to Move)

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed

6 550 s

9 -

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Drone Cost 5000 Cost 1500 3000 4000 5000 6000 7000 8000 8000 8000 Patcher Maintenance 150

Special

Module Defense Facility Name Comm Facility Rapid Sweeper Set Torpedo Launcher Set Heavy Kinetic Cannon Set Heavy Ion Cannon Set Heavy Mine Layer Set Nuclear Bomb Launcher Nuclear Bomb Launcher

Subsystem Special

Available

Nuclear Bomb Launcher = Limited to Chimera Station and Shipyard = Limited to Point Defense Turret and Heavy Nuclear Bomb Docks 70 available Docking Dockable Fighter Corvette Frigate Classes Attack Drone Patcher Capital Weapon Rapid Sweeper Turret Type-CF Cluster Torpedo Type-CF Anti-Capital Torpedo Type-CF Kinetic Cannon Type-CF 6x Kinetic Cannon Type-CF Ion Cannon Type-CF Heavy Mine Type-CF Nuclear Bomb Type-CF Effect 40 95 (60 m) 320 1975 750 1300 15000 16000 375000 1500 7500 1850 Nuclear Burst (700 m) 400 140 3 Emplacements 8 8 16 5 6 6

Nuclear Bomb Super-Capital

Total Damage 1341680 The command fortress is a formidable defensive emplacement intended to protect remote locations from enemy

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incursions. With proper support it can create a nigh impenetrable barrier against enemy incursion. Though lacking engines, it possesses powerful hyperspace wave generators that allow it, and capital ships in a large radius around it, to jump from location to location. Its sizable docking bay can hold dozens of ships ranging in size from fighter to frigate. Once upgraded with a Defense Facility, the fortress can construct a number of unique features; auto-launching defense drones to handle enemy fighters and corvettes; patchers to repair the fortress and nearby allied ships; and numerous weapon emplacements. (Though it is important to note that most of the heavy weapons emplacements are on the bottom of the station and cannot reach targets coming from above.)

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O L L E C T O R

UTILITY

Basic Utility Ship Starting Health 2400 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 40 22.86 800 4 2 Capture | Repair Points Harvest Rate Initial Resource Handling Rates 4 Drop-Off Capacity 20 300 1 Mining Rate 4 4800 75 246.5 170 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 3.7 1.7 3.7

Starting Speed 170

CLASS

Thruster Braking Time 1.7

Cost Maintenance Crew | Officers

Max Resourcing 7 36 540 7 Rates The resource collector is the workhorse of your support operations; it harvests, mines and scavenges debris from battlefields for processing into Resource Units (RU) and then drops them off at the nearest carrier, scavenger, shipyard or the Pride of Hiigara.

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E F I N E R Y

Mobile Resource Drop-off Starting Health 19000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 50 28.57 1000 8 38000 220 253.75 175 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 8 2 7

Starting Speed 175

Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Weapon

Effect Emplacements

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4

Total Damage 80 The more efficient alternative to keeping a carrier, shipyard or the Pride of Hiigara near a resource site. The mobile refinery possesses two resource drop-off points and a quartet of hull defense turrets.

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C A V E N G E R

Advanced Mobile Resource Drop-off Starting Health 64000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 80 45.71 2000 100 15 1 128000 8000 166.75 105 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 60 6 2 6

Starting Speed 115

Thruster Braking Time 2

Cost Maintenance Crew | Officers

Capture | Repair Points Capture Time/Speed Ships Class # of Slots Subsystems Modules Available # of Slots 1 7

3 160 s Utility Harvest Control

3 57 Point Defense Platform

R.U. Fusion R.U. Supply R.U. Supply Control R.U. Supply R.U. Supply

R.U. Supply Special

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Cost 600

Rapid Sweeper = limited to Resource Collectors, Mobile Refinery and Mine Containers Weapon Effect Emplacements Hull Defense Turret Rapid Sweeper 20 40 95 (60 m) 5 1

Available

Weapon

Total Damage 140 The improved version of the mobile refinery, the scavenger possesses four resource drop-off points and can construct a rapid sweeper turret to fend off small groups of enemy fighters (but isn't sufficient on its own against bombers). It can also build additional R.U. storage units to increase the maximum amount of R.U.s a fleet can store at a given time; as well as build additional resource collectors, mobile refineries and mine containers.

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O N T A I N E R
R.U. Mining Container

M
Starting Health 5000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 65 37.14 1250 10000 10000 137.75 95

Recovery Time Acceleration Time Braking Time Thruster Accel. Time -

20 9 3 9

Starting Speed 95

Thruster Braking Time 3

Cost Maintenance Crew | Officers Armour Type L Side Rear

Medium

Front

R Side

75% 75% 75% 75% Used to ferry the mined resources from Mining Base to a Carrier, Pride of Hiigara, Shipyard or Scavenger; the mine container possesses a magnetic hull that grants it some resilience to the damaging effects of nebulae and ionically charged dust clouds.

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O N V O Y

R.U. Trade Container Starting Health 20000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 65 37.14 1250 4 Unarmored Front 75% R Side 75% 40000 10000 188.5 130 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 9 3 9

Starting Speed 130

Thruster Braking Time 3

Cost Maintenance Crew | Officers Armour Type L Side 75% Rear 75%

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

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R O B E

Long-range Sensor Device Starting Health 100 Health Max Health EMP Shield 200 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 15 8.57 150 2 1 2

Starting Speed 600 Speed [Single Use] Max Speed 870 Starting Drive Drive [Single Use] Max Drive Build Time Initial Time Min. Time Cost Maintenance Crew | Officers Armour Type L Side Rear Unarmored Front R Side 600

Thruster Braking Time 1

100% 100% 100% 100% Intended as a way to scout out an area prior to sending in ships, the Probe has a powerful single-use engine and on-board navigation computer that enable it to attain pinpoint positioning.

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E N S O R
Anti-cloaking sensory array

P
Health Max Health EMP Shield

Starting Health 100 200 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 15 8.57 250 Medium Front R Side 2 1 2

Starting Speed 600 Speed [Single Use] Max Speed 870 Starting Drive Drive [Single Use] Max Drive Build Time Initial Time Min. Time Cost Maintenance Crew | Officers Armour Type L Side Rear 600

Thruster Braking Time 1

100% 100% 100% 100% Little more than a anti-cloak sensor array strapped to a single-use engine, the proximity sensor is used to detect any cloaked ships within an area.

