Games PC HOMEWORLD User Manual

  historical + technical briefing
part i:
homeworld
page
The debate over our past on this world reaches back through the entire documented history of civilization, a period covering over 1300 years. The harsh conditions across this world, Kharak,
[A1]
fueled the myths of other places and times where we did not have to spend so much of our strength on simple survival. While the issue of our distant past was primarily a religious matter
[A2], it wasn’t
until the dawning of the Time of Reason
[A3] that
advances in the biological and chemical sciences revealed a disturbing lack of commonality between our biochemical makeup and that of most Kharakid life. Ironically, it was the birth of the Daiamid Movement, with its many scientific breakthroughs, that created a philosophical environment where the oldest myths and the newest theories could be wedded into what we now have accepted as the XenoGenesis Theory. Except for a small variety of bacteria and a single species of small forager, our helix proteins are completely different from all other forms of life on Kharak. We are left with no other choice but to seriously consider the theory that we are aliens to this world. Of course, this answer only led to more questions.
Fig 1.1:
The desert planet Kharak as seen from space.
Early history on Kharak is
marked by conflicts between
various clans based on
territorial considerations and
religious dogma. This came to
a head in 520 when the two
largest clans in the north,
the Siiddim and Gaalsien went
to war over the issue of what
had caused the Gods to place
us on such a world. The
Siiddim believed that we had
once been a great race living
in paradise but had been
punished by the Gods for our
hubris and cast down to this
world. The Gaalsien believed
this idea to be heretical
arrogance in the light of their
belief that we had been
created to suffer from the
beginning and Kharak was all
we could hope for. The
conflict eventually spread to
the southern zone as well.
Even more obscure points of
theology provided the
rationalization for a series of
wars, large and small, that
lasted almost 300 years and
created clan feuds that would
not be put to rest until the
discovery of the Guidestone.
a
Kharak is an old planet (6.7
billion years) that is nearing
the end of it geological
activity. Most major terrain
features have been weathered
down and vast deserts cover
most of the world except for
the polar regions. These are
shielded from the encroaching
sands by the three northern
seas and the great Majiirian
Ocean in the south.
Temperatures along the
equator can approach the
boiling point of water and the
only life forms larger
than microbes survive by
burrowing deep under the
sands and along sub-surface
water channels or by
hibernating during the
hottest months. The polar
regions are almost optimal
for our people but the limited
arable land and scarce
resources has prevented our
population from growing
beyond 300 million people.
heresy wars
CIRCA 520
kharakid
environment
A1
A2
1
question of
origins
page
technical + historical brief
The Heresy Wars left our
people on the brink of
extinction, with precious
resources and infrastructure
destroyed during 3 centuries
of religious conflict. In 810,
with all factions exhausted
and falling from internal
anarchy, a small clan emerged
from hiding from the
settlement at Tiir. This
obscure northern clan was
the first to develop chemical
explosives and were thus
unmatched in clan warfare.
They also preached a
worldview based on science
and logic and offered
protection to anyone who
wished to live in such a world.
A few decisive battles showed
that none of the theological
clans could hope to defeat the
Naabel and within 20 years Tiir
was the new capital and the
Age of Reason had begun.
It was becoming more obvious that we, as a species, were relatively new to Kharak. However this theory, by itself, did not bring peace to our world. The mechanism and reason for arrival was still being hotly debated and was even cause for a theological revival on the eve of our first orbital flights.
[a4]
The age of orbital exploration revealed the first clues that we were not indigious to our planet. Once we had progressed to piloted flights, reports of unusual pieces of metallic debris in high orbit soon led to dedicated retrieval missions, with surprising results. While nothing larger than a handspan could be found, samples were brought down from orbit and soft landed in the High Desert. Initial analysis made it obvious these were pieces of advanced manufactured and machined structures. Detailed atomic analysis revealed trace elements and isotope combinations unknown on Kharak or, as it was eventually discovered, anywhere else in the stellar system.
This was yet another piece to the puzzle of our origins, but it did not truly confirm anything except that some kind of alien device or ship had once orbited our world. Though not decisive, the discovery of this tiny debris belt spurred great leaps in metallurgy and manufacturing, simply by
Fig 1.2:
Peering towards the heart of our own spiral galaxy. The dark horizontal band is a vast bank of interstellar dust that obscures the more distant bright core region approximately 35,000 light years away.
Space exploration was not
greeted favorably by the
entire population. Large
factions from some of the
poorer clans felt that
technology and industrial
output was being wasted on
this effort. They felt that it
would be put to better use
trying to alter Kharak or at
least discover ways to
support more population and
hold back the encroaching
deserts. As final preparation
for the first orbital flight
were being made, an obscure
theologian named Per Doine
provided the unifying force to
these factions by resurrecting
the old myth that tragedy
would befall our people
should we offend the gods
with another act of
arrogance. This religious
revival spread throughout
both polar territories and it
culminated with an attempt by
a frenzied mob to tear down
the Silumiin launch vehicle on
the eve of it’s liftoff. This
disaster was only averted by
the wisdom of the High
Technocrats who stood on the
launch base’s defense turrets,
preventing them from firing
on the crowd, while they
preached reason to the crowd
for the entire 14 hours
required for launch. Per Doine
died a martyr for the cause as
he slipped through the cordon
and prayed for salvation
beneath the rocket’s main
engines until they ignited,
vaporizing him.
tor
CIRCA 810
A3
mission silumiin riots
CIRCA 1024
A4
2
the
xenogenesis question
and early spaceflight missions
homeworld
page
khar-toba appears to be the
first city built by our
ancestors after surviving
planetfall on Kharak. Analysis
of the ancient infrastructure
seems to indicate this ancient
vessel suffered irreparable
damage and was unable to
move it’s crew to a more
temperate polar climate. Thus
the city spreads radially
around the wreck and much of
it is underground where it
is logical to believe our
ancestors went seeking relief
from the high desert
temperatures and regular
sandstorms. Many of the
structures closest to the hull
are made up of patched
together sections of hull
plate. As the city grew
outward, more rudimentary
structures were carved from
the local sandstone by hand.
The massive fusion core had
obviously been moved from the
ship to the underground
chamber where it was found in
order to feed power to the
original city, which probably
fell soon after the ship’s
plant failed for the last time.
khar-toba analysis
A5
3
the
discovery of khar-toba
showing that exotic, high tensile composite materials could exist. This in turn led to advances in propulsion, first with limited fissioning of unstable heavy elements and then with more viable hydrogen fusion powerplants, as effective shielding systems became lighter and smaller. The combination of these technologies spurred our fledgling space program even further and our first steps became leaps. We were poised on the threshold of space, looking outwards for answers, when a twist of fate turned our eyes back to the surface of our adopted world.
In 1106 a powerful radar satellite was launched in the hopes of detecting larger debris belts elsewhere in our star-system. A malfunction in its maneuvering jets caused the satellite to turn towards Kharak and scan the surface. Leykab Jaraci, a technician on the project, noticed a strong return where there should be none. A quick analysis showed the powerful radar had penetrated the equatorial desert sand to a depth of 75 meters and there was strong evidence of an ancient city centered around a large metallic structure.
By 1110 enough science Ministers had been convinced, by repeated radar scans, to allocate resources to an expedition into the Great Desert. Despite conditions that would daunt personnel in modern enviro suits, these first brave excavators managed to uncover what has come to be known as the First City, Khar-Toba. While this discovery was the stuff that Archaeologists dream of, even greater secrets revealed themselves when the central metallic structure was revealed to be the skeletal chassis of an advanced vessel.
[a5] Though virtually
nothing of relevant substance remained except a vast array of structural beams, the real treasure lay in a shielded chamber deep below the surface. While tracing the ancient maze of power cables
page
technical + historical brief
4
during the first triad of 1112, engineers opened a shielded chamber containing the remains of the ancient ship’s powerplant. Painstakingly transported to the modern polar capital of Tiir, this ancient device was back­engineered to provide another generation of breakthroughs in power and material sciences. But what catapulted our technology 500 years forward was the analysis of a module attached to the powerplant. This device was nothing less than a solid state hyperspace induction module. In a decade of analysis, we were ready to take our first steps back out into the galaxy, but it was not until 1135 that it was revealed just how far we had to go.
The discovery of the powerplant and hyperspace module was considered the gem of ancient Khar-Toba, and with them safely in research labs in the temperate poles, the old city was left in the hands of a few dedicated Archaeologists. They struggled to do their work under some of the harshest conditions on Kharak. Led by a young woman named Mevath Sagald, they gave our entire civilization an answer and a goal as she pieced together the location of the mythical Observatory Temple of Khar-Toba. Accidents left her to excavate the site nearly single-handedly, but when she opened the inner chamber she recognized immediately the full import of what she found, etched on a single piece of black stone.
Archaeologist Sagald had found something that was as unremarkable to the casual eye as it was monumental to the future of our people. When she studied this stone further, she discovered it had once been an ornately carved artifact that had been nearly destroyed by intense heat. Whatever message it had been originally intended to convey had long since been erased. Some distant ancestor had cast it through time as a message for generations to come. Etched into the upper surface is a simple diagram of our galaxy, and a single gouged line leading from a point on the rim to one deep in the galactic center. Adjacent to a spot easily identifiable with Kharak’s actual position is a single string of numbers that give a three dimensional vector. And at the other end of the line is a single word, ancient but common to all clan dialects:
Hiigara . . . Home.
the
guidestone
FIG 1.3:
The Guidestone.
Found in the ruins of Khar­Toba, it has been dated at over 3000 years old. Precise galactic features and the indisputable coordinates of Kharak were etched into its dark surface. In a small area near the region representing the galactic core, a single ancient word is clearly visible: “Home”.
homeworld
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The effect on our culture of this simple artifact, now known as the Guidestone, has been unprecedented. Our materials scientists confirmed the age of the artifact at approximately 3000 years, and are assured that they can match the Guidestone to its system of origin should we come across it. After a long history of struggle, strife and inter-clan warfare, the confirmation that Kharak was never our true home inspired an era of co-operation like none ever known.
[a6]
For the past two hundred and fifty years there have been no significant conflicts or bloodshed. We have dedicated our entire industrial and scientific resources towards a single, common goal:
Returning to Hiigara, our Homeworld.
In the first triad of 1159, a final plan was accepted for the vessel that would follow the path indicated by the Guidestone. What had delayed the project for so long was simply that no one, neither astronomers nor religious leaders, could say for certain what had brought us to Kharak, and so none could say what an expedition would encounter. It was finally decided to build a vessel that was capable of doing everything, including establishing a new colony deep coreward. Known simply as the Mothership, this vessel would be part carrier, part survey ship, part factory complex and, most importantly of all, the temporary home for millions of our people frozen in cryogenic sleep. It would have to be able to deal with the great unknown reaches of the galaxy, and whatever discoveries or threats they might contain. It would be the greatest construction project in our history. Ministers from every clan abandoned their cloistered, competitive policies and pooled every resource to develop strategems and designs, and
Had Archaeologist Sagald
brought the Guidestone back
to her own clan stronghold,
Kharak might have found itself
once again descending into
partisan struggles over
possession of the artifact and
who would be first to exploit
its secrets. Instead she
realized what she had found
was far more important than
loyalties to family or clan. It
was a startled gathering of
High Ministers that found
their debate disrupted by a
sand-covered young woman
carrying an ancient stone. By
nightfall of the following day
some of the greatest minds in
the Daiamid had examined the
Guidestone and confirmed not
only its validity but also
its implications. With this
knowledge in hand the High
Ministers returned to their
home clans to bring the word
that we were not indigenous
to this planet. From the
most powerful cross-territory
industrial Clans to the
smallest agricultural villages,
the word was unanimous:
The entire industrial and
scientific might of all Kharak
would be put to the task of
following the path laid by the
Guidestone. For the first time
since we came to this world,
we were one Clan.
5
the
mothership
global plebiscite
of 1155
A6
page
technical + historical brief
then allocated them to the various industrial hubs throughout the polar zones. In the meantime, clans that had been trailing the cutting edge in technology and production turned their efforts completely over to agricultural work, feeding those who were occupied by the construction effort.
The planned Mothership was so massive that it took twenty years simply to build up the infrastructure required for the construction project. Asteroids from the debris belt were pulled into a parking orbit around Kharak. Here, manned cutter ships used high-energy lasers to break these planetoids into manageable sections that could be towed into the great maw of the Phased Disassembler Array. The PDA used a series of fusion torches to reduce the planetoid chunks into their component elements. Robotic Materials plants then combined these elements into whatever alloys and composites were required for the grand task at hand. Many of the lessons learned here were refined and implemented into the next generation of resource­gathering ships that would serve the Mothership herself.
The next step was to construct the orbiting Scaffold where the Mothership would be built. This framework took 10 years to complete, and is the single largest structure ever built. New disciplines in macro-engineering had to be created and put into practice just to complete this construction yard. The Scaffold runs 25.6 kilometers long, and is stationed in middle orbit around our world. Easily visible from the planet’s surface, it is the only moon that Kharak has ever known, and has been a natural fixture in the night sky for almost four generations now. Only the eldest of our people can remember a time when the skies were dark and there was no glittering lattice work to remind our people of their destiny.
Fig. 1.4:
An early Mothership design. The Mothership will serve as the base of all operations for the trans-galactic voyage.
6
construction challenges
homeworld
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Over the next 25 years, the Mothership slowly took form inside the Scaffold, building up in layers from the center sections outward, until the final layer of ceramic armor was laid down just last year. For the last eight decades, there have been over 10,000 technicians along with another 25,000 robots working on this ship continuously. Many of the fusion torches and materials plants
that broke down and processed the planetoids early in the construction program were cannibalized and incorporated into the Mothership itself. During the course of this massive project, 2,357 personnel have given their lives for the future of our people, and their names have been engraved on the central hyperdrive core aboard the Mothership. They will never be forgotten, and their brave spirits will precede this vessel into the gulf of hyperspace.
In such a huge vessel dedicated to so many tasks, it is necessary to devote entire areas towards fulfilling each part of the ship’s mandate.
Fleet Foundry:
The Mothership is designed to be a mobile construction yard on par with the original orbital facilities which created the mega-vessel in the first place. The automated manufacturing bay is capable of high-speed production of vessels from tiny Scouts to larger ships that are yet to be designed. Various parallel production bays allow for dozens of larger components to be cast and assembled at the same time, thus radically reducing the time needed to build larger vessels. Ships components are based on modular technologies, many of
Fig. 1.5:
Four generations witnessed the Scaffold silently orbit the moonless Kharak. In this view, supply and service vehicles can be seen adjacent to the main assembly.
7
mothership 
sections and systems
page
technical + historical brief
the same ones being used across various hull designs, thus saving time and allowing for faster simultaneous construction. The foundry floor is capable of using multiple construction tracks to simultaneously build a fleet of scouts, assemble a squadron of corvettes, and create enough ordinance for both sets of new ships. A large hanger provides docking sleeves for a huge array of vessels to be serviced - or the same sleeves can simply be used as berths should the Mothership need to enter hyperspace with a large fleet of auxiliary ships.
None of this would be possible without the immense quantity of raw materials brought in by the Resource Collector vessels. Built around the model of the original cutting ships, which were used to break down raw materials for the initial construction of the Scaffold and the Mothership, the Resource Collectors are designed to reduce and acquire a variety of space material, ranging from solid planetoids to gas nebulae. The Collectors then return to the Mothership and transfer the contents of their holds for processing through a Phased Disassembler Array. While this PDA is smaller and quite a bit more efficient than the orbital array used to supply the Scaffold, it works on the identical principal of arrayed fusion torches. It will reduce any material to its component elements, while a Magneto-Hydrodynamic Shunt Field sorts the vaporized elements according to atomic weight and carries them to the storage shells. The massive honeycomb of storage shells, (almost 3 cubic kilometers of storage space) lies just under the surface of 65% of the Mothership’s hull. This allows for quick access and venting, in the event of a jam or storage cell rupture, as well as providing a final layer of armor.
Navigation:
The Mothership has two modes of travel. The first is based on conventional fusion drive technology, and is basically a series of large fusion reactors
Fig. 1.6:
Inside the Mothership’s main Construction Hangar. It is the single largest enclosed volume ever built and will be capable of shipbuilding on every scale possible. In this view, the vast Main Hangar is visible looming beneath a factory slab in the assembly area. Strike Craft docking sleeves are housed within these huge sub-decks. Service vehicles populate all sections of the Hangar in great numbers. Highly versatile, they provide countless vital operations from simple maintenance tasks to complex assembly.
8
homeworld
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designed to vent high-energy plasma through an opening in a shaped magnetic bottle. Maneuvering jets are fed plasma from the main exhaust through a series of conduits, and this allows a portion of the main thrust to be diverted to maneuvering.
The Mothership’s secondary drive is less well understood, but it is the system that makes this voyage possible. Toward the lower aft portion of the ship lies the large shielded area containing the Hyperspace Module. This is a direct copy of the one found under the sands of Khar-Toba, but expanded twelve-fold to accommodate a vessel of the Mothership’s mass.
[a7] Even though the
effect has been tested extensively through ships fitted with test modules of various sizes, our control and understanding of the effect is somewhat limited. This has resulted in a need for massive energy to induce the wavefront, prohibiting its use on any vessel too small to carry at least three industrial fusion plants.
There is another drawback to our limited understanding of hyperspace. We can only induce a linear tunnel effect of massive proportions, with relatively crude control of distance. The module is projected to have a range of 2500 light years for a single waveform event, and in order to trigger the drive we must charge the module with all the
The solid-state Hyperspace
Module is a quantum
oscillation device capable of
generating a waveform
throughout any surrounding
structure. It does this in
order to induce an effect
known as quantum tunneling.
Because the device was
reverse engineered, the exact
workings of the module are
still very uncertain. All that
our scientists know about
the effects of hyperspace
transport has been derived
from limited empirical data -
theoretical data is almost
totally nonexistent.
The risk involved in employing
a technology that we know
so little about, on such a
vital mission, could not be
avoided. The raw materials
needed to build the Hyperspace
Modules are extremely rare
on Kharak; only a few
prototype drives were built
prior to the Mothership
module due to this material
shortage.
Fig. 1.8:
The enormous Hyperspace Module under construction in orbit. Although the core of the device is entirely solid state, the power and control systems that embed it are the most complex devices ever built. Only the upper part of a hemisphere can still be seen bulging above the surrounding construction.
hyperspace physics
A7
9
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technical + historical brief
energy required for such a stunning distance. Should we wish to travel a more appropriate and cautious distance, we must crudely halt the wave effect by discharging the module’s energy, and dropping back into normal space-time.
[a8]
Currently the Hyperdrive Module is programmed for three priority interrupts. The Achieved Target interrupt is based on our own astronavigation technology, which takes a ‘sighting’ in normal space and will discharge the module once the time vs. distance hyperspace algorithms state that we are roughly near our programmed coordinates. The Anomaly Interrupt occurs when a gravimetric anomaly is detected by ship’s sensors, and the vessel is automatically returned to normal space to either gather resources or, in the case that the disturbance is actually another vessel, investigate further. Finally, the Safety Interrupt occurs when ship’s control computers sense any irregularities in either the waveform effect or the Mothership’s hull integrity. All three of these interrupts empower the navigation computer to automatically drop the ship into normal space.
Fleet Command:
As the project neared completion and the full size and complexity of the Mothership became clear, System Coherency specialists encountered a problem that seemed to defy solution. In even the most basic function simulations, there was so much data to be analyzed, so many responses per second required, that the projected bridge crew grew into the hundreds. As new command staff were added to the simulation, the hierarchy became completely unmanageable. It became apparent that in any sort of crisis, the Mothership would quickly suffer from communications paralysis.
Computational experts tried, but no simulated intellect system they could devise could be trusted 100%, and the whole project was at the verge of collapse when a young neuronics expert stepped forward with a desperate plan. Karan Sjet was
Another problem with our
current understanding of
hyperspace is that we can
only take limited gravimetric
readings of the normal space
we are tunneling through.
This means we can detect a
mass that disagrees with our
navigational data, but should
we wish to know anything
about the anomaly we must
interrupt the Hyperspace
Module. Gravity wells also
have a destabilizing effect on
hyperspace travel. Test ship
losses have taught us that a
hyperdrive must be shut down
well outside any star system’ s
gravitational curve.
A8
further hyperdrive
limitations 
10
homeworld
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working on experimental biological circuits that would mimic brain functions. When she heard that an information bottleneck was facing the systems of the Mothership, she realized her research could be put to another purpose.
Neuronisist Sjet suggested using an existing brain
- her own - to bridge the gap between living nerve branches and the Mothership’s data shunts.
[a9]
As Fleet Command, she is capable of handling hundreds of alerts and updates per second, while analyzing what tasks can be handled automatically and which situations need to be brought to the attention of the crew. Should the ship come under fire, she will instantly analyze systems across the entire length of the ship and monitor all response activities. Fleet Command observes the status of all vessels and updates their positions. Research reports are also processed through her central core, along with information on construction projects.
Fleet Intelligence:
It is the job of Fleet Intelligence to analyze incoming data from probes, observation equipment and sensors. Centered just below the main bridge is a large spherical chamber containing work/com stations, with data shunts centered around a full holographic projection pit. When the Mothership is under way, this pit will be manned permanently by shift teams composed of the best scientists, diplomats, linguists and tactical officers, all specially selected not only for their knowledge, but their adaptability. Fleet Intelligence has access to not only the Mothership’s sensor arrays, but to the Fleet Archives as well. Whatever the Mothership should encounter in deep space, Fleet Intelligence will interpret the data and give as accurate an analysis as the situation permits, offering tentative conclusions and tactical recommendations.
Cryogenics:
The major stumbling block for the plans to start a
The drawback was that her
research was still decades
away from even a basic
neuronic interface, and the
only way to patch someone
into the data system of the
Mothership was to lay a nerve
trunk open and attach the
shunt directly with a bio-
circuit interface. In order to
serve as a living command core
to the Mothership, one of
our people would have to
volunteer to be surgically
altered so that most of the
nerve trunks serving limbs
and senses would be patched
into ship systems instead. The
subject would then have to
be embedded permanently in
the bridge of the ship. Karan
Sjet refused to allow her
technology to be used on
anyone else. She is now the
mind of the Mothership, and
the voice of Fleet Command.
karan sjet solution
A9
11
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technical + historical brief
new colony was life support. The resources needed to keep 600,000 people alive for years in deep space are simply impossible to store and transport; the Mothership would have to be so huge that no number of fusion plants could move it. To solve the problems of a long spaceflight, our life-scientists turned to cryogenic suspension.
[a10] With the
technology tested and perfected, engineers began filling the cryonic hold with the 600,000 pods that would be required for the voyage.
Volunteers have chosen to surrender as much as 12 years of their lives before the voyage even starts in order to be processed for cold sleep. First, they are prepared and placed in their Cryonic Pods, where they are slow frozen over a period of two weeks. The Pods are then stored in holding areas deep under the surface of Kharak until 100 of them are ready to be placed on a Rack Module and boosted into space together aboard the Heavy Lifter Units. These Rack Modules are then loaded into large Cryo-Trays. A single Tray provides power and stable containment for a thousand Rack Modules, 100,000 individuals in all.
The six cargo trays will be loaded in to the Mothership once the Hyperspace drives have been successfully tested. Until then, they will wait in a stable orbit near the Scaffold.
Biotechs studied numerous
desert-dwelling animals that
go into a form of suspended
animation, deep under the
sands, during the hottest
times of high summer. The
biological mechanism that
Kharakid lifeforms use to
deplete their cells of water,
to avoid vaporization expansion
during the high temperature
exposure, was recreated
artificially in order to solve a
similar but opposite problem;
the destruction of cells due
to ice expansion during a
cryogenic freeze. Early
experiments with adaptive
cryogenic technology were
successful, and in 1185, Rei
Magann was placed into a
cryogenic pod and placed
aboard a small probe vessel
set to circumnavigate the
Kharak system in a cross
elliptic path. This journey
took 6 months to complete,
and it was planned that pilot
Magann would not awaken nor
consume life-support elements
during the entire voyage. The
test was successful, and the
only side effect was a book of
poetry Pilot Magann wrote
afterwards to describe the
long vivid dream that he
experienced while in cryogenic
fugue.
cryonic studies
A10
12
Fig. 1.7:
Inside the cryogenics hold. The pods are widely spaced apart in the buffer solution. Due to the narrow temperature tolerances of the cryo-pod systems, a large bath of buffer fluid is necessary to maintain even temperature in the hold. In the event of a total power failure in the hold, and spontaneous malfunction of all auxiliary fusion pylons, this system will still support its frozen occupants for six months if the insulated walls of the hold are not breached.
homeworld
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The vast hall aboard the Mothership containing our people is in the most protected and armored area of the vessel. The cryonic vault stretches for three kilometers and is almost a kilometer across. All that is required for life support is a constant supply of power to the freezing units. A deviation of even a single degree can be fatal to the occupants if it occurs outside the intricate revivification procedure. In light of this, even though the 600,000 pods draw their power from the main reactor core, some auxiliary fusion pylons are set into the vault walls, each one capable of handling the power demands of the vault by itself. Boarding and cryogenic placement has been occurring on schedule for the past decade.
Due to the unprecedented concentration of research and development required for the construction of the Mothership, our strike craft technologies and capabilities are in relative infancy. Compensation for this shortcoming will continue at every opportunity, with more volatile experiments taking place aboard auxiliary Research Ships to be constructed during the course of the voyage. Our present capabilities in auxiliary ship systems are detailed here, as well as some projected systems on which our scientists are nearing breakthrough as the Mothership prepares for launch. Presently the largest auxiliary vessel we are capable of constructing is the Resource Collector, with combat vessels restricted to the single seat Scout.
Maneuvering:
All small vessels are based on the same ducted fusion torch drive which moves the Mothership through normal space, but on a much smaller scale. Fighter and Corvette drives are so small that they must carry onboard reactive mass to be passed through the fusion torch and ejected as relativistic plasma. This limits their range greatly. Larger, self-sustaining power plants will enable the
Fig. 1.9:
An early scout prototype during trials over the desert proving grounds.
13
auxiliary vessel 
technologies
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technical + historical brief
construction of a new Capital Ship class, provided the necessary chassis and drive research is successfully completed.
Vector-altering maneuvers are achieved by ducting small amounts of the main drive plasma through various ports scattered across the hull of smaller ships. Since the mass directly affects the inertia of ships in space, small fighters are capable of extreme maneuvers from the ducting of small amounts of plasma. These craft are capable of intricate attack and defense maneuvers. It is likely that with increases in ship size agility will drop considerably and the proposed Capital Ship class will probably be restricted to slower movement.
Weaponry:
We have no idea if there are any military dangers lurking between us and the Galactic Core, but the Mothership is carrying our most advanced weapons technology to cope with any possible threats. Our current space weapons technology is based on two principles of directing catastrophic levels of energy at a target. The first and best-known is the kinetic weapon. Projectile guns have been an art unto themselves for nearly a thousand years now.
In space, the principles remain the same but the implications are far deadlier. The lack of atmospheric friction allows for high speed projectiles to be fired by magnetic acceleration. Currently, space-based cannons use cylinders of heavy elements, covered in a superconductive shell and fired from a fairly simple magnetic accelerator known as a mass driver. Speeds of almost 10,000 meters per second are possible, and there are plans for larger ship’s guns that could fire much larger projectiles. Currently, fighters carry small rapid-fire mass drivers in a multiple rotating barrel configuration.
Another weapon discipline was born in our exploration of space, and is based on the focused direction of high-energy particles. These Ion Beam weapons, as they have come to be known, are currently based on the principle of firing streams of positive ions from a particle accelerator. These weapons are capable of delivering incredible levels of energy to a small area. Unfortunately, the prohibitive energy cost of creating large beams at long range means that our current powerplant technologies are inadequate for fielding these systems. In fact, beam weapons may be so massive that entire ships may have to be built around the weapon itself.
Currently, the ranges and velocities of space combat have made missile technology completely inadequate to the task of delivering explosive payloads. While there are no foreseeable plans for missile-based weaponry, a recent projection analysis has revealed the possibility of a quantum leap in missile speed and intelligence, which would make them viable weapons again.
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Armor and Defensive systems:
Survival in space through the preservation of pressurized crew areas, is the highest priority of ship designers. Whether considering theoretical enemy action or disastrous encounters with natural phenomena, ship hulls are designed to survive, with multiple layers of redundancy to compensate for a variety of effects. Presently, combat vessels are equipped with an initial ablative layer designed to vaporize instantly at the point of contact with either kinetic or beam weapons. The high-speed cloud of vapor serves to either deflect the rest of an armor piercing round, or cause interference with a particle beam and dissipate its power. Beneath this ablative layer is a thin, power absorbing layer. And finally, the last layer protecting a ship is a thick Crystal polymer composite, interwoven with advanced ceramics. This armor is the strongest material we have yet developed, but it is capable of flexing under extreme impacts. Cockpits are double layered with this kinetic armor.
Short of the fantasy of an all­powerful energy shield, this combined kinetic/beam defense gives our ships the greatest chance of surviving damage, while maintaining a manageable mass­to-thrust ratio.
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Early mass-drives were cumbersome, inefficient and unreliable. Designers continued to refine super-ballistics until compact and powerful weapons were available for the Mothership and it’s accompanying vessels.
Fig. 1.10:
Frigate Class ships will be heavily armored. The darker composite sub-skin can be seen beneath the ceramic surface armor.
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The mission facing the crew of the Mothership is profound. It is nothing less than the quest for the origins of an entire people. Our mission is now irrevocable. It has become clear through the past 120 years of driven industrial and technological expansion that Kharak can no longer sustain us. While always harsh and unforgiving, our technological development has stripped the planet of what few vital resources it contained, and the narrow bands of temperate climate at the poles have been slowly shrinking. In order to survive as a people we must leave Kharak.
While the Guidestone map is crude, it does allow us to make certain assumptions and correlate them with our knowledge of galactic cartography.
Galactic Co-ordinates:
Kharak is situated on the outer edge of our Spiral galaxy, along a secondary arm populated mainly by stars in the early to mid stages of the main sequence. While our galaxy’s core is obscured by dark interstellar dust clouds, our position allows for clear study of neighboring galaxies. From these studies we can infer the structure of our own. From what we can observe, our galaxy is a standard spiral type A, with a pair of stellar arms radiating out in a curved fashion from a central hub. This galactic core is the home to an ultra­massive black hole.
The Guidestone map seems to indicate that the Homeworld lies in the resource-rich inner galactic sphere, where the star systems are older and closer together. If there are other species of sentient star-faring life out in the greater galactic neighborhood, then it follows that our odds of encountering them will climb as we approach the central hub. This should be taken into strategic account.
Guidestone Origins:
While the map gives a crude indication that we seek a star system on the edge of the galactic hub, the inner sphere is so massive and dense that we must look to the makeup of the stone itself for clues to narrow down our search to realistic proportions.
The black stone seems bear the unmistakable characteristics of being formed in a vacuum. Most theorists think this indicates that it may be an artifact of a moon, instead of a planet. Analysis of its atomic structure indicates a rock
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formed by slow accumulation of layers; some of these layers are composed of high-energy isotopes, which could only have been created with bombardment by extremely high-energy photons. These are produced only in the most violent of galactic phenomena. In observing other galaxies, we have noted periodic flarings of high-energy particles generated when the central galactic black hole swallows a particularly massive star. If we apply this knowledge to our own galaxy, we can roughly calculate the distance of the Homeworld system from the galactic core based on isotope density per layer in the Guidestone. This calculation, combined with the map itself and the vector provided, should narrow the search to less than 350 star systems once we arrive in the general area indicated.
The Command staff will be responsible for the priority functions of the Mothership and her auxiliaries. Local commanders will handle the execution of said orders. Command will assign formation, destination and even targeting priority to a squadron. Individual pilots will determine attack and evasion maneuvers independently. Strike Craft will notify Command of fuel-critical situations but will not refuel on their own discretion unless ordered.
Given the possibility of encountering space-faring races, the Mothership will carry a diplomatic cadre prepared to deploy automatically in any peaceful first­contact situation. They will report back their findings and opinions to Fleet Intelligence, who will in turn make their recommendation. Command staff may have to make the choice between war and peace.
Fig. 1.12:
Kharak’s position in the outer spiral arm of the galaxy can be seen encircled at left in this celestial navigation chart.
The horizontal line indicates the projected heading of the Mothership as it moves towards the galactic core.
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Command also will be required to order new auxiliary vessels to be constructed and will be expected to monitor resource levels aboard the Mothership, assigning resource collectors to priority targets if necessary. The Automated systems in the Fleet Foundry will attempt to devote equal amounts of resources to whatever production assignments are queued up but will halt all construction across the board should resources be depleted. Command may cancel projects in order to concentrate resources or simply wait for re-supply as the Foundry will automatically restart when raw materials are made available.
And finally, while scientists will be in control of their own departments and research vessels, it is Command that will designate overall research goals for each team as well as an overall research strategy. Command will also be able to link multiple research teams together in order to concentrate resources on a single goal, theoretically reducing the time required to make a breakthrough and integrate the technology into our infrastructure.
Decades of effort and the entire economic and industrial output of our planet have been dedicated to this mission. Mounting this fleet has stripped our planet of essential materials and drained our energy reserves. Those of us who will remain behind will suffer many hardships, but so long as our people have a fighting chance of returning home, our sacrifices will not have been in vain.
Good luck.
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Society on Kharak is organized along loose family associations, many of which now include hundreds of thousands of members. An extended family grouping is called a kiith (plural: kiithid), and most archaeologists agree it is a social artifact that dates back before our arrival on Kharak itself. Interpretation of ancient legends and translations of texts found in the ruins of Khar-Toba suggest that our ancestors’ journey to this world was arduous enough to break down all social structures except the most basic family bonds. When the power plant at Khar-Toba failed, refugees in all probability fled in small groups of friends and relatives. Harsh conditions and the passage of hundreds of years hardened what was originally a practical system, taking care of your own loved ones first, into a ritualized system of alliances and loyalties we have come to know as the kiith system.
A kiith has a loose hierarchy based on one’s social position within the family. Originally this was based primarily on seniority, but as technology has changed the face of life on Kharak, the kiithid too have changed, and now family ranking is based more on wealth or personal influence than age. Organization within the kiith is recursive in nature and models that of a core family unit. Where a single family has a primary leader, a secondary and then a group of dependents, the next level of kiith organization is based on the same system -- there is a primary family who makes policy decisions, a secondary family which hears disputes and makes recommendations, and a number of families of lesser power that have sworn allegiance to the primary. The primary family within a kiith is called the kiith-sa.
This structure is not static by any means and, while it is not a trivial matter, families are free to change their primary allegiances as they see fit. A family’s position within the kiith rises and falls with how many swear allegiance to them. Although it is much rarer, from time to time a family will move from one kiith to another or even feel the need to become their own full kiith.