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I S T O R T I O B N E

P
Starting Health 100 Health Max Health EMP Shield 200 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 2 1 2

Electromagnetic sensory disruption

Starting Speed 600 Speed [Single Use] Max Speed 870 Starting Drive Drive [Single Use] Max Drive Build Time Initial Time Min. Time Cost Maintenance Crew | Officers Armour Type L Side Rear Unarmored Front R Side 600 744 30 17.14 600 -

Thruster Braking Time 1

100% 100% 100% 100% Useful for scrambling enemy sensors in preparation for hyperspace jump, the sensor distortion probe reduces all ship's sensor signatures, within its effective radius, to meaningless static.

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C E

Special

Fleet Technology Storage Health Speed Drive Build Time Starting Health 50000 EMP Shield Max Speed Starting Drive Max Drive Initial Time Min. Time Cost Maintenance Crew | Officers Armour Type L Side Rear Unarmored Front R Side 15 8.57 1500 225 620 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 3 0.5 1 Starting Speed 250

Thruster Braking Time 0.5

Utility

60% 50% 70% 60% This is your backup. Should the Pride of Hiigara is destroyed, this is the only way to rebuild her. It may be resilient, but don't flaunt its existence; use its hyperspace jump and retreat.

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A T C H E R

Armored automated repair drone Health Speed Drive Build Time Starting Health 7000 EMP Shield Max Speed Starting Drive Max Drive Initial Time Min. Time Cost Maintenance Crew | Officers Armour Type L Side Rear ResArmor Front R Side 30 15.36 800 260 10000 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 3 1 3 Starting Speed 260

Thruster Braking Time 1

40% 50% 50% 40% The patcher is an automated repair drone that is tied to the Repair System Module. It is well armored, and is intended to provide on site repairs to ships in combat. Due to its entirely robotic nature, the patcher is semiresilient to the effects of nebulae and ionically charged dust clouds.

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K

[ A

Command Fortress Defense Drone Health Speed Drive Build Time Starting Health 4000 EMP Shield Max Speed Starting Drive Max Drive Initial Time Min. Time Cost Maintenance Crew | Officers Armour Type L Side 60% Rear 60% Front 60% Light R Side 60% Effect 40 80 Emplacements 2 30 17.14 800 275 500 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 3 2 3 Starting Speed 275

Thruster Braking Time 2

Weapon Kinetic Driver Total Damage

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

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E W

Crew Transport Health Speed Drive Build Time Starting Health 5000 EMP Shield Max Speed Starting Drive Max Drive Initial Time Min. Time Cost Maintenance Crew | Officers Armour Type L Side 75% Rear 75% Medium Front 75% R Side 75% Effect Unarmed Total Damage The blood cell of your fleet. The Crew Cell ferries the trained officers and crew members to your production ships for deployment into your newly built ships. It's small size and decent armor mean it can perform it's job with little interruption. Fleet and crew safety regulations prohibit the use of more than one crew cell per production ship. Emplacements 50 28.57 750 135 10000 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 2 1 2 Starting Speed 135

Thruster Braking Time 1

Weapon

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VAYGR
SUR VEY SCOUT

FIGHTER

Reconnaissance fighter squadron Starting Health 51 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 20 11.43 350 5 3 Unarmored Front 100% R Side 100% Effect 10 35 Emplacements 1 1 102 75 583.8 378 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 1.5 0.75 1.5

CLASS

Starting Speed 420

Thruster Braking Time 0.75

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Weapon Kinetic Peashooter Small EMP

Total Damage 45 Buzz your enemy and see exactly what they're up to with the scout. It can outrun most enemy fire provided you

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don't let it stop. Equipped with a light flechette gun to swat space mosquitoes, it should rely on its speed to avoid destruction; it can be upgraded with the EMP launcher (which means that it can electrocute the mosquito instead).

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ASSAUL T

CRAFT

Basic fighter squadron Starting Health 63 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 35 20 500 7 7 Unarmored Front 100% R Side 100% Effect 30 Emplacements 1 126 75 451.75 293 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 2 1 2

Starting Speed 325

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Weapon Flechette Cannon

Total Damage 30 Designed to protect important ships from bombers and fighters, this rugged ship is armed with flechette cannon.

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BOMBER

Anti Capital ship fighter Starting Health 115 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 40 22.86 550 8 6 Unarmored Front 100% R Side 100% Effect 110 110 195 Emplacements 2 2 2 230 75 361.4 234 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 3 1 3

Starting Speed 260

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Weapon Plasma Bomb Anti-Ship Bomb Anti-Subsystem Bomb

Total Damage 830 With 2 anti-capital ship plasma bomb launchers, the bomber can deal significant damage to frigates and subsystems as well as capital ships. Susceptible to fighters and other anti fighter weapons, the bomber is ideal for hit and run tactics.

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LANCE FIGHTER

Anti Corvette fighter Starting Health 86 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 35 20 500 7 6 Unarmored Front 100% R Side 100% Effect 60 Emplacements 1 172 75 361.4 234 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 3 1 3

Starting Speed 260

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Weapon Light Plasma Lance

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

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DEFENDER

Advanced fighter squadron Starting Health 99 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 50 28.57 650 9 5 Unarmored Front 100% R Side 100% Damage 25 Emplacements 3 198 75 361.4 234 Recovery Time Acceleration Time Braking Time Thruster Accel. Time Thruster Braking Time 20

Starting Speed 260

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Weapon Flechette Cannon

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

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MISSILE FIGHTER

Heavy fighter squadron Starting Health 120 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 55 31.43 750 12 5 Unarmored Front 100% R Side 100% Effect 90 (32 m) Emplacements 2 240 75 319.7 230 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 3 1 3

Starting Speed 230

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Weapon Concussion Missile Launcher (Burst)

Total Damage 0 Possessing dual concussion missile launchers, the missile fighter makes short work of unescorted resource collectors and frigates.