In ancient times, a kiith-sa could direct all within the kiith to war, demand families dedicate time and finances to special projects, or even move the Kiith to another region. In modern times, the kiith-sa is a political and financial leader only in that it acts on the wishes of the entire kiith as established by referendums. The kiith-sa from all over Kharak meet in the Great Daiamid located in the capital of Tiir, to debate global policy and resolve legal conflicts between kiiths.
Traditionally, kiithid concentrate their power in one or two disciplines and gather families under their banner by being the best place to find
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advancement in a particular field. For example, Kiith Sjet has been associated with the sciences on Kharak for over a thousand years and is known to have the most advanced computer labs in the world. Bonded couples interested in the field often apply to a Sjet family associated with such labs. Alliances between kiith are also based on mutual interests, and they often lead to closer ties or complete reorganizations. During the last century, when the manufacturing families of Kiith Hraal realized that the future was in orbital systems, they first tried to influence Sa Hraal to begin investing in aerospace technologies. When this gambit failed, the entire manufacturing branch of Kiith Hraal broke away and joined with a relatively small kiith that specialized in space technologies. The new kiith, LiirHra, has gone on to take the lead in the design and construction of the Mothership.
In the modern era, the kiithid have slowly transferred their power to the individual, but it should be noted that it is still a powerful means of social identity. Kharakid society pursues a single goal today, and our new sense of racial destiny has reminded us that we are all families of one grand kiith. Unfortunately for the unity of our people, tradition dies hard, and it takes little stress for any Kharaki to think of family first and Kharak second.
Of all the kiithid, none has lost more throughout the centuries than Kiith Gaalsien. The Gaalsien line is ancient and some of the oldest documents on Kharad bear their sigil. While there is some debate about their specific origin in the collapse of Khar-Toba, it is clear that by the time civilization once again rose on Kharak, the Gaalsieni were already a spiritual and political force to be reckoned with.
Historically, while minor cults have come and gone, the majority of Kharaki have always believed in the Great Maker Sajuuk, whose Hand Shapes What Is. The majority of religious sects differ not over whether Sajuuk exists, but in what His nature may be, and His reasons for bringing us to Kharak. The majority view until the Time of Reason was some variation on the theme of punishment; the logic being that no just God would leave His people on such an inhospitable world if they had not done something to earn this fate. Many vital survival tactics, such as conservation of resources and not risking the future of the kiith on untried methods, were reinforced by dogma in ancient
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Kharak - undesirable acts were always described in terms of punishable arrogance. These beliefs helped keep our people alive during the great trek from the central deserts, but once in the temperature polar regions, the same beliefs held back useful innovations that the more hospitable environment made possible. Generally, how wrathful one believed Sajuuk to be tended to dictate how wary one was of cultural and technological advances.
Of the three major religious kiithid, Gaalsien, Ferriil, and Somtaaw, it was Gaalsien that preached the strongest message of punishment. The dogma of righteous suffering and humility held that Sajuuk had cast our people down to Kharak from some celestial paradise to pay for our arrogance. Gaalsien theologians preached that to deviate from the most accepted and ritualized survival methods was to actually extend the period of time before our people would be lifted back up to heaven. In the early days, this strict dogma paid off and allowed Kiith Gaalsien to survive and prosper during various ecological disasters during the period between 75-250. Once this turbulent time passed and people penetrated further into the temperate polar region, more innovative kiithid regained their power and Gaalsien power began to fade somewhat. Many archaeologists believe that Kiith Gaalsien deliberately started the Heresy Wars as an attempt to bring all the lesser kiithid back under its power during the resulting chaos.
Fortunately for the technically inclined among us, it was Kiith Naabal which emerged victorious from the Heresy Wars, and the dogma of penance and repression begin to fade from the hearts and minds of Kharaki. Despite this, the Gaalsien, power shattered forever after nearly 300 years of war, became even more extreme in their religious beliefs -- as if to compensate for the rest of the sinful planet. By the time the Time of Reason was at its height in 710, the Gaalsien were down to less than 30 vassal families, and only the great desert temple city of Saju-ka remained under its power. Perhaps it was the sense that history had passed them by, or simply a desire to commit an act of sacrifice strong enough to regain the favor of Sajuuk Himself, but in the year 717, the kiith-sa of the Gaalsien performed an act that has lived in infamy ever since.
At the time, Saju-ka was the artistic gem of Kharak. In its great temples and halls were most of the great works commissioned in the name of the God Sajuuk, and in its libraries were the collected works of our people, gathered before His eyes so that He could see them and judge us worthy. Though Saju-ka had been built in the first hospitable valley found in the north, time had allowed the deserts to crawl ever northward themselves, and by the 700s, sand would have completely swallowed Saju-ka if not for the complex series of wind baffles, dikes and sand paths designed by the great Engineer Gar
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Naabal. One night, during the height of the spring winds, Saju-ka was lost to our people. In a single act of divine madness, Miirpat Gaalsien-Sa ordered his people to blow up the entire system that held back the sand. The light from the hundreds of explosions was still visible when the hungry sands began pouring down the streets of Saju-ka. Within two days the city was completely buried, and thousands died in the mass evacuation.
The whole of Kiith Gaalsien was convicted in absentia by the Daiamid in Tiir and deemed an outlaw kiith, but this punishment had very little effect on the Gaalsien, as they slipped away into the wastes during that terrible night, abandoning the progress they saw as a decadence that would eventually bring down the wrath of God.
Since then, K iith Gaalsien has wandered the great central deserts, surviving by the skills and rituals they held so dear. Occasionally they will make themselves known by raiding scientific communities or stations in the wastes and leaving massive theological documents proclaiming how close we are to the end. Military expeditions to track them down once and for all have always failed, and a certain mythology has grown up around them -- as if there is a nagging suspicion in the minds of modern Khiraki that the only way Kiith Gaalsien could have survived is if they really did have the grace of Sajuuk. Some say that they have even found His lost city under the sands, and Saju­ka once again echoes with mumbled prayers, and offerings made in the darkness.
Certain acts of sabotage during the construction of the Mothership seemed to be Gaalsien-inspired, and it’s likely that even today there are families secretly aligned with the ancient religious kiith.
Prior to the year 462, Kiith Paktu was a minor farming kiith, living on the slopes above the Salt Sea. On the year their most famous leader, Majiir Paktu, was born, the long rift between the religious leaders of Kiith Siid and Kiith Gaalsi, which were then the most powerful kiithid of the north, finally became an unbridgeable divide. In 462, the famous Siidim Council announced a new Dogma - - the traditional Siidim cosmology, which once held that all
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kiithid on Kharak were exiled from a heavenly paradise, was abandoned. The truth, according to the proclamation of 462, was that only the Siidim were of divine origin - - all other kiiths were native to Kharak, and therefore inferior, their blood tainted by corrupting sand.
In accordance with the new Dogma, many cruel pogroms were passed against non-Siidim kiiths -- the people known as “Gritiidim,” or “sand people.” By far the harshest of these measures was the Clean Water Act, which forbade non-Siidim kiithid from living at the headwaters of a river or stream, lest they foul the water which Siidim downstream would have to drink. Hundreds of families were displaced by Siidim temple men, turned out of their ancestral homes and made to march downstream, carrying as much of their former lives with them as they could. In 488, Kiith Paktu joined the ranks of the dispossessed.
At the same time, the temples of the neighboring Kiith Gaalsi had become obsessed with sins of pride and by the redemption of Kharak through suffering. The Siidim made obvious targets for the sermons of Gaalsi holy men: for every Siidim sin of pride, they said, a more brutal and excruciating expiation was demanded by the gods of Kharak. Lesser kiiths of the north, already suffering under the weight of Siidim oppression, often were willing to join their holdings to the Gaalsi rather than see them taken by the Siidim; many welcomed Gaalsien soldiers and temple men into their holdfasts, only to find themselves held at swordpoint and made to watch as their “sinful” books and belongings were burned to appease the gods. Heavy tributes of both food and fodder were demanded by Gaalsien armies, and appalling sacrifices were sometimes demanded by Gaalsien priests, who saw no reason why the pure of heart should suffer alone.
Clashes between Siidim and Gaalsien holdings intensified over time, and even remote kiithid were forced to choose sides; both great kiithid were too powerful for any smaller kiith to challenge on its own. Caught between the proverbial rock and a hard place, the Gritiidim were finally ready to try the unthinkable: crossing the Great Banded Desert to the south, looking for new land.
By this time Majiir Paktu had become head of the Paktu kiith-sa. Although the First Migration may not have been entirely his idea, it’s certain that the fate of all the people of Kiith Paktu was in his hands. It is difficult for us to imagine today what he must have felt as his people built the first great sailers at the edge of the desert. Although many Kharakii believed there might be arable land at the southern pole, no one had ever attempted to cross the Great Banded and returned to tell the tale. The only confirmation of a land
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south of the desert came from mad Mannanii travelers, rambling about endless seas and “grasses that touched the sky.”
The Migration offered slim hope at best, so slim that no Kharakian dared to risk it until there was no other hope at all.
The rest, as they say, is history. Nearly 50 kiithid set out from the plain at Albegiido in 490 and sailed into the Great Banded Desert, sweeping over the burning sands on the winds of the seasonal storm, the Chak m’Hot. By the time the men, women and children of the First Migration reached the shore of the Hunon Mountains, only 17 families were left, and all of them had lost weaker members on the journey. Still more died as they struggled over the Hunon; without anyone to guide them to the easiest pass, they lost many to poisonous water, rockfalls, thirst and lizard-bite.
As the story goes, many of the Firsters fell into despair among the burning red canyons of the Hunon and did not want to go on. Depite whether he had been the leader from the beginning of the Migration, Majiir Paktu was definitely the leader on that day. He stood at the head of the column and pleaded with the people to continue. “I can smell the sea,” he said. “It’s only a little farther.”
The people did not believe him, and more than a few turned to start the hard trek back to their sand-sailers, still docked at the desert shore. But as legend has it, at that moment a bird appeared in the cloudless sky above them -- a sea-spirit, circling against the hot sun.
The kiithid of the First Migration followed the sea-spirit and Majiir Paktu through the mountains, and when they stood on the last red hilltop, they were looking down at the rolling breakers of a great grey sea. Straight away, that expanse of water was named the Majiirian Sea, after the man who brought them there.
The people of the First Migration settled on the shores of the Majiirian, and were presumed dead by many in the North for the almost two years it took to build up their homes and holdings. In the spring of the third year, however, Majiir Paktu and a group of picked volunteers attempted another crossing of the Great Banded Desert to take back word of the new land to the North, where so many still lived in a nightmare of war and oppression.
Majiir Paktu did not survive the return, but seven of his followers did. These seven Paktu kiithsmen passed through the northlands on foot, taking word of the new land with them everywhere they went. Once that word spread, there
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was no stopping it. Dozens of families built sandsailers on the famous plain of Albegiido every year, trying to escape the Heresy Wars and the madness of their Siidim and Gaalsi masters.
Alas, Siidim and Gaalsi were not quite finished with the people who escaped their tyranny. Although they ignored the Migrations for many years, both Siidim and Gaalsi lost many hectares of holdings to the war. By 650 it occurred to both of the great northern kiithid that many of those who fled to the south were still considered their vassal clans and by treaty still owed them lands and tribute.
There were at least three major attempts to assault the southern lands from 652-700. The last of these was the most successful; the army of Liam Gaalsi actually arrived at the pass of the Hunon mountains almost intact in the spring of 698, ready to subdue the unruly kiithid of the southlands and their kiith-sa.
On that day, Kim Paktu, the grandson of Majiir Paktu and leader of the Paktu kiith-sa, arrayed an army of 30,000 swords on the shore of the Majiirian. Every one of them wore the colors of Kiith Paktu, and every standard bearer carried its flag.
“These are my people,” Kim Paktu said. “And this land is ours. You have no vassals here.”
Badly outnumbered and facing a fresh and well-supplied army, Liam Gaalsi nonetheless led his troops into battle. Very few of the Gaalsi who followed him that day escaped with their lives. Although they killed hundreds of Paktu, the southern kiith-sa eventually prevailed, and no such crusade ever was attempted again.
To this day, the Paktu are still the kiith-sa of all southern kiithid, even those that are not closely related to them by blood. The flag of the Paktu is white, the color of the sandsails which carried its people across the Banded Desert, emblazoned with a sun stained red by the blood of those who died in search of -- or in defense of -- freedom. Silhouetted against that sun is the shape of the sea-spirit, an eternal symbol of hope and faith.
Paktu believe fiercely in independence and despise priests and dictators. Its people are optimistic, innovative, and venturesome -- when things are darkest, someone will almost always repeat the kiith’s motto: “I can smell the sea.”
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In Kharakid society, the majority of citizens are secure in their kiith ties. Within the immediate family and within the larger circle of more distant blood relationships, not to mention our professional associations and alliances, most of us are bound at many levels. If we should ever have a falling-out with one kiith-sa, we belong to many other kiithid by marriage and inclination and could change our alliances at any time.
This was not always the case. Prior to the emergence of the southern federation and the Naabel intervention, very few Kharakians had ties outside their own kiith, and if they did, they were ties of dominance and submission­one kiith was made vassal to another and owed tribute to its masters, in return for which it was given the protection of the larger kiith’s army and the benefit of trade with the larger kiith’s holdings.
In all of this, however, there was no provision made for those who were without kiith. Unthinkable as this state may seem to us today, it can still bring a shudder to the modern Kharakian to consider the fate of a kiithless man or woman during those times. Banishment from the kiith was effectively a death sentence at any time prior to the year 416, when Kiith Soban was born.
The origins of Kiith Soban, the “Grey Brotherhood,” are somewhat hazy. It appears that two vassal kiithid, which held lands along the second sea, were invaded by the temple men of a strong neighboring kiith. The vassals fought back furiously, defending their homes with desperate strength, and succeeded in killing a few of the raiding kiith. In revenge, the invaders punished the survivors brutally, although they had already surrendered. Many of the basic taboos of Kharakian society were violated; all the children of the farmers were murdered as well as the leader, man or woman, of every family. Those that remained were driven from their holdings, and fled across the Sparkling Desert to carry the news of these atrocities to their kiith-sa.
The leader of this group was Soban, later known as Soban the Red. When he knelt before his sa, he recounted the horrors that the neighboring kiith had committed against his people and demanded vengeance. He offered to personally lead the army that would ravage the invaders and teach them the
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error of their ways, and waited for the men and women of his kiith-sa to join him in a rush across the Sparkling Desert.
Unfortunately, this support was never to come. Soban’s kiith-sa, afraid of the possible repercussion or perhaps simply realizing the kiith was not strong enough to prevail against a larger and stronger kiith, refused to attack the reavers. Instead, members of the smaller kiith became vassals to the larger, joining their blood to the blood of the murderers.
When he heard of this, Soban tore the colors of his kiith from his body in shame. His followers did the same, and in doing so they abandoned their kiith completely -- an unheard-of gesture at the time, especially coming as it did from landless men and women. According to legend, Soban then declared the word “kiith” was meaningless when any kiith-sa could turn a deaf ear to the blood of children crying from the ground. He vowed that he would never belong to any false kiith again -- the only kiith which deserved the word was the kiith of spirit, the brotherhood of like mind and shared ambitions.
All the followers of Soban took a new color: a deep and vivid red, the color of blood flowing from the heart. Although they could not have been many, their first act as a kiith was a successful attack on the holdings which had once been their homes. When they left their old farms behind, not a blade of grass was left green nor one stone standing on top of another -- everything was razed and every invader killed in ways that gave Kiith Soban a bloody reputation for years to come.
Kiith Soban became a martial kiith from then on, and as years passed, a peculiar set of rituals developed among them. Although many other warrior kiithid existed at the time, those kiithid were standard in their aims and organization; they were martial to the extent that they desired the property and possessions of their weaker neighbors. Only the Soban were completely landless and existed purely as mercenaries.
The Sobanii mercenary is a curious feature of Kharakian history. For centuries, Sobanii took part in every military conflict on the planet, and their skills as soldiers and commanders were highly prized. When the services of any given Soban were bought, he or she would dress in the colors of the new kiith and fight in the service of that kiith, regardless of personal risk or cost. When the term of service was over -- down to the hour and minute -- Soban mercenaries would put down their arms, remove their adopted colors, and return to their own kiith. If the end came during the middle of a battle or a thousand miles from home, they would still go; contracts for their services could not be renewed on the scene, and only through their kiith-sa.
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To this day, the Sobanii are completely devoid of standard family groupings. No “marriage,” as such, is permitted among their ranks; and although male and female Sobanii are permitted to form whatever alliances they might want, there is no such thing as a Sobanii child. Children born to the Soban are left as foundlings with other kiiths or their parents are made to leave Kiith Soban to raise them.
Despite the fact there has not been a major war on Kharak for 200 years, the skills of Kiith Soban are still valuable, and they never lack for money and influence. Sobanii are often preferred when influential kiithid like the Naabel need intelligence officers or security officers, and virtually all modern-day admirals and generals are trained at Soban-run military academies, which are now open to the public -- one can pay for the training and discipline that was once available only to life-long Sobanii.
A current of true Sobanism still exists in our society and always will as long as some men and women continue to reject the status quo. Some Kharaki still join Kiith Soban of their own free will, renouncing all other kiith ties and associations; others are forced to join when driven from other kiiths for violating their taboos. Before “taking the red,” as it is called, a prospective Sobanii must repeat the ritual which Soban performed centuries ago; all other kiith colors must be forcibly ripped from the body, a powerful gesture of negation. To some it represents the ultimate rebellion, to some the only salvation, but Kiith Soban imposes the same discipline and solidarity on them all -- for which Kharakian society may well thank them.
Kiith Sjet is something of an oddity among the power structures of the kiithid. While they are an ancient and respected kiith whose expertise has been courted by kiithid-sa across Kharak, they have never parlayed this influence into any real political power. Kiith Sjet is, in fact, one of the only kiith to have a validated claim to direct kiith descent from the ancient first city of Khar-Toba. Translations of the words and calculations found on the wall of the Temple­Observatory where the Guidestone was
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found make several mentions of a group of astronomical philosophers with the family name of Sjet. Even the Sjet sigil, a series of embedded circles representing the celestial spheres, can be found etched in the temple doors. It is now an accepted fact that Kiith Sjet once was responsible for the preservation of the Guidestone and constructed the Temple-Observatory to protect it and scan the heavens. And therein lies the true power of Kiith Sjet -­its undying desire to question, observe, predict and record.
In ancient times they were the first to plot the path of the planets in the Kharakid system and derive a calendar from them. They were the first to discover the 13-year progressive cycle of sandstorms that tear around the equator of this world and predict where the rains that follow the end of every cycle would fall. Most of the impartial histories of the Heresy Wars and the resulting reformation were penned by Sjet scribes, who recorded it along with their observations of top-soil destruction and the slow crawl of the sands northward.
During periods of upheaval, Kiith Sjet have always been too valuable as allies and advisors to be turned into vassals. Any kiith who killed or attempted to interrogate a Sjet was shunned by the Science philosophers for a period no shorter than 100 years, and in order to keep their knowledge from being corrupted, any kiith who wished to become Sjet swore an oath directly to the Sjet-Sa and had to serve faithfully for two generations before being instructed in the sacred wisdoms. The closest thing to a scandal that has ever shaken the Sjet Kiith occurred during the Time of Reason, when it came to light that during the Heresy Wars certain Sjet vassals had actually lived under a secret secondary oath to Kiith Naabal. These secret Naabali used their positions of Sjet immunity to move through the various warring factions and carry out missions of retrieval and intelligence-gathering. When this truth was revealed, the sense of outrage was strong, but Fliir Sjet-Sa realized the extremity of the situation may have justified the betrayal. Even though she was able to bring enough of her kiith over to this line of reasoning to avoid sanctions or exile for the families involved, there is still a lingering thread of mistrust between some Sjetti and Kiith Naabal to this very day, and the debate over the use of Science as Power is still a passionate one.
As the Time of Reason progressed, Kiith Sjet expanded their studies and moved away from the tradition of celestial mechanics and mathematics. Various families began to delve into the nature and origin of life on Kharak. Within a century, Kriil Sjet presented a paper to the Daiamid in Tiir presenting the scientific evidence that we bore little biological similarity to the vast majority of Kharakid life. This scientific proof of the religious tenet of Exile shook Kharakid society but established once and for all that Kiith Sjet
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served the truth, however disturbing that might be.
With the advent of the Mothership project, Kiith Sjet finally found a goal wherein pure science could be applied without the danger of corruption. This belief was strong enough for Sjet to overcome its distrust of Kiith Nabaal and join their theories to Naabali applied sciences. Sjet supercomputers have worked out the theoretical quantum waveforms of the hyper drive module. Sjet bio labs help perfect the cryogenic process which will allow us to colonize the stars. And it was a Sjet who came to the conclusion that the Mothership could never function without a radical redesign of the command core.
Karan Sjet, the only daughter of Huur Sjet-Sa and in direct line for the leadership of all Kiith Sjet, was a neuroscientist in charge of the research division that was designing the command and control systems in the Mothership. Many other researchers would have balked at having to tell an entire world that its dream was impossible, but Karan was true to the spirit of her Kiith, and broke not only the news to the Daiamid, but also suggested a terrifying solution. Again, as a Sjet, she rejected fear in the face of the truth and demanded that her own system, using a living being as the command core for the Mothership, be applied to herself.
As our people are on the brink of a new voyage of discovery, it is only fitting that a Sjet is at the frontier, helping us satisfy our desire to know the truth and face down the terrors of the unknown, no matter what the cost.
Not much is known about Kiith Naabal prior to their dramatic emergence at the end of the Heresy Wars. There are a few scattered mentions of them in the records of the major kiithid of the first epoch, but the name Naabal arises only in terms of tradesmen or heretics. Kiith Gaalsien were particularly vehement in the persecution of families under the Naabal flag, and there is some evidence that it was Gaalsien persecution which drove Naabal to their hidden valley refuge, blasted into the edge of Kharak’s tiny northern ice cap. Based on the fact that the Naabal crest, a Kharaki silhouetted against a background of tiny circles and stripes, loosely resembles symbols found etched into panels on the wreck at Khar-Toba, some
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kiith naabal
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archaeologists have put forth the theory that the Naabal are actually direct descendants from some sort of engineering core that ran the ship that brought us here. While the theory is convenient in terms of linking the unknown past with the present age of exploration, the evidence is just too circumstantial for most scholars to give it much weight.
Kiith Naabal itself seems uninterested in clearing up the distant past, and the hard facts only begin to appear in the years directly before the Naabal intervention, when the kiith moved to end the Heresy Wars and establish the Daiamid. In those three centuries of chaos, Kiith Nabaal had almost completely cut off contact with the rest of Kharak. Traders or refugees who accidentally stumbled into the valley were welcomed with open arms and given a place to make their lives anew. There is no record of any rejecting this offer, so we are not quite sure what the alternative might have been…. Small parties, always made up of families with direct fealty to the kiith-sa, were sent out occasionally to bring back texts that were in danger of destruction, usually because the cities that held them were being constantly sacked. Sometimes these parties would even spirit away scholars imprisoned for heresy. It wasn’t until Ifriit Naabal-Sa came to head the secretive Kiith that a less isolated philosophy began to take hold. Ifriit realized the wars were dangerously close to destroying the last of the infrastructure that kept the bulk of the Kharaki people alive. Fields were being burned, dams demolished and sand traps torn down simply to deprive the enemy of valuable resources. Under such an onslaught, the days of civilization on Kharak were numbered.
Though declared pacifists, much of the knowledge discovered and hoarded by Kiith Naabal had direct military application and so, when Ifriit Naabal-Sa finally proposed intervention to his people, it took only a few years for a military force to be assembled. The Naabal had been keeping the secrets of explosives, steam and refining for more than a hundred years, and when they rose, they swept out of their hidden city of Tiir like the gleaming servants of Jaakul himself. Steam-powered vehicles towed cannons to bring down the walls of despotic kiith, while handfuls of soldiers carrying repeater rifles and wearing hardened armor moved to route marauding armies 20 times their size. Ifriit Naabal-Sa spoke at every holding, village and city his army liberated, and offered those people all the fruits of Naabal science and technology if they would but lay down their arms and end the pointless destruction. Unlike the major powers in the Heresy Wars, Naabal-Sa did not demand renunciation of former kiith ties; all he asked for was an ending. The lesser kiithid, brutalized by nearly 300 years of war, gratefully accepted his terms, and soon the Naabal army had grown fifty-fold with kiithid whose only desire was to end the Heresy Wars any way they could.
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And in three short years they had done it. Ifriit Naabal-Sa’s last act before stepping down as Sa was to establish the Daiamid in Tiir as a place where all kiith, powerful and weak, could gather to resolves disputes and set policy for all of Kharak.
In the decades to follow, Naabal rebuilt the damaged infrastructure of Kharak and improved upon it with their no-longer-secret construction and metallurgical techniques. Any minor kiithid were accepted into Naabal if they simply wanted to learn new crafts and trades. These same kiithid were then allowed to go their own way if they chose, and many of the major industrial kiith of the modern world began under Naabal’s wing. By the Time of Reason 200 years later, Kiith Naabal had replaced the perilous sand-sail routes to the south with rail mounted steam cars, and had given Kiith Paktu-Sa of the southern polar region a permanent presence in the Daiamid.
Kiith Naabal seemed content to fade slowly into history for many years, but the discovery of Khar-Toba seemed to change all that. From that point on, Naabal formed permanent alliances with both the Sjet and Saban kiith, and began to influence first the excavation of Khar-Toba and then the exploitation of technologies discovered there. Again, the Naabal-Sa have been careful to spread the wealth and knowledge, but remaqin adamant about driving forward with the Mothership project and returning to our ancient Homeworld.
While the Mothership has neared completion over the past five years, Kiith Naabal has once again begun retreating behind the scenes both politically and industrially. Financial analysts have noted heavy Naabal investment in off­Kharak facilities, especially in the asteroid belt, and in proposed research facilities on the moons of the Gas Giant Haarsuk. Others have noted the slightly higher ratio of Naabal kiithlings among the cold-sleep volunteers waiting to be loaded onto the Mothership at the conclusion of her trials. Most analysts agree this is another sign of Kiith Nabaal’s desire to be part of whatever future our people will find among the stars.
Perhaps the strangest of all Kharakid kiithid is the Manaan, or “the Travelers.” Although the blood bonds between Manaani are not strong -- they range greatly in physical appearance and kiith traditions -- they are nevertheless
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the
kiith manaan
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all considered one family, especially by outsiders, who for centuries viewed these nomads as a dire threat to decency and morals, to unprotected holdings, and to the virtue of young men and women from good families.
The antipathy toward Manaani is simple enough to explain. During a time when the majority of Kharakians were hard-working farmers, clinging to life with teeth and fingernails, the Manaani maintained a traditional nomadic existence. They traveled from place to place, stopping at watering places to rest; if the water was surrounded by a hold, the Manaani expected hospitality. Although they were rarely hostile toward farmers and city dwellers, they resisted any attempts to settle or civilize their kiith. Driven by a hunger for new experiences and a restlessness few other Kharakians could understand, the Manaani could never stay in one place for long—they simply picked up stakes and moved on into the wastes again, leaving the security (and the hard work) of house and hold behind them.
The earliest historical mention of “Manaani wanderers” comes from the year 340, when holdings along the shore of the White Desert complained that their farms had been raided by the Travelers. According to the report they sent to their kiith-sa, the White Desert holders had recently closed their gates to a wandering kiith, refusing them permission to make camp by the waterside. Although the Manaani went away peacefully at the time, they returned by night and came over the wall “by the hundreds”, overwhelming the resistance of the surprised holders. In the end, the Manaani were accused of stealing nearly a ton of food and many hundred man-weights of water -­which was, coincidentally, just a bit more than the tribute which was owed by the White Desert holders to their kiith-sa that year.
The tale of the White Desert holders was dubious for many reasons, although it was widely believed by landed Kharakii at the time and for many centuries to follow. The report that Manaani came over the wall of a sand-dike “by the hundreds” is absurd, given the fact that traditional Manaani never traveled in groups larger than an extended family and in such a group, there would have been a dozen able-bodied men at most. To find Manaani “by the hundreds,” one would have had to seek them out at a Gathering, their yearly meeting on the sands of Ferin Sha (“The Dancing Ground”). Not only was Ferin Sha nearly 200 miles from the White Desert, but focus at such a Gathering would be celebration and drinking, not killing and looting. Fighting of any kind was forbidden at Ferin Sha -- to profane sacred ground with spilled blood was the greatest Manaani taboo.
Is this to say there was no basis for Kiith Manaan’s early reputation as thieves? Unfortunately, no. If the majority of Manaani were innocent of raiding, there
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were still some who undoubtedly traveled in greater strength and might have been capable of carrying off a few water barrels. The majority of travelers were probably guilty of a little judicious pilfering from time to time, even if it was only picking a pocket or picking fruit in the night. The real question is not whether the Manaani were really thieves, but why, if they were widely believed to be thieves, would the majority of holdings open their gates to Manaani visitors? An answer of one word will suffice: entertainment.
The Manaani were always traders, but prior to the Great Migration they could never compete with the legitimate trade routes among the northern holdings - ­at least when it came to transporting mundane cargoes. In order to survive, a kiith of travelers needed to bring their would-be hosts something they could not get cheaper or more routinely somewhere else. In some cases, Manaani would carry rare drugs or medicines that could be found only in remote places, or traffic in taboo items, but since their caravans were often searched before being allowed to enter a holding, the Manaani would more often carry a less tangible but even more valuable freight: music, laughter, and spectacle, a break from the hard and unending work of a desert farmer’s life. For many years, Kiith Manaan survived by their wits and their ability to amuse hold­born Kharaki. Singers and poets, magicians, dancers, actors and con men -­there was nothing to the rumor that Manaani could perform dark magic, but they could certainly make your purse and your 15-year-old daughter disappear.
After the Great Migration began, life changed drastically for the Manaani. Although they played no important role in the First Crossing, a small kiith of travelers accompanied the Paktu in the sandsailers that left Albegiido in 490. Most of them returned to the north in 497, bringing their three-masted ships with them. The Manaani took to the new technology in droves and made many improvements to the original design.
During the beginning of the Heresy Wars, Manaani still living in the north suffered badly under the rule of Siidim and Gaalsi; their free-wheeling and joyous attitude was anathema to both of the great kiith, and one of the few points of doctrine that both parties could agree on was that Manaani were abominations before the eyes of Sajuuk. The last celebration at Ferin Sha was held in 513; during which an army of Siddim attacked the Dancing Ground and slaughtered the celebrants wholesale.
After the massacre at Ferin Sha, the majority of Kiith Manaan survivors took to the sail and the sword. Manaani raiders, once largely a myth, became a grim and terrible reality to Siddim holdings that bordered on the desert. No one was safe from the pirate sailers, and the sight of a mast on the horizon was an occasion of panic and terror. Within a hundred years, however, the
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Manaani exhausted their appetite for bloodshed and began to use their ships for more profitable ventures. When the great mother of their kiith-sa, Jora Manaan, declared the war on the Siidim at an end in 656, the Manaani built a new Dancing Ground in the Paktu-held south and turned their fleet completely to trade.
The questing spirit of the Manaani is not dead even today. Kiith Manaan still controls enormous wealth, and of all the Kharakid kiithid it is the most likely to produce a diplomat or a statesman. Manaani also are common in the ranks of Scout pilots and are always eager to volunteer when it’s time to fly an experimental craft. Being the first to see anything new and different is a hunger that still burns deep in their blood.
(Fleet Admiral Paktu and Admiral Riif-Sa)
(Topic: Fleet Composition)
Adm. Riif-Sa:
If one looks at the combat data available, the answer to the question we are discussing here today becomes obvious. Both Strike and Defensive fleets must be composed mainly of Capital Ships, with Fighters serving only as escorts and deep harassment forces. Only Capital Ships have the firepower and range to do significant damage to an enemy force.
F. Adm Paktu:
While my colleague has a valid point, I believe his tactical doctrines are based on ideal situations instead of the actual pressure situations a fleet will find itself under. We all would like to command fleets of nothing but the best and biggest, but the reality is that time and resources in combat often do not allow the creation and maintenance of a large force of Capital Ships. And we needn’t even bother to analyze the true costs of losing a single large vessel when compared to the attrition a fighter squadron can suffer while still being maintained at combat readiness. No, as much as I find the thought of commanding multiple destroyers attractive, I have to favor the opposite fleet strategy; that of large groups of massed Strike Craft anchored by a handful of Capital Ships.
Adm. Riif-Sa:
Oh, no you don’t, Chiisur, I have seen you undermine by generalization since we were just gnats learning to sail sand skimmers at the training crèche. I am not talking about vague plans and mythical battles! I am talking about precise
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deployment plans, with each Capital Ship escorted by six Interceptors or three multi-gun Corvettes. Once each Capital Ship has its Strike Craft escort, they should be organized into attack divisions based on class and combined arms theory. Frigate divisions should consist of two or three Ion Cannon ships in a tight V formation, with an Assault Frigate positioned below and another in a higher slot. This creates a fighting wedge with significant firepower, while creating a deadly sphere of anti-fighter fire provided by the Assault frigate turrets and the strike craft surround each frigate. No attacking force of Strike Craft could survive their first pass against such a squadron intact, while the forward firepower could punch through any opposing Capital Ships easily. When using Super-Capital Ship types like Destroyers or Cruisers, formational doctrine places these admittedly expensive and invaluable vessels in the core any given formation, surrounded by an escort of four to eight multi-gun Corvettes to provide point defense fire. The key to this kind of formation is that enemy commanders are usually driven to order attacks against the heaviest enemy vessel threatening them, and this means the super-heavy ship at the core of this formation serves double duty, both as the heart of the division’s firepower and as a lure to bring lesser enemy craft into the deadly crossfire of the division’s massed turrets.
F. Adm. Paktu:
Once again I do not doubt the power of these fantastic collections of Capital Ships, but my point of cost versus benefits still stands. Are you aware of the number of Interceptors one can build for the cost of a single Assault Frigate? Now granted, each one packs only a tiny amount of the Frigate’s firepower and certainly cannot survive more than one or two hits from a heavy gun, but I ask you: Exactly how much damage can 75 interceptors do in the time it takes to kill just one of them?
In my tactical deployment plan, Fighter wings work in massed formations and attack in waves, each with a specific purpose. The advantage of my system is flexibility and speed, a decided improvement over Admiral Riif-Sa’s deployment strategies, which trade these attributes for extreme concentrations of firepower.