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MISSILE COR VETTE

CORVETTE

Basic corvette squadron Starting Health 400 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 45 25.71 625 11 8 Light Front 100% R Side 100% Effect 90 (32 m) Emplacements 1 800 75 298.85 215 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 2 1 2

Starting Speed 215

CLASS

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Weapon Concussion Missile Launcher

Total Damage 0 With better durability than the missile fighter and a comparable speed, the Missile Corvette is good if lifetime of the ship takes precedence over the volume of fire.

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LASER

COR VETTE

Anti-frigate squadron Starting Health 400 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 45 25.71 650 12 8 Light Front 100% R Side 100% Effect 350 Emplacements 1 800 75 311.75 215 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 2 1 2

Starting Speed 215

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Weapon Laser Cannon

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

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COMMAND

COR VETTE

Utility corvette Starting Health 600 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 30 17.14 400 8 2 Light Front R Side 1200 75 311.75 215 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 3 1 1

Starting Speed 215

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side Rear

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

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MINELAYER

COR VETTE

Deploys mines Starting Health 400 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 45 25.71 800 6 3 Light Front 60% R Side 60% Effect 5000 42 100 (32 m) Emplacements 1 1 1 800 75 311.75 215 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 3 1 1

Starting Speed 215

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side 60% Rear 60%

Weapon Minelayer Minelayer Cannon Mine Sweeper (Burst)

Total Damage 5042 Take out any unwary frigate or capital ship that ventures into range of your minefields. Useful for defending resourcing operations and staging grounds. Remember to use [shift] to vertically adjust your minefield shape. And keep your minelayers out of harms way once the battle starts. The minesweeper cannon can also defend ships against missiles and mines.

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STORM COR VETTE

Anti-fighter corvette squadron Starting Health 400 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 50 28.57 800 14 8 Light Front 100% R Side 100% Effect 52 Emplacements 1 800 75 333.5 230 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 1.7 1 2

Starting Speed 230

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Weapon Flechette Turret

Total Damage 52 The storm corvette can easily pick off fighter swarms using its frigate-level flechette turret.

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MUL TI LANCE COR VETTE

Advanced corvette squadron Starting Health 650 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 60 34.29 900 13 9 Light Front 100% R Side 100% Damage 30 Emplacements 2 1300 75 304.5 210 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 2 1 2

Starting Speed 210

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Weapon Plasma Lance Turret

Total Damage 60 Armed with a pair of plasma lances, the multilance corvette squadron can slice

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STRIKER

COR VETTE

Advanced corvette squadron Starting Health 950 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 70 40 1000 14 9 Light Front 100% R Side 100% Effect 90 (32 m) 41 Emplacements 2 3 1900 75 333.5 230 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 2.6 2.6 2.6

Starting Speed 230

Thruster Braking Time 2.6

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 120%

Weapon Concussion Missile Launcher (Burst) Hull Defense Gun

Total Damage 0 Armed with twin concussion missile launchers and a trio of defensive gun emplacements, the striker is the most durable and heavily armed corvette in the Vaygr fleet.

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ASSAUL T FRIGATE

FRIGATE

Anti-fighter/frigate Starting Health 20000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time 45 800 12 6 Medium Front 100% R Side 120% 1 45 s Effect 95 90 (32 m) Emplacements 3 2 2 16 Min. Time (R) 25.71 40000 310 233.45 Recovery Time Acceleration Time Braking Time 20 8 2

Starting Speed 161 Starting Drive 161

Thruster Accel. Time 7 Thruster Braking Time 2

CLASS

Cost Maintenance Crew | Officers Armour Type L Side 120% Rear 120%

Capture | Repair Points Capture Time/Speed Weapon Flechette Turret Concussion Missile Launcher (Burst)

Total Damage 285 The Assault frigate boasts more weaponry and armor than its Hiigaran counterpart but suffers with speed. Its trio of flechette turrets are effective against both fighters and corvettes and its concussion missile launcher help it in attacking larger ships.

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HEAVY

MISSILE FRIGATE

Basic frigate Starting Health 20000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 45 25.71 850 12 6 Medium Front 100% R Side 120% 1 45 s Effect 2700 90 Emplacements 1 1 2 15 40000 310 217.5 150 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 8 2 7

Starting Speed 150

Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side 120% Rear 120%

Capture | Repair Points Capture Time/Speed Weapon Heavy Fusion Missile Launcher Convential Missile Launcher

Total Damage 2790 Fusion missiles and heavy concussion missiles deal excellent damage to frigates and capital ships. This frigate is the first available for Vaygr and can be put to good use early in the game.

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INFIL TRATOR FRIGATE

Capable of boarding and capturing the enemy Starting Health 21000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 50 28.57 800 15 7 Medium Front 100% R Side 120% 1 45 s Effect 100 90 (32 m) Emplacements 1 1 2 23 42000 310 333.5 230 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 8 2 7

Starting Speed 230

Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side 120% Rear 120%

Capture | Repair Points Capture Time/Speed Weapon Flechette Cannon Concussion Missile Launcher (Burst)

Total Damage 100 The Infiltrator frigate can be used to steal any wandering capital ships from a lazy enemy. Upgrades in capture speed will keep your foes on their toes. Usually the first ship to be targeted in the opening of a battle, so use them in numbers or sneak them in during the heat of battle. Also used to capture mining bases, large pieces of

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AR TILLERY

FRIGATE

Anti frigate/capital Starting Health 20000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 55 31.43 900 17 8 Medium Front 100% R Side 120% 1 30 s Effect 1800 Emplacements 2 1 57 40000 310 217.5 150 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 8 2 7

Starting Speed 150

Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side 120% Rear 120%

Capture | Repair Points Capture Time/Speed Weapon Laser Cannon

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

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W ARFARE FRIGATE

Advanced support Starting Health 21000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 60 34.29 1100 18 8 Medium Front 100% R Side 120% 1 45 s Effect 130 50 (500 m) 35 Emplacements 2 2 2 15 42000 420 217.5 150 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 8 2 7

Starting Speed 150

Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side 120% Rear 120%

Capture | Repair Points Capture Time/Speed

Weapon
Plasma Lance Medium EMP

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Total Damage 260 Dual plasma lances and dual EMP emitters make the Warfare frigate very effective at supporting friendlies with more firepower. Shutting down the enemy makes all ships job easier. They are vulnerable to fighters and corvettes.