In my strike fleet, an attack group is made up of three distinct Fighter waves. The first wave to attack is a group of 20 to 30 scouts in X-formation, ordered to fly in Evasive mode. Their job is to pull the enemy Heavy Fighter screen into a series of long, drawn-out dogfights and attract as much defensive fire as possible. The extremely high speed and maneuverability of the Scout will result in most of the enemy turret fire missing its mark. Approximately 10 seconds later, four wings of Interceptors consisting of eight to sixteen fighters each enter the battle and attack any obvious enemy fighter groups which are
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already busy hunting the scouts. Corvettes should be the other priority target for the Interceptor wing. And finally, with all of the enemy fleet assets tied up in tracking small fast targets, the plasma bombers wings, in V-formations five to eight ships and ordered to attack aggressively, should vector in on all Capital Ships positioned on the outer edge of the enemy fleet.
Backing up this attack should be two Support Frigates, guarded by five to ten multi-gun Corvettes. The attacking Strike Craft should be ordered to retreat to the support ships for repairs at the 60 to 70 percent damage level in order to not waste personnel. This tactic has the added bonus of luring enemy Fighters toward the support group, where the point defense fire from the Corvettes can cut them to pieces. The mopping up force should consist of one or two Ion Cannon Frigates, escorted by flights of Heavy Corvettes, and should concentrate fire on the heaviest of the remaining enemy Capital Ships.
Adm. Riif-Sa:
Fah! My deployment plans are idealistic? You would need the multi-tasking skills of a whip-crawler to orchestrate that battle. Your fighter groups would be cut to pieces while you were still directing in more attackers. It is unworkable! My deployment system depends more on local commanders to make the correct targeting decisions without constant choreography from Fleet Command.
F Adm. Paktu:
If my esteemed colleague is saying that he no longer has the skills and stamina to command such an attack, that is understandable, given his years, but ...
Adm. Riif-Sa:
Too old? Your Kiith Matron!!
…………………….
(Tactical Debate temporarily adjourned for consultation purposes.)
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gameplay guide
part 2:
homeworld
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1 Installation
2 Training
2.1 Starting the Training
2.2 Saving a Lesson
2.3 Loading a Lesson
3 Game Controls
3.1 Camera Controls
3.2 Ship Selection
3.3 The Rightclick Menu
3.4 Movement
3.5 Combat
3.6 Formations and Tactics
3.7 Other Commands
3.8 Misc. Commands
3.9 Multiplayer Controls
3.10 Technology Tree
4 Managers and Overlays
4.1 Interface Overlays
4.2 The Manager Screens
4.2.1 The Build Manager
4.2.2 The Research Manager
4.2.3 The Sensors Manager
4.2.4 The Launch Manager
5 Single Player
5.1 Starting a Game
5.2 Characters
5.3 Mission Objectives
6 Multiplayer
6.1 Skirmish vs. CPU
6.2 LAN
6.2.1 Play LAN Game
6.2.2 The Lobby
6.2.3 Setup Game
6.2.4 Waiting for Players
6.3 Internet
6.3.1 Logging In
6.3.2 WON Lobby
6.3.3 Available Games
6.3.4 Available Rooms
6.4 Setting Multiplayer Game Options
6.5 Saving a Multiplayer game
6.6 Loading a Multiplayer game
6.7 Recording a Multiplayer game
7 Options
7.1 Audio Options
7.2 Video Options
7.3 Gameplay Options
7.4 Key Bindings
8 Ship Data
8.1 Ship Categories
8.2 Ship Stats and Descriptions
8.2.1 Scout
8.2.2 Interceptor
8.2.3 Defender
8.2.4 Cloaked Fighter
8.2.5 Attack Bomber
8.2.6 Defense Fighter
table of contents
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8.2.7 Light Corvette
8.2.8 Heavy Corvette
8.2.9 Repair Corvette
8.2.10 Salvage Corvette
8.2.11 Multi-Gun Corvette
8.2.12 Minelayer Corvette
8.2.13 Assault Frigate
8.2.14 Ion Cannon Frigate
8.2.15 Support Frigate
8.2.16 Drone Frigate
8.2.17 Defense Field Frigate
8.2.18 Missile Destroyer
8.2.19 Carrier
8.2.20 Heavy Cruiser
8.2.21 Destroyer
8.2.22 Mothership
8.2.23 Resource Collector
8.2.24 Resource Controller
8.2.25 Probe
8.2.26 Cloak Generator
8.2.27 GravWell Generator
8.2.28 Proximity Sensor
8.2.29 Sensors Array
8.2.30 Research Ship
9 Technologies
9.1 Capital Ship Chassis
9.2 Capital Ship Drive
9.3 Super-Heavy Chassis
9.4 Cloaked Fighter (Kushan Only)
9.5 Cloak Generator
9.6 Corvette Chassis
9.7 Corvette Drive
9.8 Super-Capital Ship Drive
9.9 Defense Fighter (Taiidan Only)
9.10 Defense Field (Taiidan Only)
9.11 Drone Technology (Kushan Only)
9.12 Fast-Tracking Turrets
9.13 Fighter Drive
9.14 Sensor Array
9.15 Defender Sub-Systems
9.16 Gravity Generator
9.17 Guided Missiles
9.18 Heavy Corvette Upgrade
9.19 Fighter Chassis
9.20 Heavy Guns
9.21 Ion Cannons
9.22 Minelaying Tech
9.23 Plasma Bomb Launcher
9.24 Proximity Detector
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1 installation
Insert the CD-ROM into your CD-ROM drive. The Homeworld
Installation program will automatically start up. Follow the
on-screen instructions to specify the various installation options.
When the installation is complete, it will have created a shortcut
in your Start Menu that you can use to run Homeworld.
homeworld
page
2 training
screen shot
2.1 Starting the Training
Its strongly recommended you
pass the Homeworld training
section before starting a
singleplayer or multiplayer
game. Its easy to do and it
will teach you all the essential
controls of the game.
To start the training, leftclick
on the <TRAINING> button
in the Main Menu, then leftclick
on <BEGIN TRAINING>.
2.2 Saving a Lesson
Your progress will be saved
automatically at the beginning
of each lesson. You can
therefore quit the tutorial at
any time and restart it where
you left off.
2.3 Loading a Lesson
To load a lesson from the
Main Menu, leftclick on the
<TRAINING> button, then on
the <LOAD LESSON> button.
Select the saved lesson from
the list, then leftclick on the
<LOAD LESSON> button.
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game controls
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3.1 camera controls
rotating
command action
Hold down the right mouse button and drag the mouse.
zooming
command action
Hold down the left and right mouse buttons and drag the mouse forward or backward.
OR: If you are using a mouse with a wheel, this can be used to zoom as well.
focusing
command action
Select a ship and press the middle mouse button or the [F] key.
NOTE: Issuing the focus command a second time will make the camera zoom in as far as possible.
f
c
or
command action
To focus on a ship without selecting it, hold down the [ALT] key and leftclick on it.
command action
Press the [C] Key. If you wish to go back to a focus you have cancelled, press the [V] key.
cancel
focus
alt
focusing
fleet
view
command action
Press the [F1] key. This focuses on all of your ships in the viewable area.
command action
Press the [HOME] key or press [ALT]+[F] keys.
mothership
view
f1
home
3 game controls
45
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3.2 ship selection
selecting
command action
Place mouse pointer over desired ship and click the left mouse button to select it. NOTE: If you leftclick on a group of ships in formation, they all will be selected.
drag
selecting
selecting
everything
command action
Hold down the left mouse button and drag a box around the desired ships.
command action
Press [E] or [CTRL]+[A] to select all of your ships presently on the screen.
e
command action
Leftclick on empty space or press the [ESC] key.
command action
To add ships to the selection, hold down [SHIFT] and click the left mouse button on the desired ship(s). It’s also possible to hold down [SHIFT] and then drag-select the desired ship(s).
shift
selecting
de-selecting
hotkey
grouping
command action
Select the ships you wish to assign a hotkey to and then press [CTRL] + a number key (from 0-9). You may then select that group at anytime, regardless of where you are, simply by pressing its hotkey number. Pressing it again will focus the camera on the ship(s) in that hotkey group.
command
adding ships to
a hotkey group
#
or +
shift
+
ctrl
Select the hotkey group with its number key and then add the ship or ships to the group as above. Once this is done, reassign the entire group to the hotkey number with the [CTRL]+[0-9] command.
esc
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3.3 the rightclick menu
At any point during the game, you can get a detailed list of command options specific to a ship or group of ships by rightclicking on one of them while it is selected. This will bring up a menu of command options tailored to that vessel. For instance, rightclicking on a Resource Collector will bring up a menu with the <HARVEST> command on it, while the same rightclick on a group of Fighters will bring up formation options.
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3.4 movement
command action
horizontal
movement
Select a ship or group of ships and then press the [M] key. This will bring up the movement disk. Simply move the mouse pointer to where you wish to go and click the left mouse button to issue the move order.
command action
3d movement
With the movement disk up, hold down [SHIFT] and drag the mouse to add elevation to your destination. As before, clicking the left mouse button will issue the move order. NOTE: To cancel vertical movement and return to the movement disk to horizontal mode, press [CTRL]+[SHIFT].
m
+
shift
command
long-distance
movement
Call up the Sensors Manager using the taskbar or by pressing [SPACE]. Then use the [M] key to bring up the movement disk. You can now move over much longer distances.
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3.5 combat
48
command cursor icon
command
cursor icon action actioncursor icon
command
attacking
Move the mouse pointer over an enemy ship and click the left mouse button.
command
moving while
attacking
Capital Ships have a special ability to move while keeping their weapons bearing on an enemy ship. To do this, give the Capital Ship its attack order and then give it a movement order. The movement disk will be yellow to signify this mode. When moving in this mode, the line to the destination point will be blue if the destination is still in range of the target or red if the destination is out of range.
group
attacking
Hold down [CTRL] and drag a box around the targets with the left mouse button.
ctrl
force
attack
Hold down [CTRL]+[SHIFT] and leftclick on the target. To force an attack on a group of targets, hold down the same keys and drag a box around the targets with the left mouse button.
NOTE: Force attacking can be used to attack asteroids and dust clouds as well as your own ships if necessary.
ctrl
+
shift
manager screens
There are several important full-screen interfaces in Homeworld. All can be accessed via the taskbar, or by pressing the appropriate hotkey:
sensors
manager
research
manager
space
r l
build
manager
b
launch
manager
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3.6 formations and tactics
setting
formations
command action
action
To set a formation, select the desired ships and bring up the rightclick menu. From the <FORMATION> section, you can choose one of seven formations.
command
Custom formation lets you create your own formations. To create a custom formation, move your ships into the desired position, select them all, then select <CUSTOM> from the rightclick menu or press [F11].
command
f5
f6
f7
f9
f10
f11
f11
f8
tab
custom
formation
When you build ships, they come out of your Mothership or Carrier and go into Military Parade formation with that ship. If at any time you want to put ships back into Military Parade formation, select them and the Mothership, then press [TAB] or any of the formation function keys [F5] - [F11].
military parade
formation
Delta
Broad
X
Claw
Wall
Sphere
Custom
OR: Formations can be accessed directly via the F-keys:
OR: Formations also can be cycled through by pressing the [TAB] key. [SHIFT]+[TAB] will cycle the formations backward.
formation descriptions
formation
delta
The standard flat triangle formation is an excellent way of organizing groups of Strike Craft into effective squadrons, but it lacks the flexibility and firepower concentration available to the more three-dimensional formations.
f5
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formation descriptions
50
formation
broad
This flattened line is not effective for Strike Craft as it disperses their firepower. It is more useful for squadrons of Capital Ships, where unit quick identification and selection are as important as firepower. It is useful formation to approach in if you are planning to break ships off to strike at specific targets once the battle is joined.
formation
x
The flying X formation is an excellent Strike Craft formation, concentrating a large number of vessels into a relatively small three-dimensional space. Its only drawback is that the dense formation makes individual ships vulnerable to slow turret fire they might otherwise have avoided if they were dispersed.
f6
f7
formation
claw
Like its natural namesake, this formation is deadly when striking out at an individual target. The claw is a superb formation for Strike Craft when they are targeting a Capital Ship. The four curving lines of Fighters make concentrating firepower and envelopment deadly efficient. The only drawback is identifying and selecting single ships inside this complex formation.
f8
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formation descriptions
formation
formation
Most effective for Capital Ships, the wall formation allows larger vessels to concentrate firepower without dangerously crowding each other. The wall is not a subtle formation but does give large groups of big ships an effective attack mode.
wall
sphere
This is the deadliest of all formations in terms of continuous firepower. Ships in this formation lose their ability to perform complex flight maneuvers but gain the ability to constantly fire at targets from every angle. This is also an effective guarding formation as it puts the vessel to be protected in the center of the sphere.
f9
f10
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3.6 formations and tactics (cont’d)
52
command
setting
tactics
To change the tactics setting, select the desired ships and bring up the rightclick menu. From the
<TACTICS> section you can choose
one of three settings: Evasive, Neutral or Aggressive.
The tactics setting can be increased using the ] key and decreased using the [ key.
OR: Tactics can be accessed directly via the F-keys:
f2
f3
f4
tactic descriptions
tactic
evasive
Evasive tactics are best used when resources are tight and each ship is vital. Your ships won’t hit as hard, but they are more likely to come home. Ships set to Evasive will boost power to engines in order to increase speed and maneuverability. This will come at the cost of lowered power to weapons and a slight increase in fuel consumption for Strike Craft (Fighters and Corvettes). When attacking, Fighter groups also will break up into flight pairs, where one ship will take point and the other will serve as wingman and take measures to remove threats that lock onto the lead vessel.
f2
Evasive
Neutral
Aggressive
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tactic descriptions
tactic
neutral
This is the normal stance for ships. Strike Craft set to neutral will perform evasive maneuvers while attacking enemy ships. If no orders are issued and enemies are nearby, ships in neutral will fire from their current position, but will not engage in full combat.
tactic
aggressive
Ships in Aggressive mode are out for blood and will attempt to destroy the enemy even at the cost of their own lives. Use this tactical stance if resources are not a factor or if you need to hurt your opponent as hard and as quickly as possible. Strike Craft in this mode shunt power from the engines into the weapons grid, so speed and agility are reduced but firepower is increased. Ships in Aggressive tactics will not perform any kind of evasive maneuvers and also will attack nearby enemies without being issued orders. Resource Collectors in Aggressive tactics will continue to harvest even if under attack.
f3
f4
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technical + historical brief
3.7 other commands
harvesting
command action
cursor icon
Select a Resource Collector, move the mouse pointer over any resource and click the left mouse button.
OR: Bring up the rightclick menu and select the <HARVEST> command. This will cause the Resource Collector to begin harvesting the nearest resource.
OR: Press the [H] key. This will also make the Resource Collector find the nearest resource.
docking
command action
Select the desired ship(s) and then doubleclick on the vessel you wish to dock with (it must have docking capabilities).
OR: bring up the rightclick menu and select the <DOCK> command. This will cause the selected ship(s) to dock with the nearest capable vessel.
OR: Press the [D] key. This will instruct your ships to dock with the nearest capable vessel.
supporting
command action
Select the support ship, then hold down the [Z] key and leftclick on the Fighters or Corvettes to service.
z
hd
z
command action
Hold down both [CTRL] + [ALT] and then leftclick on the ship you wish to guard.
OR: Hold down the [G] key and click the left mouse button on the ship you wish to guard.
command action
If a ship has a special function, you can activate it by pressing the [Z] key. If the special function has to be performed on another vessel, hold down the [Z] key and then click the left mouse button while the cursor is over the target vessel.
special
operations
guarding
ship special operation ship special operation
+
ctrl alt
cursor icon cursor icon
cursor icon cursor icon
Missile Destroyer
Carrier
Resource Collector
Resource Controller
Cloak Generator
GravWell Generator
Defense Field Frigate
Scout
Cloaked Fighter
Heavy Corvette
Salvage Corvette
Minelayer Corvette
Support Frigate
Drone Frigate
Speed Burst
Cloaking
Charged Burst Attack
Captures enemy ships
Creates minefields
Can repair & refuel Strike Craft
Drone launching/retraction
Missile Volley Attack
Can repair & refuel Strike Craft
Can refuel Strike Craft
Can refuel Strike Craft
Cloaking
Captures Strike Craft
Defense Field (always on)
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3.8 miscellaneous commands
cancel
orders
command action
Select the desired ship(s), bring up the rightclick menu and select the
<CANCEL ORDERS> command.
OR: Select the desired ship(s) and press the [~] key.
salvage retire
command
Select a Salvage Corvette, then leftclick on the ship to be salvaged.
OR: Hold down the [Z] key and leftclick on the ship to be salvaged.
OR: Hold down [Z] and drag a box around the target with the left mouse button.
command action
Bring up the rightclick menu and select the Retire command. Ships given the Retire order will return to the nearest Mothership or Carrier and be scrapped. A percentage of the construction cost (in RUs) will be recovered.
OR: Press the [I] key once you have selected the ship(s) you wish to retire.
i
~
command action
After giving a ship normal attack orders press the [K] key. Only Strike Craft can kamikaze.
command action
Bring up the rightclick menu and select the Scuttle command.
OR: Press the [S] key once you have selected the ship(s) you wish to self-destruct.
NOTE: You must issue the scuttle command twice to confirm this unusual order.
kamikaze
scuttle
tactical
overlay
command action
Press the [CAPS LOCK] key.
k
s
caps lock
command action
Press the [P] key at any time during gameplay to pause the game.