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GUN

PLATFORM

PLATFORM

Anti-Fighter/Corvette/Missile Starting Health 6000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 30 17.14 400 2 1 TurretArmor Front 100% R Side 100% Effect 45 45 Emplacements 2 2 70 12000 40 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 2.6 1 2.6

Starting Speed 60

Thruster Braking Time 1

CLASS

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Capture | Repair Points Weapon Flechette Cannon Anti-Missile Cannon

Total Damage 170 The basic Vaygr defensive platform; the gun platform can eventually be upgraded with an anti-missile system, allowing it to destroy enemy missiles before they can reach their targets.

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MISSILE PLATFORM

Anti-Frigate/Capital Starting Health 7500 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 30 17.14 400 4 2 TurretArmor Front 100% R Side 100% Effect 950 Emplacements 2 70 15000 40 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 2.6 1 2.6

Starting Speed 50

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Capture | Repair Points Weapon Fusion Missile Launcher

Total Damage 1900 Armed with fusion missiles, this platform is designed to put the hurt on capital ships of all sizes. They do especially well in mass in a wall-like formation.

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HYP ERSPACE GATE

Fighter/corvette/frigate hyperspace gate Starting Health 16000 Health Max Health EMP Shield Speed [Single Use] Drive [Single Use] Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 45 25.71 750 5 3 Medium Front 100% R Side 100% 5 6 600 32000 40 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 5 3 5

Starting Speed 600

Thruster Braking Time 3

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Capture | Repair Points

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

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CRUISE MISSILE

Heavy Anti-capital ship Starting Health 4000 Health Max Health EMP Shield Speed Drive Build Time Starting Speed 270 Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 30 17.14 1500 MineArmor Front R Side 270 8000 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 2 2 2 -

Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side Rear

80% 60% 170% 80.00% A missile that will auto-attack enemy capital ships that it detects...it's can only be manually ordered to attack or return to parade formation.

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ROLLER

Heavy Anti-capital mine Starting Health 12000 Health Max Health EMP Shield Speed Drive Build Time Starting Speed 100 Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 30 17.14 3000 MineArmor Front R Side 100 24000 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 0.6 0.3 0.6 -

Thruster Braking Time 0.3

Cost Maintenance Crew | Officers Armour Type L Side Rear

80% 60% 170% 80.00% A mine useful for defending the fleet from enemy capital ships. While slower than the cruise missile, it packs a significantly greater punch.

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C ARRIER

CAP IT AL

Capital class production Starting Health 70000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 140000 10000 108.75 75 93 50 28.57 1700 100 30 Heavy Front 100% R Side 120% 6 160 s # of Slots Ship Modules Class # of Slots Available 2 Research Division Harvest Controls Drive System Defense Control 1 Fighter Corvette Frigate Utility Capital 4 7 2 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 60 6 2 6

Starting Speed 75

CLASS

Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side 120% Rear 120%

Capture | Repair Points Capture Time/Speed Subsystems

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Tower Manufacturing Hyperspace Control Anti-Radiation Field Generator

Fire Control Tower Gravity Well Generator

Repair Control

Cloak Generator Platform Control Sensors Advanced Hyperspace Anti-Cloak

Special

Available

= Limited to Shipyard Docks available Docking Dockable Classes Weapon Hull Defense Gun

15 Fighter Corvette Frigate Capital

Super-Capital Effect 15 Emplacements 4

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

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DESTROYER

Anti frigate/capital Starting Health 85000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 170000 1000 166.75 100 124 165 94.29 2000 55 15 Heavy Front 100% R Side 100% 2 90 s Effect 450 2200 22000 20 25180 Emplacements 2 1 1 4 3 57 1 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 40 6 2 6

Starting Speed 115

Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 120%

Capture | Repair Points Capture Time/Speed Weapon Flechette Cannon Heavy Fusion Missile Launcher Mine Layer Hull Defense Gun Total Damage

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Easily attainable and almost unstoppable by smaller vessels, the Vaygr Destroyer is the ultimate frigate killer. 2 fletchette cannons and 4 hull defense guns will clean up smaller craft, but when upgraded with 4 anti capital ship fusion missiles and anti capital ship heavy mines, the Destroyer shows its true potential.

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CRUISER

Adv Anti-frigate/capital Starting Health 150000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 300000 2000 130.5 90 111.6 210 120 3000 100 20 Heavy Front 100% R Side 100% 4 130 s Damage 1200 650 1600 50000 71600 Emplacements 2 1 12 1 4 9 2 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 50 6 2 6

Starting Speed 90

Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 120%

Capture | Repair Points Capture Time/Speed Weapon Heavy Quad Flechette Cannon Quad Flechette Cannon Fusion Missile Launcher Heavy Fusion Missile Launcher Total Damage

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A lesser version of the battlecruiser, it is armed to the teeth with missile launchers and sports a trio of flechette turrets to grant it some defense against fighters.

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GUARDIAN

Anti frigate/capital Starting Health 70000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 140000 1000 188.5 115 142.6 165 94.29 2000 55 15 Heavy Front 100% R Side 90% 5 90 s Effect 15000 38 Emplacements 1 4 5 13 1 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 40 6 2 6

Starting Speed 130

Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side 90% Rear 90%

Capture | Repair Points Capture Time/Speed Weapon Heavy Mine Layer Anti-Missile Turret

Total Damage 15152 Widespread use of nuclear weapons by the Hiigaran fleet has necessitated the design and development of a new anti-missile ship. Dubbed the Guardian, this ship has four anti-missile gun emplacements and a heavy mine deployment system.