NOTE: The camera is still fully active (including focusing) while the game is paused, but no game commands can be issued.
pause
p
command action
This multiplayer-only command allows Capital Ships to perform hyperspace jumps. Just select the ships you wish to hyperspace, bring up the rightclick menu and select the <HYPERSPACE> command. The Sensors Manager and movement disk will be brought up automatically. Leftclick to set the hyperspace destination. The cost of the hyperspace jump will be displayed near your cursor. If this cost turns red, you dont have enough Resource Units to make the jump.
hyperspace
jump
j
cursor icon
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3.9 multiplayer controls
56
A small number of commands are active only during multiplayer battles. These are used to interact with other players:
command
sending a chat
message
Press [T] and then type in your message. Press [RETURN] when done.
command
breaking
alliances
Turn on the Tactical Overlay, rightclick on the players name you wish to end your alliance with and choose <BREAK ALLIANCE> from the menu.
command
t
sending a private
chat message
Press [T] and then type [/<playername>] to specify who to send it to. After typing a few letters, the computer will automatically finish the name for you.
command
Turn on the Tactical Overlay [CAPS LOCK] and then click the right mouse button on the name of the player you wish to ally with.
Select <FORM ALLIANCE> from the menu that appears.
command
forming
alliances
transferring rus
Turn on the Tactical Overlay, rightclick on the player you wish to send Resource Units and choose <TRANSFER RESOURCES> from the menu. After this is done a prompt will appear at the top of the screen. Type in the number of RUs to transfer and press [ENTER].
3.10 technology tree
fighter
drive
fighter
chassis
cloaked fighter/
defense fighter
interceptor
attack bomber
plasma bomb launcher
cloaked fighter (kushan)
defender
defense fighter (taiidan)
defender subsystems
Technology
Ships Produced
Technology Description
technology
technology tree legend
icon description
corvette
drive
corvette
chassis
fast tracking turrets
heavy
corvette upgrade
light corvette salvage corvette
minelaying tech
multigun corvette
heavy corvette
mine layer corvette
MULTIPLAYER
Homeworld uses a research tree system in which basic technologies can lead to more advanced
breakthroughs. Most ships require at least one or more technologies in order to be built. The
following section will describe each technology to be found in Homeworld, as well as listing
the discoveries required to reach that branch and the new technologies it might suggest.
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capital
ship drive
capital
ship chassis
ion cannons
drone tech /defense field
guided missiles
support frigate assault frigate
resource controller
ion cannon frigate
drone frigate (kushan)
defense field frigate (taiidan)
missile destroyer
super heavy
chassis
carrier**
proximity
detector
sensors
array
sensors array
proximity detector
Technology
Ship Produced
Technology Description
technology
technology tree legend
icon description
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heavy guns
heavy cruiser** †
super capital
ship drive
destroyer †
** also requires super
capital ship drive
† also requires
ion cannons
gravity generator
cloak generator
gravity well generator
cloak generator
58
4 managers and overlays
4.1 interface overlays
screen shot
The gameplay screen has
numerous overlays that convey
information to the player about
ships in text and graphic form.
Taskbar: When the mouse
pointer touches the bottom of
the screen, the taskbar will
appear. It contains a set of
buttons for the Managers, a
display for the current health of
your Mothership, your current
amount of Resource Units, and
a Fleet Intelligence box that will
display mission objectives in
single player games. This taskbar
can be toggled to be
permanently visible from the
gameplay options menu.
Cursor Text: When the cursor
is on top of a ship, its type will
be displayed on the bottom left-
hand corner of the screen.
Ship Selection Overlay:
When you select a ship, a green
health bar overlay will appear
above the ship indicating how
much damage the vessel has
incurred. The bar will shorten as
the ship is damaged and will
change from green to yellow to
red as conditions worsen.
Strike Craft (Fighters and
Corvettes) require fuel, so they
also have a blue fuel bar overlay
when they are selected. The
length of this bar indicates how
much fuel the Strike Craft has
left. Certain ships use a brown
bar in addition to the green
health bar. For the Resource
Collector, this indicates how
much of its resource capacity is
used. For the Cloak Generator
and Gravity Well Generator, this
indicates how much energy is left
to maintain the cloaking or
gravity field.
Tactical Overlay: If you turn on
the tactical overlay with the
[CAPS LOCK] key, a series of
graphic symbols will be overlaid
on units that are too distant from
your camera view to make out
clearly. A symbol legend will
appear in the upper left hand
corner of the screen. In
multiplayer mode, a list of
players will also be displayed.
Alliance and resource transfer
options can be accessed by right
clicking on any of the names on
the list.
Info Overlay: On the top right-
hand corner of the screen is a list
of currently selected ships and
the number of each type if you
have selected a group of ships.
You can leftclick on a ship type
from that list in order to select
one group of vessels from a
group of many different types.
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4.2.1 build manager
screen shot
To access the build manager,
do one of the following:
Doubleclick on the Mothership
or Carrier from which you
wish to build.
Select the ship you wish to
build.
Bring up the rightclick menu
and then select the <build>
command.
Bring up the taskbar at the
bottom of the screen and
leftclick on the build button.
Press the [B] key.
The build manager allows you
to build ships and set up the
construction queue in order to
build many units at once.
The build manager gives
basic details of each type of
ship presently available for
construction as well as your
current number of resource
units.
Building:
All the ships your current tech
levels allow you to build are
listed in the left side panel.
Leftclick on the desired vessel
with the left mouse button
and its image and basic
performance details will appear
in the right side window.
Leftclick again to add units to
the production queue. When
you are done adding units,
leftclick on the <BUILD>
button.
Build Progress:
At this point, two colored bars
will appear above the listing for
the ship type you have just
ordered built. The top line
shows how close to completion
a single vessel is, while the
lower bar shows how close to
completion the entire build
order is. If you only ordered
one vessel built, these two bars
will move along together.
Canceling a Build
To cancel a build, leftclick on
the type of ship being built
and then leftclick on the
<CANCEL BATCH> button.
The RUs used in construction
will be reclaimed.
Pausing a Build:
To pause a build, leftclick on
its progress bar and then
leftclick on the <PAUSE
BATCH> button. When you
are ready for the project to
resume, simply re-select the
ship type and then leftclick on
the <PAUSE BATCH> button
again. Construction will resume
exactly where it left off.
4.2 manager screens
Many of the more complex tasks, like ship building and research, have their own special
screens to help you manage them more effectively and keep track of the strategic
considerations of battle. They can be accessed at any time or place during combat by hitting
the appropriate command key, and you can return to tactical view by hitting the [ESC] key.
(a)
(b)
(c)
(d)
(e)
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4.2.2 research manager
screen shot
In order to access the
research manager, do one of
the following:
Doubleclick on your Research
Ship.
Select the Research Ship,
bring up the rightclick menu,
and select the <RESEARCH>
command.
Bring up the taskbar at the
bottom of the screen and
leftclick on the research
button.
Press the [R] key.
Researching a Technology:
Doubleclick on the technology
you wish to research.
NOTE: If you want to use
multiple lab ships, select
them first, then doubleclick
on the technology.
OR: Leftclick on the
<RESEARCH> button.
Canceling Research:
Select the technology currently
being researched from the left
panel list and leftclick on the
<CLEAR LAB> button found
along the bottom of the
manager. You can also halt
research in a particular lab
ship by selecting it from the
icon strip along the upper
right side of the manager and
then leftclicking on the
<CLEAR LAB> button. When
a project is canceled, all
accumulated research in it is
lost.
Technology List:
This panel contains a list of
technologies you can currently
research. When a technology
has been selected, a brief
description of it and a graphic
appear in the right-hand side
panel. Technologies that have
already been successfully
researched will appear on the
list with a green dot beside
them.
(a)
(b)
(c)
(d)
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4.2.3 sensors manager
screen shot
In order to access the sensors
manager, do one of the
following:
Bring up the taskbar at the
bottom of the screen and
leftclick on the sensor button.
Press the [SPACEBAR]
The sensors manager gives you a
general view of the entire
battlespace, and a detailed view
of the space surrounding any of
your vessels. Detailed areas exist
within the blue spheres, and
represent where your scanners
are giving accurate information
on what lies in the region. The
black areas represent space
outside of your scanning range,
and so they are without detail.
Note: The normal camera
commands of rotate and zoom
are still fully functional in the
sensors manager.
Looking:
Leftclick on any ships in the
blue area to leave the Sensors
Manager and go to that
location.
OR: Drag a small box around
the ships you wish to go to using
the left mouse button.
Panning:
A 2-D disk has been provided to
give a frame of reference for
direction and distance. Use the
crosshair in the middle of it to
get a better look at different
parts of the battlespace. Leftclick
on the <PAN> button. While
holding the button, drag the
mouse around. When youve
centered the crosshair on the
area you want to look at, release
the mouse button, and the
normal camera controls are
active again.
Using The Tactical Overlay:
Leftclick on the <TACTICAL
OVERLAY> button along the
bottom edge of the manager.
With this button activated, the
Tactical Overlay symbols from
the normal gameplay screen will
appear for Resource Collectors
and Capital Ships.
Hyperspace:
This command allows Capital
ships to perform hyperspace
jumps. With some Capital ships
selected, click on this button to
bring up the movement disk.
Leftclick to set the destination
you wish to hyperspace to. The
cost of the hyperspace jump will
be displayed near your cursor. If
this cost turns red, you don't
have enough Resource Units to
make the jump.
Moving Ships:
Press the [M] key or leftclick on
the <MOVE> button, and then
issue movement commands as
you would from the normal
gameplay screen. This is very
useful for moving ships across
long distances.
item: indicates:
sensors manager legend:
green dots your ships
flashing green dots selected ships
red dots enemy ships
yellow dots allies
brown dots asteroids
fuzzy brown dots dust clouds
red 'pings'
green 'pings'
show where battles are taking place
and where Proximity Detectors have
found enemy ships
yellow 'pings'
show where anomalies are located
(single player only)
show where newly-built ships are located
(a)
(b)
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4.2.4 launch manager
screen shot
To Access the Launch
Manager:
Select the ship you wish to
launch from, bring up the
rightclick menu and select the
<LAUNCH> command.
Bring up the taskbar at the
bottom of the screen and
leftclick on the sensor button.
Press the [L] key.
The launch manager allows you
to check which ships are
currently docked and set
automatic launch parameters.
The list of docked ships is in the
left panel with a visual display of
a selected ship type visible in the
right-hand panel. The icons in a
row above the right panel
represent your Mothership and
any Carriers you may have.
Docking Capacity:
These two colored bars
graphically represent the
remaining capacity of the ship in
green. The actual numbers of
Fighters and Corvettes docked
are given to the left of their
respective bars.
Selecting the Launch Vessel:
If you have built any Carriers,
their icons will appear here. To
see which ships are docked in
one these vessels, leftclick on its
icon from this list.
Remain Docked:
Leftclick on this checkbox to
keep Strike Craft inside a
Mothership or Carrier when
they dock.
Launching Ships:
Leftclick on the type of ship you
wish to launch and then leftclick
on the <LAUNCH> button
along the bottom of the screen.
If you want to select multiple
ship types for simultaneous
launch, hold down the [CTRL]
key or the [SHIFT] key while
you select ship types.
Launching Everything:
To launch all ships held in the
bay leftclick on the <LAUNCH
ALL> button.
(a)
(b)
(c)
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5 single player
screen shot
Choosing Your Fleet:
Leftclick on the <KUSHAN>
or <TAIIDAN> button to
choose which fleet to play. A
sample ship appears in the
window in order to show the
currently selected color scheme.
5.1 Starting a Game
In order to start a new single
player game, leftclick on the
<SINGLE PLAYER> button
in the Main Menu.
Save a Game:
At anytime during gameplay,
hit the [ESC] key and then
choose <SAVE GAME> from
the menu. When the Save
Game screen comes up,
leftclick in the narrow box
below the save game list and
type in a name for the saved
game. Then leftclick on the
<SAVE> button.
Loading a Saved Game:
Leftclick on the <LOAD
GAME> button. A screen will
appear with a list of saved
games. Homeworld automatically
saves your campaign at the
beginning of every new level.
These auto-saved games will
appear along with the ones you
have saved yourself. To load
one, leftclick on it and then
leftclick on the <LOAD!>
button.
Player Setup :
This screen lets you set the
base and stripe colors of your
ships. To change your base
color, leftclick on the <BASE
COLOR> button. A small
white circle will appear inside
the large rainbow box. Click
and drag the circle around the
rainbow box until you have
achieved a shade you are
satisfied with. To change the
stripe color, simply leftclick on
the <STRIPE COLOR>
button and repeat the process
of dragging the white circle to
choose a stripe color. You can
also drag the slider, located to
the right of the rainbow box,
up and down to adjust the
brightness of the color.
Starting The Game:
When you are happy with your
choice of fleet and ship color,
leftclick on the <START!> game
button to begin the Single
Player campaign.
64
5.2 characters
screen shot
5.3 mission objectives
screen shot
The two characters you will
hear from most often in
Homeworld are Fleet Command
and Fleet Intelligence. Anytime
a character speaks, subtitles
will appear at the top of the
screen next to the icon.
Mission objectives in the single
player game are displayed on
the right side of the taskbar.
You can leftclick on an
objective to replay the speech
event that describes it. Primary
objectives must be completed
for the mission to end,
but secondary objectives are
optional.
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6 multiplayer
screen shot
6.2 lan
screen shot
Homeworld can be played
against human and computer
opponents through a variety of
different modes. While there
are three different ways to
engage in a multiplayer game
of Homeworld, they all use the
same system for creating the
actual game and setting up the
gameplay options and rules.
6.1 Skirmish vs. CPU
This option is for playing
multiplayer games against
computer players. After a game
is created with the desired
gameplay options (see “Setting
Multiplayer Game Options),
leftclick on the <START>
button to begin the action.
To play Homeworld on a Local
Area Network, choose <LAN>
from the multiplayer menu.
People who want to play
together on a LAN must be
using the same protocal.
6.2.1 Play Lan Game
On this screen, leftclick on the
name field and type in the
name you wish to be known by
on the multiplayer battlefield.
Hit <ENTER> when you are
finished typing. Leftclick on the
<PLAYER SETUP> if you need
to change your race or ship
colors from previous multiplayer
sessions. Once you are satisfied,
leftclick on the <GO!> button.
IPX LAN:
Homeworld will auto-detect if
you have IPX and/or TCP/IP
LAN and choose the
appropriate protocal, so
normally you will never have to
touch this setting. If you have
both IPX and TCP/IP
installed, Homeworld defaults
to IPX. Users who want more
control and both protocals
installed can select the IPX
button for IPX, and the
TCP/IP button for TCP/IP.
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6.2.2 the lobby
screen shot
The lobby is where you go
to see who else is on the
LAN, chat, organize your
own game, or see what games
are still accepting players. The
names of the players currently
in the lobby are in the bottom
right panel, and any chat
messages are printed in the
bottom left panel.
Chatting:
If you wish to send messages
to the other players in the
lobby, just leftclick here and
type your message. If you
wish to whisper a private
message to just one player,
type /<playername> and the
rest of your message.
Creating Your Own Game:
Leftclick on the Create Game
button. This takes you to the
game setup screen.
Game Details:
The list of games available in
the lobby is displayed in
the large upper display panel.
To see which options are
being used in a game,
leftclick on the game you are
interested in and then
leftclick on this button.
Joining a Game:
Leftclick on the game you
wish to join on the main
list and then leftclick on
this button.
Player Setup:
If you wish to change your
fleet or ship colors at any
time, leftclick on this button.
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6.2.3 setup game
screen shot
Setup Game:
The setup game screen is
where you set the name of
your game and the number of
CPU players, as well as all the
gameplay options available.
Naming Your Game:
Click on this panel and type in
a name for your game.
Number of CPU Players:
Leftclick on the arrows to
increase or decrease the
number of computer players
you want in the game.
Win Conditions:
These checkboxes let you set
the various win conditions
for the game. Destroy enemy
Mothership means the enemys
Mothership must be destroyed
and capture enemy capital
ship means you can also win
by capturing an enemy capital
ship. Allied victory means that
players who are allied can win
the game together by defeating
their enemies.
Password on the Game:
If you want to restrict access
to your game, leftclick on
the <password protected>
checkbox. Leftclick on the
narrow panel directly below
and type in the password you
wish to use. Confirm your
password by re-entering it in
the panel below. In order for
other players to join the game
you created, you will have to
tell them the password.
Start With:
This setting lets you decide
whether to start the game
with a Mothership or
a Carrier.
CPU Difficulty:
This slider lets you set the
difficulty of the computer-
controlled opponents.
CPU Attacks Humans:
This sliders lets you set how
likely the CPU player will
attack human opponents.
Create Game:
The rest of the game options
are explained below in the
setting multiplayer game
options section. When you
are satisfied with your choices,
leftclick on the <CREATE
GAME> button.
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6.2.4 waiting for players
screen shot
After you create the game,
you are returned to the lobby
to wait for players to join your
game. When you are ready to
start, you can leftclick on the
<START GAME> button. If
you wish to change some of
the game options, click on the
<SETUP GAME> button and
this will take you back to the
game options screen. If you
no longer wish to host a
game, leftclick on the
<DISSOLVE GAME> button.
homeworld
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69
6.3 internet
6.3.1 login
screen shot
From this screen you can log
onto WON, change your
colors or fleet, change your
password, or create a new
account.
Launch WON!:
To connect to the World
Opponent Network, leftclick on
this button and you will find
yourself in the Homeworld
lobby on WON. Setting up
and playing a game on WON is
identical to playing on a LAN
except WON has multiple
rooms instead of just one
lobby.
Firewall Settings:
If you are behind a firewall,
you should select the <Behind
Firewall> button. If you know
you're not behind a firewall
you should check the <Not
Behind Firewall> button. If
you are unsure or don’t know
what a firewall is, choose Auto-
detect, which is the default.
Technical note: When you
create a game, if one or more
players are behind a firewall,
WON will create a dedicated
server for the game instead of
using the default peer-to-peer
connection. Slow modem
users who host games may want
to choose the <Behind
Firewall> option (even if they
are not behind a firewall) so
WON always uses a dedicated
server, which will require less
bandwidth on their modem.
Remember, if you are unsure
what you firewall status is, just
select auto-detect.
Player Setup:
Leftclick on this button if you
wish to change your fleet or
ship colors. Change Password:
If you wish to change your
WON password, leftclick on
this button.
Create New Account:
If you do not have a WON
account, leftclick on this
button, then type in the
following information:
Name
Leftclick on this panel and type
in the name you wish to use
for your WON account.
Password
Leftclick on this panel and
enter the password you wish to
use.
Confirm Password
Leftclick on this panel and
enter your password again to
make sure you have typed it in
correctly in the previous panel.
New Account
Leftclick on this button to
create a new account. If you
chose an account name already
in use you will have to repeat
this process using a different
account name.
Homeworld can be played over the Internet only on the World Opponent
Network, a free gaming site. If you do not already have an account, you
must create one before playing Homeworld.
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homeworld gameplay guide
70
6.3.2 won lobby
screen shot
WON is organized into rooms.
Players can leave and enter
rooms and create or join
games in the current room.
Players in the current room
are listed in the panel on the
right, and chat messages are
listed in the panel on the left.
The names of the players in
the lobby are in the bottom
right panel and any chat
messages are printed in the
bottom left panel.
Chatting:
If you wish to send messages
to the other players in the
lobby, leftclick here and type
your message. If you wish to
whisper a private message to
just one player, type
<playername> and then the
rest of your message.
Changing Rooms:
room or create a room of your
own, leftclick on this button.
Joining Games:
If you want to join a game in
this room or create one yourself,
leftclick on this button.
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71
6.3.3 available games
screen shot
From this screen you can see a
list of games in the room
displayed in the large panel.
You can join any of these
games, view the options for
each of them, update their
ping times, or create your
own game.
Updating Ping Times:
Leftclick on this button to
update the ping times of all
the games in the list. The
lower the ping time, the faster
your connection to the game
will be.
Joining a Game:
Leftclick on the game you wish
to join on the main list, then
leftclick on this button.
Creating a Game:
Leftclick on this button to
create a game in the current
room. See setting multiplayer
game options for more
information on creating the
game.
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72
6.3.4 available rooms
screen shot
From this screen you can see a
list of the rooms on WON in
the large panel. You can join
one of these rooms or create
your own.
Joining a Room:
To join a room, first leftclick
on its name in the list, then
leftclick on the <JOIN
ROOM> button.
Creating a Room:
To create a room, leftclick on
the <CREATE ROOM>
button and fill in the
necessary information.
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73
6.4 set up game multiplayer
screen shot
Game Type:
Homeworld comes with
several pre-defined setups for
different styles of multiplayer
gaming. Selecting one of these
game types changes a variety of
options on all of the options
screens.
I Hate Harvesting:
No harvesting of resources is
required in this game type. RU
injections are turned on with a
lump sum injection as well.
Bounty Hunter:
Bounties are turned on in this
game type, meaning each
enemy ship you kill brings in a
bounty -- in RUs. Players with
larger fleets have higher
bounty ratings, making them
more attractive targets.
Carpe Diem:
Seize the day. This game
type requires you to capture an
enemy ship to win the game.
Basic Options:
Select Map:
This allows you to select in
which location the multiplayer
battle will take place. The
number listed after the map
name shows how many players
that map supports.
CPU players:
This sets how many computer
players will be present in a
game.
Start With:
This option lets you decide if
everyone starts the battle with a
Mothership or only a Carrier.
Advanced Options:
Win Conditions:
This sets whether the game is
won by destroying everyones
Mothership or by capturing an
enemy Capital Ship.
Disable Research:
This option turns off the
research model in the game and
allows all players full access to
all technologies from the
beginning of the game.
Disable Crates:
If you toggle this off, no bonus
crates will appear during the
course of the game.
Disable Unit Capping:
This allows an unlimited
number of vessels to be
produced in the game. This can
seriously slow down the game,
even on the best of home
computers.
Disable Fuel Burn:
If keeping track of fuel for
Strike Craft (Fighters and
Corvettes) is getting to be too
much of a problem, turn off
fuel consumption with this
selection.
Allied Victory:
Checking this box will ensure
that players who are allied can
win a game together when they
defeat players not in their
alliance.
Bounties:
With this option toggled on,
you get a bounty in RUs for
every enemy unit you destroy.
Larger units bring greater
rewards.
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74
6.5 Saving a Multiplayer
Game: While playing the
game, hit the [ESC] key and
then choose save game from
the options list. This option
functions the same as it does in
Single-Player mode.
6.6 Loading a Multiplayer
Game: From the multiplayer
menu, leftclick on the <LOAD
SAVED GAME> button to
bring up a list of saved
multiplayer games. Left click on
a game in the list and then
leftclick on the <LOAD
GAME> button to load it.
6.7 Recording a Multiplayer
Game: Homeworld allows you
to record any multiplayer game
and watch it later, from any
angle. When you wish to start
recording a game, hit the
[ESC] key and leftclick on the
<RECORD> button. Follow
the same process that you
would if you were saving a
game. You may load a
recording at any time by
leftclicking on <LOAD
RECORDED GAME> from
the multiplayer menu. Once
loaded, you can focus on any
ship in the world from the
Sensors Manager, not just your
own.
6.4 set up game multiplayer
screen shot
Player Options:
Selecting a Fleet:
Here you can choose to play
either Kushan or Taiidan in the
game you are creating.
Choosing Ship Colors:
This screen lets you set the
base and stripe colors of your
ships. To change your base
color, leftclick on the <BASE
COLOR> button. A small
white circle will appear inside
the large rainbow box. Click
and drag the circle around the
rainbow box until you have
achieved a shade you are
satisfied with. To change the
stripe color, leftclick on the
<STRIPE COLOR> button
and repeat the same process of
dragging the white circle to
choose a stripe color. You can
also drag the slider, located to
the right of the rainbow box,
up and down to adjust the
brightness of the color.
Resources Options:
Disable Harvesting:
This toggles resource collection
on or off. With it off, you will
have to toggle on some other
supply of RUs or your game
will run out of resources fairly
quickly.
Starting Resources:
This sets the level of resources
with which each side begins
the scenario.
Resource Injections:
This section must be toggled
on by leftclicking on the
checkbox. You can then set
how often players will receive a
chunk of RUs, and how large
that chunk is.
One Lump Sum:
If you toggle this option, you
will receive only one lump sum
of resources a certain amount
of time after the game begins.
Both the amount and timing of
this precious gift can be set.
homeworld
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75
options
Sound Quality:
High quality is the recommended setting.
Selecting low quality will help increase the
frame rate of the game. Selecting auto allows
the audio engine to drop to low quality when
the frame rate starts to get low, it will
automatically go back to high quality when
the frame rate increases.
NOTE: While playing a multiplayer game,
you may change the music track you are
listening to by pressing the [<] key to select
the previous track or the [>] key to select the
next track. The list of music tracks is limited
to the ambient level tracks and battle tunes
7.1 audio options
screen shot
7 options
1 installation
Num Channels:
This is the number of sound
effects that the game will mix
at one time. A high number of
channels will give a more
immersive experience but may
adversly affect the frame rate of
the game. Selecting auto
allows the audio engine to
turn off channels when the
frame rate starts to get low, it
will automatically increase the
number of channels as the
frame rate increases.
Volume Settings:
This section, consisting of
three slider bars, allows you to
set the volume levels for the
games speech, sound effects
and music independently. Left-
click, hold on the level
indicator and drag the mouse
The options menu can be accessed either from the opening menu or by hitting [ESC] at any
time during a game. It gives you access to a number of gameplay and display options.
Insert the CD-ROM into your CD-ROM drive. The Homeworld Installation program will automatically start up. Follow the on-screen
instructions to specify the various installation options. When the installation is complete, it will have created a shortcut in your Start
Menu that you can use to run Homeworld.
Multimedia Speakers:
This setting equalizes the
audio engine for optimal
performance with the average
multimedia speaker system.
Stereo/Surround Sound:
This setting equalizes the
audio engine for optimal
performance with high end
multimedia speakers or a home
stereo.
Advanced Speech Settings
Menu:
Access this sub-menu by left-
clicking on the <ADVANCED
SPEECH SETTINGS> button.
Leftclick on the <ACCEPT>
button when the options are set
to your preference.
Vocal Settings:
This section allows you to pick
which speech sounds are heard
during the course of your
game. Leftclick on the check
boxes to turn these sounds on
or off. Command voices are the
responses to your commands
given during the game. Status
reports are the voices that
update you on new sensor
reports, battles, and other
goings-on in the game.
Random chatter describes the
voices of your various pilots
and gunners as they perform
their tasks, gloat over victories
or yell for assistance. Random
chatter is not vital to your
situational awareness but adds
greatly to the immersive
quality of the game.
Voice Selection:
This section allows you to turn
off any or all of the three
voices used in the game.
Leftclick on the <HEAR>
button to sample the voices.
Headphones:
This setting equalizes the
audio engine for optimal
performance with average
headphones.
Custom:
By pressing the change button,
you can tune the optimal
equalization settings for your
speakers or headphones.
homeworld
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77
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homeworld gameplay guide
7.2 video options
screen shot
Rendering System:
All systems that can run
Homeworld will be able to run
it in software. However, many
users will have some form of
hardware accelerator card that
allows them to use Direct3D
or OpenGL acceleration. This
listbox lists the supported
rendering systems Homeworld
has detected on your system.
The items listed in this
window may include Software,
Default OpenGL, 3DFx
OpenGL and Direct3D
Primary display. If you do not
have a hardware accelerator for
OpenGL, you will still have an
option for Default OpenGL.
Please note that this will be
much slower than the Software
option.
Level of Detail Threshold:
This slider bar controls the
level of geometric complexity in
rendered images. Sliding the
bar to the left reduces the
number of polygons in a single
frame and results in chunkier
looking ships. Adjust to
achieve a balance between
game performance and visual
fidelity.
In Game Brightness:
This Option affects how
brightly the ships are rendered
in the game. It does not effect
the user interface screens or
the backgrounds. You may
want to turn this up to
improve the brightness or
contrast of the game
depending on your monitor.
Number of Effects:
This slider effects how many
effects are drawn in the game.
Turning it up will result in a
richer, more detailed game
experience with more special
effects but will also make it
slower. To improve frame rate,
you may want to turn this
option down.
Resolution:
This panel displays the screen
resolutions available for the
rendering system you have
chosen. Lower resolutions will
speed up graphics at the cost of
image smoothness and detail.
Leftclick on the resolution
setting you wish to use.
Palette Pool:
Certain video cards do not
support paletted textures and
require additional RAM to
store temporary copies of the
converted textures.
This control allows you to
adjust how much memory is
reserved for the texture pool.
Increasing the size of the pool
will decrease the amount of
graphical slowdown that
occurs when downloading
textures to your video card.
The control will be disabled if
your hardware does not
require this extra step.
78
7.2 video options
screen shot
Blob Alpha:
Selecting this option will
cause the circles in the
Sensors Manager to be
displayed with a faded
fringe. Owners of slower
computers may want to
disable this option to speed
up the display when in the
Sensors Manager.
Instant SM Transition:
Selecting this option causes
the transition from the
main game screen to the
Sensors Manager to be
immediate instead of
smooth and fluid. Users
with slower machines may
want to enable the instant
transition to improve
response.
Bullet Effects:
Turning this option off
will cause all bullets to be
drawn with a simple bullet
effect. This can improve
the frame rate on slower
machines during big
battles, but will not look
as good. See also
Number of Effects in
the video options screen.
Custom Effects :
This sub-menu lets you choose
which advanced graphic effects
will be activated in your game.
Each has its own cost in terms
of performance, and its own
benefits in terms of visual
effects. A particular effect can
be turned on or off by left
clicking on the checkbox at
the left of the feature name.
Surfacing Filtering:
Selecting this option will make
textures appear smoother and
less chunky. Surface filtering is
not available when using the
software rendering system.
Background Images:
This determines whether the
galactic backdrop is displayed
instead of the blackness of
space. Users with slower
machines, or those using the
software rendering system, may
want to turn this option off to
speed up gameplay.
Stipple Alpha:
Selecting this option will cause
the software rendering system
to display transparency effects
with a screen-door appearance,
which results in higher graphic
performance at the expense of
visual quality.
Hit Effects:
Turning this option off will
disable bullet hit effects.
These effects are played
whenever bullets hit ships or
other game objects. Owners
of slower computers or
without any hardware
acceleration may want to
disable this option to speed up
the game during big battles.
See also Number of Effects
in the video options screen.
Damage Effects:
When ships get damaged, they
may spark, smoke or emit
flames. While this is an
important gameplay element,
rendering of these effects can
case a slow frame rate on
slower machines or machines
without hardware acceleration.
Owners of these slower
machines may want to disable
these effects. See also
Number of Effects in the
video options screen.
Muzzle Flash Effects:
Turning this option off will
disable effects that get played
when ships fire bullets.
Disabling this option may
speed up the game on slower
machines during big battles,
but will not look as good. See
also Number of Effects in
the video options screen.
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79
7.3 gameplay options
screen shot
Mouse Sensitivity:
This slider bar controls how
much mouse motion it takes to
move the cursor on the screen.
Leftclick and drag the indicator
to the left to make your cursor
move more slowly and to the
right to make it respond to
mouse movement more quickly.
Info Overlay:
With this toggled on, every
time you select a ship or group
of ships, their type and number
will appear in the upper right
corner of the screen.
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homeworld gameplay guide
80
screen shot
81
7.4 key bindings
This menu allows you to
change which gameplay
commands are activated by
which keystroke. To change a
command key, doubleclick on
the command you wish to
change and press the new key
you wish to trigger the
command. Should you wish to
erase all the changes you have
made and return the command
keys to their original assign-
ments, leftclick on the <RESET
TO DEFAULTS> button.
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homeworld
ship data
homeworld
page
8.1 Ship Categories
Ships in Homeworld are divided into several broad categories based on tonnage. Initially, no combat vessel larger than a Corvette is available, but through research all classes become available. Those classes are as follows:
Strike Craft:
This small ship class includes both Fighter and Corvette hulls. While highly maneuverable (Fighters are the only vessel class capable of performing special combat flight maneuvers), Strike Craft are unable to carry enough reactor mass to generate a self­sustaining drive torch, and so they must be refueled. This limits their range from the Mothership, unless a Support Frigate is provided to carry fuel for them. Strike Craft also are too small to carry the hyper drive module and cannot enter hyperspace by themselves.
Capital Ships:
This class represents the first generation of large crew vessels and includes the Frigate and Destroyer classes of warships along with the larger support vessels like the Cloak Generator, Resource Collector and Grav Well Generator. Capital Ships are the hard backbone of any attack fleet, and what they lack in speed and maneuverability is made up for in firepower and armor. Capital Ships have a limited self-repair capability.
Super Capital Ships:
These huge warships represent vast investments of resources, time and technology, and are as valuable as they are powerful. Second only to the massive Mothership in size and capability, these vessels are dreadnoughts of cutting edge-technology. They carry their own hyper drive modules and some even have onboard manufacturing arrays in order to replace ordinance or construct smaller vessels. While extremely powerful and able to absorb large amounts of damage, they are still vulnerable to masses of small ships and should never be deployed without a flotilla of smaller warships.
8 ship data
83
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homeworld gameplay guide
some definitions:
Mass:
Firepower:
Armor:
Coverage:
Maneuverability:
Max. Velocity:
The mass of the ship in tons
The amount of damage the ship can inflict (relative weighting)
The amount of damage the ship’s armored hull can withstand
The percentage of a sphere the ship can cover with its guns
How maneuverable and agile the ship is
The ships top speed
8.2 Ship Stats and Descriptions
84
True to its name, the Scout is a
fast, cheap ship that is useful for
scouting out enemy locations.
Because of its high maneuverability,
the Scout is excellent for creating
diversions and light harassment
while avoiding enemy fire.
While less maneuverable than the
Scout, the Interceptor easily
compensates with its much
heavier weaponry. The
Interceptor is a good Fighter
killer and stacks up favorably
against Capital Ships when used
in greater numbers.
Although its slow speed keeps the
Defender from being a primary
attack force, its gimbaled guns and
high power rotational thrusters
allow it the greatest coverage of all
Fighters.
40 tons 10 110 8%
Very high 1000m/s Speed burst (press [z] to activate)
none
scout
60 tons 18 160 10%
high 875 m/s none
Fighter Drive, Heavy Fighter Chassis
interceptor
60 tons 30 280 90%
high 385 m/s none
Fighter Drive, Heavy Fighter Chassis, Fire Control
defender
fighter class
8.2.1- 8.2.3
85
designation
description
required technology:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
designation
description
required technology:
designation
description
required technology:
page
homeworld
mass:
firepower:
armor:
coverage:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
kushan taiidan
maneuverability:
max. velocity:
special function:
With cloaking sails active, the
Cloaked Fighter is the stealthiest
ship around. Highly useful for
simple surveillance, the Cloaked
Fighter is also a good attack craft.
It must, however, de-cloak to fire,
making it vulnerable for a short
period of time.
A technological advance created
plasma bomb technology small
enough to fit in a Fighter-sized
craft. The Attack Bomber was
born. While its slow-moving
plasma bombs can be outrun by
Fighters, they make short work of
Frigates and other Capital Ships.