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B ATTLECRUISER

Advanced anti-capital Starting Health 255000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Max Drive Initial Time Min. Time (R) 510000 10000 100.05 85.56 280 160 4000 125 30 Heavy Front 100% R Side 120% 6 160 s # of Slots Modules 2 Drive System Cloak Generator Special # of Slots 5 Hyperspace Defense Control Tower Fire Control Tower 5 6 3 Recovery Time Acceleration Time Braking Time 60 6 2

Starting Speed 69 Starting Drive 69

Thruster Accel. Time 6 Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side 120% Rear 120%

Capture | Repair Points Capture Time/Speed Subsystems

Available

Gravity Well Generator

Anti-Radiation Field

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Cost 1900 1400 3000

Weapon Available Heavy Cannon Turret Perforation Pod Launcher (2) Concussion Cannon Docks available Docking Dockable Classes Weapon Trinity Cannon Hull Defense Gun Laser Lance Array Flechette Cannon Turret Fusion Missile Launcher Perforation Pod 5 Fighter Corvette Frigate

Capital

Super-Capital Damage 18500 20 100 450 4000 940 18 5000 150 100 Emplacements 1 5 4 4 8 2

Concussion Cannon

Total Damage 59680 Adding defensive, offensive or any other module to the Battlecruiser makes this capital adaptive to any personal strategy. Its awesome damage potential added to its support ability can be devastating to an unprepared enemy. Equipped with a heavy laser cannon, 5 hull defense guns, 4 pulse lasers and can be upgraded to fire 8 anti frigate/capital fusion missile launchers.

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B ATTLESHIP

Death Vessel Starting Health 300000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 600000 11000 92.8 64 79.36 360 205.71 6000 150 35 Heavy Front 60% R Side 70% 3 160 s # of Slots Available 11 Weapon Laser Cannon Laser Cannon Laser Cannon Cost 600 600 600 4 6 3 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 70 6.5 2.5 6.5

Starting Speed 64

Thruster Braking Time 2.5

Cost Maintenance Crew | Officers Armour Type L Side 70% Rear 80%

Capture | Repair Points Capture Time/Speed Subsystems Special

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600 700 700 700 700 1200 1200 1200

Laser Cannon Kinetic Cannon Kinetic Cannon Kinetic Cannon Kinetic Cannon Double Kinetic Cannon Double Kinetic Cannon Double Kinetic Cannon Docks available Docking Dockable Classes Weapon Concussion Missile Launcher (Burst) Heavy Fusion Missile Launcher Heavy Laser Cannon Type-BB Heavy Mine Type-BB Freacker Missile Laser Cannon Turret Type BB Double Flechette Turret Type-BB 5 Fighter Corvette Frigate

Capital

Super-Capital Damage 90 (32 m) 4000 15000 80 110000 16000 18 400 1200 1 1 6 7 Emplacements 2 2 2

Total Damage 174800 The serious end of the Vaygr fleet. It is death with an engine. Armed with every form of weapon in the Vaygr arsenal, the battleship lives up to its name. The battleship doesn't just start fights. It ends them. Flechette turrets and concussion missiles for fighters and corvettes, fusion missile launchers and heavy laser cannons for frigates and capitals. The ideal anti-ship ship.

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FLAGSHIP

Mothership Starting Health 525000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 1050000 20000 43.5 30 37.2 Unique (Cannot be built) 105 50 Heavy Front 90% R Side 90% 8 450 s # of Slots Ship Modules Class # of Slots Available 4 Research Harvest Controls Drive System Defense Control Tower 4 Fighter Corvette Frigate Utility Capital 7 3 5 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 80 8 2 8

Starting Speed 30

Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side 90% Rear 100%

Capture | Repair Points Capture Time/Speed Subsystems

BAck Fire Control Tower Gravity Well Generator # of Slots 2 Sensor Special Advanced Available Hyperspace Anti-Cloak Docks available Docking Dockable Classes Weapon Hull Defense Guns Heavy Fusion Missile Launcher Quad Flechette Cannon Perforation Pod 30 Fighter

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Manufacturing Hyperspace Control Power Disruptor

Platform Control

Weapon Double Kinetic Cannon Set Perforation Pod Launcher Controller

Cost 3000 3000

Corvette

Frigate

Capital

Super-Capital Effect 15 1600 1200 1125 22 Emplacements 12 12 4 4

Total Damage 24180 Rivaling the Command Fortress as the largest ship in the Vaygr Fleet, the Flagship boasts dozens of defensive weapon emplacements, both kinetic and missile, and can construct four modules. However, it is not meant for frontline combat.

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SHIPY ARD

Production/Support Starting Health 350000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 700000 20000 21.75 15 18.6 95 54.29 4000 150 40 Heavy Front 100% R Side 100% 8 300 s # of Slots Subsystems Ship Modules Class # of Slots 6 4 Fighter Corvette Frigate Utility Capital 7 1 3 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 80 5 2 5

Starting Speed 15

Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Capture | Repair Points Capture Time/Speed

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Drive System Defense Control Tower

Harvest Controls Repair Control

Manufacturing Hyperspace Control Power Disruptor

Anti-Radiation Field Generator Sensor

Available

Advanced Hyperspace Anti-Cloak

Docks available Docking Dockable Classes Weapon Hull Defense Guns

40 Fighter Corvette Frigate Capital

Super-Capital Effect 15 Emplacements 12

Total Damage 180 The Vaygr Shipyard is functionally identical to it Hiigaran equivalent.

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DREADNOUGHT

Advanced death vessel Starting Health 400000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 800000 11000 63.8 37 45.88 460 262.86 8000 175 35 Heavy Front 45% R Side 55% 4 160 s Effect 57500 1200 Emplacements 2 3 4 4 3 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 70 7 5 7

Starting Speed 44

Thruster Braking Time 6

Cost Maintenance Crew | Officers Armour Type L Side 55% Rear 65%

Capture | Repair Points Capture Time/Speed Weapon Triton Beam Array Flechette Turret

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

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COMMAND FOR TRESS

Capital class Support Ship Starting Health 2000000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time (R) 4000000 20000 0 (Must hyperspace to move) 700 400 11000 250 50 Heavy Front 70% R Side 70% 6 550 s Available # of Slots 15 Weapon Subsystems Special Available Communications Facility Double Kinetic Cannon Set Laser Pulsar Cannon Set Perforation Pod Launcher Concussion Cannon Set Cost 1500 6000 7000 8000 9000 Name Defense Facility 9 Cost 5000 6 Recovery Time 80

Starting Speed 0 (Must hyperspace to move)

Cost Maintenance Crew | Officers Armour Type L Side 70% Rear 70%

Capture | Repair Points Capture Time/Speed Module

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Docks available Docking Dockable Classes

70 Fighter Corvette Frigate Capital

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 EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 4400 75 290 180 223.2 40 22.86 750 4 2 ResArmor Front 100% R Side 100% Drop-Off 20 Capacity 300 Mining Rate 4 1 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 3 0.5 1

Starting Speed 200

CLASS

Thruster Braking Time 0.5

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Capture | Repair Points Harvest Rate Initial Rates 4

Max Rates 7 35 525 7 The Vaygr resource collector is functional identical to its Hiigaran counterpart.

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MOBILE REFINERY

Mobile Resource Drop-off Starting Health 19000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 50 28.57 1000 8 4 Medium Front 100% R Side 100% Effect 20 Emplacements 4 2 38000 220 253.75 175 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 8 2 7

Starting Speed 175

Thruster Braking Time 2

Cost Maintenance Crew | Officers Armour Type L Side 100% Rear 100%

Capture | Repair Points Weapon Hull Defense Turret

Total Damage 80 The Vaygr mobile refinery is functionally identical to its Hiigaran counterpart.

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MINE CONT AINER


R.U. Mining Container Starting Health 10000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 65 37.14 1250 Light Front R Side 20000 10000 137.75 85 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 9 3 8

Starting Speed 95

Thruster Braking Time 3

Cost Maintenance Crew | Officers Armour Type L Side Rear

100% 100% 100% 100% The Vaygr mine container is functionally identical to its Hiigaran counterpart.

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TRADE CONT AINER


R.U. Trade Container Starting Health 10000 Health Max Health EMP Shield Speed Drive Build Time Max Speed Starting Drive Max Drive Initial Time Min. Time 65 37.14 1250 4 Light Front R Side 20000 10000 181.25 130 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 20 9 3 8

Starting Speed 125

Thruster Braking Time 3

Cost Maintenance Crew | Officers Armour Type L Side Rear

100% 100% 100% 100% The Vaygr trade container is functionally identical to the Hiigaran trade convoy.

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PROBE

Long-range Sensor Device Health Speed [Single Use] Drive [Single Use] Build Time Starting Health 100 EMP Shield Recovery Time Acceleration Time 600 15 8.57 150 Unarmored Front R Side Braking Time Thruster Accel. Time 2 1 2 Starting Speed 600 Max Speed Starting Drive Max Drive Initial Time Min. Time

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side Rear

100% 100% 100% 100% Useful for scouting out distant resource fields or keeping an eye on enemy activities from a distance.

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PROXIMITY

SENSOR

Anti-cloaking sensory array Health Speed [Single Use] Drive [Single Use] Build Time Starting Health 100 EMP Shield Recovery Time Acceleration Time 600 15 8.57 250 Unarmored Front R Side Braking Time Thruster Accel. Time 2 1 2 Starting Speed 600 Max Speed Starting Drive Max Drive Initial Time Min. Time

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side Rear

100% 100% 100% 100% The proximity sensor is of great use to keep an eye for pesky cloaked Hiigaran ships.

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SENSOR

DISTOR TION

PROBE

Electromagnetic sensory disruption Health Starting Health 100 EMP Shield 30 17.14 600 Recovery Time Acceleration Time Braking Time Thruster Accel. Time 2 1 2

Starting Speed 600 Speed [Single Use] Max Speed Starting Drive Drive [Single Use] Max Drive Build Time Initial Time Min. Time 600

Thruster Braking Time 1

Cost Maintenance Crew | Officers Armour Type L Side Rear

Unarmored Front R Side

100% 100% 100% 100% Scrambles enemy sensors to keep them from positively identifying what is happening or contained within the distortion sphere.

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The following section will cover the various modules a fleet can build to unlock new researchable upgrades and provide immediate benefits to the carrying ship.

Table Overview [N
Cost Build Time Bonuses granted Bonuses granted (radial) Penalties Applied (radial) Cost in R.U.s to construct Time (in seconds) required to build Effective Radius Effective Radius Maintenance Min. Time

Brief description of benefit Yearly cost to keep this module at peak efficiency Time needed to build after all research upgrades

List of bonuses to ship with this module on-board (hereafter referred to as carrier-ship Maximum distance (in meters) from carrier-ship to which benefit will extend. Maximum distance (in meters) from carrier-ship to which enemy ships will be penalized.

MODULE DATA

List of bonuses to all ships (except carrier-ship) within effective radius

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
Cost

N T I
1850 40

- R

A D I A T I O N
Maintenance Min. Time 50 20.48

I E L D

Environmental Hazard Shielding Build Time Bonuses granted (Carrier-ship) Bonuses granted (Allied Ships) Research Unlocked

0% Nebula damage 0% Dust Cloud damage 1850 m

Effective Radius

0% Nebula damage 0% Dust Cloud damage None None Carrier Light Carrier Battlecruiser Shipyard None Carrier

Availability

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
Cost 750

L O A K

E N E R A T O R

Electromagnetic Deflection/Absorption Field Generator Maintenance 50

BAck Build Time Bonuses granted (Carrier-ship) 160

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81.92

Min. Time

Enables carrier-ship's Cloak special ability 2000 m

Effective Radius Bonuses granted (Allied Ships)

When cloak is activated, both the carrier-ship and ships in a small 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. Cloak Time, Cloak Power upgrades None Carrier Light Carrier None Battlecruiser

Research Unlocked Availability

Carrier Battlecruiser Uses advanced technology to hide ships from enemy sensors for a limited time.

D
Cost Build Time Bonuses granted (Carrier-ship) Bonuses granted (Allied ships) Research Unlocked 1400 70

E F E N S E

C
50 35.84

O N T R O L

O W E R
Defense Enhancement

Maintenance Min. Time +19% Health 3900 m

Effective Radius

+10% to health Fighter, Corvette, Frigate, Capital, Platform, Utility, Module, and Subsystem Health Upgrades Mothership Improved Defenses Battlecruiser Shipyard Carrier Flagship Improved Defenses Flagship Battlecruiser Carrier Shipyard

Pride of Hiigara Availability

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
Cost Build Time Bonuses granted (Carrier-ship) Bonuses granted (Allied ships) 1200 50

R I V E
Maintenance Min. Time 50 25.6

Y S T E M
Movement Enhancement

+40% to carrier ship's speed +40% to carrier ships drive 5250 m

Effective Radius

BAck Research Unlocked Availability +10% to drive +10% to speed

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Fighter, Corvette, Frigate, Capital and Utility Speed Upgrades Capital Drive Upgrade Battlecruiser Light Carrier Flagship Battlecruiser Carrier Shipyard Carrier

Pride of Hiigara

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
Cost

I R E
1500 75

O N T R O L
Maintenance Min. Time 50 38.4

O W E R

Offensive Enhancement Build Time Bonuses granted (Carrier-ship) Bonuses granted (Allied ships)

+20% Weapon Damage +20% Weapon Accuracy 4500m

Effective Radius

+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 Destroyer Callisto weapons upgrade Destroyer Torpedo upgrade Cruiser Type- Torpedo upgrade Cruiser Type- Mine upgrade Improved Bomb Weapon/Accuracy Upgrades (3 levels each) Battlecruiser Shipyard Flagship Carrier Carrier Battlecruiser, Cruiser and Battleship enhanced weaponry (Heavy Missile and Heavy Mine Launchers) Infiltrator Perforation Pod Launcher Special Ability

Research Unlocked

Pride of Hiigara Availability

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
Cost Build Time Bonuses granted (Carrier-ship) Penalties applied (Enemy) Research Unlocked Availability 1500 60 None 12000m

R A V I T Y

E L L

G
Maintenance Min. Time

E N E R A T O R
Enemy hyperspace inhibitor 50 30.72

Effective Radius

May not enter or exit hyperspace within field's radius. None Carrier Flagship Carrier

Pride of Hiigara

Battlecruiser Shipyard Shipyard Battlecruiser This module will prevent enemy ships from entering or exiting hyperspace while within its large radius.

H
Cost Build Time 800 35

A R V E S T
Maintenance Min. Time

C
50 17.92

O N T R O L

Harvesting operations enhancement

Bonuses granted (Allied ships)

Effective Radius

3000m

+15% Harvest rate +15% Load Capacity +15% Drop-off rate Utility Harvest, Drop-off, Mining and Load upgrades Carrier Flagship Shipyard Carrier

Research Unlocked Availability

Pride of Hiigara

Scavenger Shipyard Improves the efficiency of resource collectors.

H
Cost Build Time Bonuses granted (Carrier-ship) Bonuses granted (Allied ships) Research 1000 60

Y P E R S P A C E
Hyperspace jump enabler 50 30.72

Maintenance Min. Time Hyperspace jump ability enabled 3500m

Effective Radius

Hyperspace jump (along with carrier-ship) enabled Hyperspace upgrades

BAck Unlocked Pride of Hiigara Availability Battlecruiser Carrier Light Carrier

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Flagship Carrier

Shipyard Battlecruiser Shipyard Allows carrier-ship and any surrounding frigates or capital ships to perform a hyperspace jump.

M
Cost Build Time Bonuses granted (Carrier-ship) Bonuses granted (Allied Ship) Research Unlocked Availability 2000 60

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

O N T R O L L E R
Construction Rate enhancement 50 30.72

Maintenance Min. Time +40% production rate -

Effective Radius None

Capital Build [rate] upgrades None Carrier None Flagship Carrier

Pride of Hiigara

Shipyard Shipyard Uses enhanced production automation systems to reduce time required to construct ships ?and subsystems?.

P
Cost Build Time Bonuses granted (Carrier-ship) 3000 100

O W E R

I S R U P T O R
Enemy ship system interruptor 50 51.2

Maintenance Min. Time None 6750m

Effective Radius Penalties applied (Enemy)

-15% Drive -20% Speed -15% Health -20% Weapon Damage -30% Weapon Accuracy None Scout, Spy, X-Bomber and Tulwar Frigate EMP ability. Carrier None

Research Unlocked Availability

Pride of Hiigara

Shipyard = The Hiigaran Carrier version features enhanced disruption abilities to enemy engines (-25% Drive, -35% Speed)

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Using technologies similar to the sensor distortion probe, the Power Disruptor diminishes the effectiveness of enemy engines, hull integrity fields, targeting computers and weapon's power distribution systems.

R
Cost Build Time Bonuses granted (Carrier-ship) Bonuses granted (Allied ships) 1800 80

E P A I R
Maintenance Min. Time 50 40.96

Y S T E M
Repair system Enhancement

+150% Docked ship repair speed +200-400% hull repair rate 6000m

Effective Radius

+200-400% hull repair rate Frigate, Capital and Platform (self) repair upgrades Resource Collector Repair ability Maintenance Cost upgrades Enables production of Patchers from Carrier, Shipyard and Pride of Hiigara Carrier None Flagship Carrier

Research Unlocked

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.

Availability

Pride of Hiigara

RU
Cost Build Time Bonuses granted (Fleet) Research Unlocked 1500 75 Maintenance Min. Time 50 38.4

FUSION
Resource Generation

Gain 30 R.U.s for every 10 game days at the end of a game year None 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 .
Cost Build Time Bonuses granted (Fleet) Research Unlocked 1500 75 Maintenance Min. Time 40 38.4

U P P L Y
RU Storage Facility

Increase maximum R.U. capacity by 3000. None

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Carrier

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.

Availability

ADVANCED
Cost Build Time Bonuses granted (Carrier Ship) Research Unlocked Availability 250 35

SENSORS
Maintenance Min. Time 5

SENSOR
17.92

ARRAY
Long-range sensor structure

+100% primary sensor range +100% secondary sensor range Sensor Range (3 levels) Carrier Light Carrier Carrier Shipyard Flagship

Pride of Hiigara Shipyard Enhances carrier-ship sensor range and unlocks sensor range upgrades.

HYPERSPACE
Maintenance Min. Time 17.92

SENSOR

Cost Build Time Bonuses granted (Carrier Ship) Availability

250 35

Hyperspace jump signature detector array 5

Detect any hyperspace jumps to area within carrier ship's sensor range Carrier Light Carrier Carrier Flagship

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
Cost Build Time Bonuses granted (Carrier Ship) Research Unlocked Availability 250 35 Maintenance Min. Time +300% Visual Range +300% Cloak detection range Cloak Detection (3 levels) Carrier Light Carrier Carrier 5 17.92

SENSORS
Long-range sensor structure

Flagship

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
Cost Build Time 5000 250

Fortress
DEFENSE
Min. Time 128

FACILITY

Multiple integrated support system superstructure Maintenance 150 +0-19% Health 0% Nebula damage 0% Dust Cloud damage +100-150% Dock repair rate +200-400% [self] repair rate Defense Field ability Enables production of Drones and Patchers and weapon emplacements Varies Enables production of weapon emplacements

UNIQUE MODULES

Bonuses granted (Carrier-ship)

Effective Radius Bonuses granted (Allied Ships)

+0-10% Health (4000m) 0% Nebula damage (3500m) 0% Dust Cloud damage (3500m) +200-400% repair rate (8000m) Varies

Effective Radius Penalties Applied (Enemies)

Hyperspace Inhibitor Field (12000m) -11% Drive (7000m) -18% Speed (7000m) -8% Health (7000m) -8% Weapon Damage (7000m) -18% Weapon Accuracy (7000m) None None None

Research Unlocked

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
Cost Build Time 1500 90 Min. Time 46.08

FACILITY

Advanced Sensor/Hyperspace Generator Structure Maintenance 100

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Bonuses granted (Carrier-ship)

Advanced Sensor array Anti-Cloak sensor array Hyperspace Sensor array Sensor Ping special ability Sensor Distortion Field (carrier-ship centered 5000m) Hyperspace jump enabled Varies

Bonuses granted (Allied Ships) Research Unlocked

Effective Radius None None

Frigates and Capital ships can initiate hyperspace jump (6000m) 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 Build Time Bonuses granted (Carrier-ship) Bonuses granted (Enemy) Research Unlocked Availability 2000 100 None 2500 Maintenance Min. Time 50 51.2

Effective Radius None

Enables Research 2nd Research Tier Research Station All available Research Flagship Carrier

Shipyard This facility houses the laboratories and testing areas for the development or improvement of chassis and technologies.

SCIENCE
Min. Time 102.4

DIVISION

Cost Build Time Bonuses granted (Carrier-ship) Penalties applied (Enemy)

4000 200 None -

Maintenance

Advanced Technology development facility 100

Effective Radius 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
Cost Build Time Bonuses granted (Carrier-ship) Bonuses granted (Enemy) Research Unlocked 8000 400 None Maintenance Min. Time 204.8

DIVISION

Next-Generation technology development facility 150

Effective Radius None None

4th Research Tier

Availability Research Station Contains next-generation laboratories for the development and improvement of Hiigara's most powerful chassis and technologies.

Crew
Cost Build Time 2000 100

Station
CREW
Maintenance Min. Time 75 51.2

BARRACK
Pilot barracks

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
Cost Build Time 3000 150 Maintenance Min. Time 75 76.8

BARRACK
Officer barracks

BAck Bonuses granted Max Officers +10 (Fleet)

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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

DEFENSE
Maintenance Min. Time 180 61.44

HIIGARA

FIELD

Cost Build Time Bonuses granted (Carrier-Ship) Research Unlocked Requirements

4000 120

Enables Defense Field ability (T) (effective radius: 2400 m) Mothership Defense Field Power (3 levels) Mothership Defense Field Duration (3 levels) Mothership Defense Field Regen[eration Rate] (3 levels)

Mothership (With Defense Control Tower) Research Station (Science Division) Upgrades the mothership with a defensive field generator, which can protect it from several forms of attack. It is most effective against

HEAVY
Cost Build Time 7000 300 Maintenance Min. Time

ION
50 153.6

CANNON

Bonuses granted Mothership gains Heavy Ion Cannon special ability (Z). (Carrier-Ship) Range: 9500 m Damage: 64000 Rate of Fire: 50 s Research Unlocked Heavy Ion Cannon Power (3 levels) [Also requires a Fire Control Tower] Research Station (Engineering Division)

Availability The Mark I Heavy Ion Cannon turret

HEAVY
Cost Build Time 7000 300

ION

CANNON
50 153.6

Maintenance Min. Time

Bonuses granted Mothership gains Heavy Ion Cannon special ability (Z). (Carrier-Ship) Research Unlocked Availability Heavy Ion Cannon Power (3 levels) [Also requires a Fire Control Tower] Research Station (Engineering Division)

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The Mark II heavy ion cannon possesses better damage and range the the Mark I.

HEAVY
Cost Build Time 7000 300

ION

CANNON
50 153.6

Maintenance Min. Time

Bonuses granted Mothership gains Heavy Ion Cannon special ability (Z). (Carrier-Ship) Research Unlocked Heavy Ion Cannon Power (3 levels) [Also requires a Fire Control Tower]

Availability Research Station (Engineering Division) Version 3 possesses better damage and range than the the previous versions.

HEAVY

ION

CANNON

Cost Build Time

7000 300

Maintenance Min. Time

50 153.6

Bonuses granted Mothership gains Heavy Ion Cannon special ability (Z). (Carrier-Ship) Research Unlocked Heavy Ion Cannon Power (3 levels) [Also requires a Fire Control Tower]

Availability Research Station (Engineering Division) The most powerful Heavy Ion Cannon version.

SHIPYARD
MOTHERSHIP
Cost Build Time Bonuses granted (Mothership) 10000 500

BATTLE
300 256

ASSET

Maintenance Min. Time

Pride of Hiigara becomes Adv. Pride of Hiigara 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) Captain Rank Research Station (Engineering Division) Upgrades the mothership with a wide assortment of additional weaponry and enhancements. Requirements

BALKAAN

CANNON

BAck Cost Build Time 10000 500

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300 256

Maintenance Min. Time

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

HEAVY

MASS
256

SHIELD

Cost Build Time

10000 500

Maintenance Min. Time

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