The Defense Fighter has no
attack weaponry to speak of;
instead, it fires beams from its
emitter dome to shoot down
oncoming enemy fire. This
makes the Defense Fighter an
excellent mobile protective force,
especially when used with other
Fighter craft.
40 tons 10 150 10%
high 775 m/s Cloaking (doubleclick or: press [z] to activate)
Fighter Drive, Heavy Fighter Chassis, cloaked fighter
cloaked fighter
90 tons 45 300 5%
medium 700 m/s none
Fighter Drive, Heavy Fighter Chassis, Plasma Bomb Launcher
attack bomber
75 tons
­300 80%
high 875 m/s none
Fighter Drive, Heavy Fighter Chassis, Defense Fighter
defense fighter
fighter class
8.2.4 - 8.2.6
86
(kushan only)
(taiidan only)
designation
description
kushan taiidan
required technology:
designation
description
required technology:
mass:
firepower:
armor:
coverage:
mass:
firepower:
armor:
coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
maneuverability:
max. velocity:
special function:
designation
description
required technology:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
homeworld gameplay guide
page
Its heavy-duty engine, chassis,
and armor make the Light Corvette
significantly slower than any of
the Fighter-class ships.
Its salvation comes in a powerful
turreted gun which is fast enough
to hit Fighters flying at full speed.
More armored than its light
cousin, the Heavy Corvette adds
a second high powered turret to
an already powerful craft. Its
turrets allow the Heavy Corvette
to track two Fighters at once and
also make it a moderate threat to
Capital Ships.
The Repair Corvette is capable of
repairing and refueling Fighters
“in the field.” While equipped
with only a small gun, the Repair
Corvette has heavy armor to
protect itself and the craft it’s
repairing. Timely support from a
Repair Corvette can be quite
useful in a long battle.
400 tons 100 900 40%
medium 575 m/s none
Corvette Drive, Corvette Chassis
light corvette
750 tons 200 1700 50%
medium 350 charged burst attack
Corvette Drive, Corvette Chassis, Heavy Corvette Upgrade
heavy corvette
750 tons 65 1200 10%
medium 500 m/s can repair + refuel strike
none
repair corvette
corvette class
8.2.7 - 8.2.9
87
(hold [z] + leftclick on the target to activate)
craft, repair capital ships. (hold [z] + leftclick on the ship(s) to service)
designation
description
required technology:
kushan taiidan
mass:
firepower:
armor:
coverage:
maneuverability:
max. velocity:
special function:
designation
description
required technology:
designation
description
required technology:
page
homeworld
mass:
firepower:
armor:
coverage:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
kushan taiidan
maneuverability:
max. velocity:
special function:
This beefy Corvette was once used exclusively for towing junk and salvaging derelicts. After being adapted for combat, the Salvage Corvette gained the ability to capture enemy ships that are heavily damaged. Once captured, these ships are towed back to a Carrier or the Mothership for refitting.
Following advances in turrets and
auto-targeting, the Multi-Gun
Corvette was conceived. It sports
a full six articulating turrets. This
allows it to track numerous fast-
moving targets at once, making it
especially deadly against large
groups of Fighters.
While the Minelayer has normal
attack capability (dropping mines
that float slowly toward their
target), it can also perform a force
mine drop, where a wall of mines
are laid at the current location.
Running into a minefield with a
fleet of Capital Ships is sure to
ruin anyone’s day.
1200 NA 1200
-
medium 425 m/s capture of enemy ships
Corvette Drive, Corvette Chassis
salvage corvette
750 tons 180 1400 78%
medium 695 m/s none
Corvette Drive, Corvette Chassis, Fast Tracking Turrets
multi-gun corvette
900 tons 300 800
-
medium 425 m/s creation of minefields
Corvette Drive, Corvette Chassis, Minelaying Tech
minelayer corvette
corvette class
8.2.10 - 8.2.12
88
(leftclick on enemy ships to activate)
(doubleclick or: press [z] to activate)
designation
description
required technology:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
designation
description
required technology:
designation
description
required technology:
mass:
firepower:
armor:
coverage:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
kushan taiidan
maneuverability:
max. velocity:
special function:
homeworld gameplay guide
page
The Assault Frigate is the most
general purpose combat ship of
the capital ships. It has four large
turrets, which afford it excellent
coverage, as well as two fixed
plasma bomb launchers. While its
turrets are too slow to track fast-
moving Fighters, they can take out
the slower Corvettes with ease.
When ion beam power was
harnessed, the scale necessary to
produce a severely damaging
beam meant that an entire Frigate
could hold only one cannon. The
acceleration ladder alone runs the
entire length of the ship. What
results is a devastatingly powerful,
focused ion beam.
Giving support to Strike Craft in
combat is the Support Frigate’s
main role. It has ten Fighter
docking pads and four Corvette
docking arms for repairing and
refueling. Although it is well
armored, the Support Frigate has
only one large turret for defense
and is best not left alone.
45,000 2400 16000 75%
low 325 m/s none
Capital Ship Drive, Capital Ship Chassis
assault frigate
57,000 4000 15000 2%
low 300 m/s none
Capital Ship Drive, Capital Ship Chassis, Ion Cannons
ion cannon frigate
45,000 760 12000 15%
low 450m/s can repair + refuel strike
Capital Ship Drive
support frigate
frigate class
8.2.13 - 8.2.15
89
craft (hold [z] + leftclick on ship(s) to service
designation
description
required technology:
kushan taiidan
mass:
firepower:
armor:
coverage:
maneuverability:
max. velocity:
special function:
designation
description
required technology:
designation
description
required technology:
page
homeworld
mass:
firepower:
armor:
coverage:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
kushan taiidan
maneuverability:
max. velocity:
special function:
The Drone Frigate is essentially a
holding and control system for
the 24 drones it houses. These
highly maneuverable drones each
contain a powerful gun and, when
launched, form a sphere around
the Drone Frigate, giving it superb
protection against Fighters.
Like the Defense Fighter, the
Defense Field Frigate has no
attack capability. It can, however,
deflect almost 100 percent of all
oncoming enemy fire, with the
exception of ion beams, mines,
and missiles.
60,000 4900 16000 100%
low 325 m/s drone launching /retraction:
Capital Ship Drive, Capital Ship Chassis, Drone Technology
drone frigate
53,000
­17600 100%
low 325 m/s Defense field (always active)
Capital Ship Drive, Capital Ship Chassis, Defense Field
defense field frigate
frigate class
8.2.16 - 8.2.17
90
(kushan only)
(taiidan only)
(doubleclick or: press [z] to activate)
designation
description
kushan taiidan
required technology:
designation
description
required technology:
mass:
firepower:
armor:
coverage:
mass:
firepower:
armor:
coverage:
maneuverability:
max. velocity:
special function:
kushan taiidan
maneuverability:
max. velocity:
special function:
designation
description
required technology:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
homeworld gameplay guide
page
Although its total firepower is
significantly less than that of a
regular Destroyer, the guided
missiles it launches make the
Missile Destroyer a formidable
foe to Strike Craft and Capital
ships alike. For supply, the Missile
Destroyer has a full missile
manufacturing center in its belly.
A veritable feat of engineering,
the Carrier incorporates an entire
construction center, capable of
building up to Frigate-class ships.
In addition, a huge docking array
provides space for up to 50
Fighters and 25 Corvettes. Its
rapid fire deck guns give it
adequate defense.
The goliath of Capital Ships, this
bruiser carries four twin-mounted
ion cannons and six heavy turrets,
each almost half the size of an
entire Frigate. When a Heavy
Cruiser shows up on the scene,
things get really quiet really fast.
200,000 8500 42000
-
low 295 m/s missile volley attack
Super Capital Ship Drive, Guided Missiles
missile destroyer
600,000 4100 72000 60%
very low 300 m/s Can repair and refuel strike
Super Capital Ship Drive, Super Heavy Chassis
carrier
800,000 19,000 70000 80%
very low 190 m/s none
Super Capital Ship Drive, Super Heavy Chassis, Heavy Guns
heavy cruiser
super capital class
8.2.18 - 8.2.20
91
(hold [z] and leftclick on the target to activate)
craft. (hold [z] and leftclick on the ship(s) to service)
designation
description
required technology:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
designation
description
required technology:
designation
description
required technology:
page
homeworld
mass:
firepower:
armor:
coverage:
mass:
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armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
kushan taiidan
maneuverability:
max. velocity:
special function:
When it comes to taking down
other Capital Ships, the Destroyer
is a first choice. It has twin ion
cannons and two modified large
turrets. With maneuverability
almost equal to a Frigate, the
Destroyer is able to move around
well in combat and react quickly
to changes in the battle.
her
The massive mothership contains three main sections: navigation, the fleet foundry, and cryogenics.
Navigation analyzes local sensor data, the foundry provides complete construction capability, and cryogenics maintains the 500,000 colonists aboard.
185,000 10500 44000 35%
low 315 m/s none
Super Capital Ship Drive
destroyer
5,000,000
7500 160000 60%
­50m/s
-
-
mothership
super capital class
8.2.21
92
mothership class
8.2.22
designation
description
required technology:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
designation
description
required technology:
designation
description
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
kushan taiidan
required technology:
mass:
firepower:
armor:
coverage:
maneuverability:
max. velocity:
special function:
homeworld gameplay guide
page
Using a modified Phased Dis-
assembler Array, the Resource
Collector extracts at a molecular
level the base elements in any
resource. It then converts these
elements into Resource Units,
the generic term for base levels of
material necessary for construction.
The Resource Controller provides
remote drop-off capability to the
Resource Collector, minimizing
time spent in transit. Additionally,
it supports refueling of six
Fighters and two Corvettes at
once via its docking pads.
The Probe is outfitted with a one-
time use engine which provides a
huge power output for a short
period of time. This results in
very fast travel, but once in place
the probe can’t be moved again.
40,000
­10800
-
medium 300 m/s can refuel strike craft.
none
resource collector
79,000
­13600
-
low 300 m/s can refuel strike craft.
Capital Ship Drive
resource controller
40 tons
­800
-
medium 4000 m/s none
none
probe
non-combat class
8.2.23 - 8.2.25
93
(hold [z] and leftclick on the ship(s) to service)
(hold [z] and leftclick on the ship(s) to service)
designation
description
required technology:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
designation
description
required technology:
designation
description
required technology:
page
homeworld
mass:
firepower:
armor:
coverage:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
kushan taiidan
maneuverability:
max. velocity:
special function:
The Cloak Generator creates a
cloaking field large enough to
contain up to two Frigates. Any
ship inside the field is completely
invisible except when firing. The
generator can operate only for a
fixed amount of time before
recharging must occur.
The Gravity Well Generator
creates a strong field around it
which stops all Strike Craft in
place. Gravity Well technology
is less understood than cloaking
and, as a result, the Grav Well’s
unstable field must be shut down
after a certain amount of time and
never restarted.
A remote sensor pack with an
engine strapped onto it pretty
much sums up the Proximity
Sensor’s. Beyond normal watch-
dogging, its ability to detect
cloaked vessels can make the
lowly Proximity Sensor a handy
ship to have around.
22,000
­6000
-
low 325 m/s cloaking (doubleclick or: press [z] to activate)
Capital Ship Drive, Cloak Generator
cloak generator
65,000
­8000
-
low 325 captures Strike Craft in its
Capital Ship Drive, Gravity Generator
grav well generator
40 tons
­800
-
very high 1000 m/s none
Proximity Detector
proximity sensor
non-combat class
8.2.26 - 8.2.28
94
field (Doubleclick or: Press [Z] to activate)
designation
description
required technology:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
designation
description
required technology:
designation
description
required technology:
mass:
firepower:
armor:
coverage:
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
kushan taiidan
maneuverability:
max. velocity:
special function:
homeworld gameplay guide
page
Expanding the sensor ability of
the Mothership with its larger-
scale design, the Sensors Array
provides full data on the local
environment, letting you see the
position and number of all enemy
ships, as well as resource pockets.
Each Research Ship is a fully-
functioning science facility that
develops new technologies for the
fleet. Newly-built Research Ships
will link up with existing ones,
increasing the aggregate armor of
the facility.
here
2900
­6000
-
low 280m/s none
Proximity Detector, Sensor Array
sensors array
11,000
­4500
-
low 280 m/s none
none
research ship
non-combat class
8.2.29 - 8.2.30
95
designation
description
required technology:
kushan taiidan
mass:
firepower:
armor:
coverage:
maneuverability:
max. velocity:
special function:
designation
description
required technology:
designation
description
mass:
firepower:
armor:
coverage:
kushan taiidan
maneuverability:
max. velocity:
special function:
kushan taiidan
required technology:
page
homeworld
mass:
firepower:
armor:
coverage:
maneuverability:
max. velocity:
special function:
technologies
homeworld
page
designation
required tech:
leads to:
needed for:
designation
required tech:
leads to:
needed for:
designation
required tech:
leads to:
needed for:
The new heavy drives require a whole new hull technology based on heavily reinforced alloy skeletons that can
bear the stress of multi-level decking and heavy weapon mounts. The groundwork has been laid to design the
ships spine to incorporate theoretically very heavy beam weapons. This breakthrough can be adapted to several
special purpose designs as well as the creation of Frigate class warships. Scientists believe this chassis could lead
to even more massive ship designs.
Capital Ship Drive
Capital Ship Production, Ion Cannons, Super Capital Ship Drive, Super Heavy Chassis,
Gravity Generator, Cloak Generator
Frigate, Ion Cannon Frigate, Drone Frigate, Defense Field Frigate.
9.1 capital ship chassis
The advances in Strike Craft drives soon made it obvious that the next step in ship engineering should be drives
large enough to achieve self-sustaining fusion torches while accelerating high mass vessels to combat speeds.
The capital ship drive finally allows for vessels that do not require refueling.
none Capital Ship Chassis Frigate, Ion Cannon Frigate, Drone Frigate, Defense Field Frigate, Support Frigate,
Gravwell Generator, Cloak Generator, Resource Controller
9.2 capital ship drive
In an inspiration of design not seen since the Mothership was built, engineers have worked out the plans for the
biggest and deadliest starships that can possibly be built by our manufacturing centers. The Heavy Cruiser and
Carrier hulls based on this chassis require vast resources but should be considered the final words in offensive
firepower and durability.
Capital Ship Chassis nothing Carrier, Heavy Cruiser
9.3 super-heavy chassis
97
designation
required tech:
leads to:
needed for:
designation
required tech:
leads to:
needed for:
designation
required tech:
leads to:
needed for:
page
homeworld gameplay guide
While researching electromagnetic ram-scoops, a Kushan scientist stumbled across a process by which intense
fields could wrap photons around an object and render it invisible. Because the ratio between the size of the
field and the mass of the generator kept the effect minimal, it was considered nothing more than a scientific
curiosity. This was until a research team discovered that a generator large enough to emit electromagnetic fields
just strong enough to render a Fighter invisible could be mounted on a Fighter chassis.
Fighter Chassis nothing Cloaked Fighter
9.4 cloaked fighter (kushan only)
Scientists have taken an entire Frigate hull and dedicated it to housing the electromagnetic field emitters needed
to generate the strong light-warping field. The invisibility effect is an impressive one but requires every erg of
power not going into propulsion and life support.
Capital Ship Chassis nothing Cloak generator
9.5 cloak generator
With an improved engine, engineers were quickly able to expand their initial large utility hulls into a full-fledged
combat chassis. This new generation of Strike Craft had large crew areas with multiple control stations which
would open the door for heavy, multi-role Strike Craft with full turret capability and superior composite armor
plating.
Corvette Drive Heavy Corvette Upgrade, Fast Tracking Turrets, Minelaying Tech, Corvette Production Light Corvette, Salvage Corvette, Multi-Gun Corvette, Heavy Corvette,
Minelayer Corvette
9.6 corvette chassis
98
homeworld
page
designation
required tech:
leads to:
needed for:
designation
required tech:
leads to:
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designation
required tech:
leads to:
needed for:
This improvement to the Fighter drive trades mass for power. While far too big to wrap a Fighter around, this
new drive is perfect for the Corvette class of ships. The higher power output allows for heavier weapon systems
and powered turrets. Unfortunately, despite a higher degree of fusion efficiency, these drives still require
reaction mass to be injected into the fusion torch and must be refueled regularly.
nothing
Corvette Chassis
Light Corvette, Salvage Corvette, Multi-Gun Corvette, Heavy Corvette, Minelayer Corvette
9.7 corvette drive
Exploiting the Fighter frame even further, Taiidan scientists were able to produce a design capable of supporting
the large Dome Array mounting which makes the Defense Laser possible.
Fighter Chassis nothing Defense Fighter
9.9 defense fighter (taiidan only)
99
The key to this giant drive system is to pulse and shape the torches of multiple fusion engines into one coherent
thrust factor strong and stable enough to accelerate a huge mass without tearing the structure apart with
oscillation instabilities. The super-capital class of drive systems is derived from mating the efficiency of the
standard Capital Ship drive with power plants in the same league with the ones that power the Mothership
herself. Not only does this drive system allow for the largest designs of warships but the incredible power output
also makes possible new weapon systems.
Capital Ship Chassis Heavy Guns, Guided Missiles Destroyer, Missile Destroyer, Carrier, Heavy Cruiser
9.8 super-capital ship drive
designation
required tech:
leads to:
needed for:
designation
required tech:
leads to:
needed for:
designation
required tech:
leads to:
needed for:
page
homeworld gameplay guide
The defense field is actually an extremely low frequency EM transmitter - ‘mass wave’ being the common name
for extremely low frequency, high amplitude EM radiation. To broadcast waves with enough energy to block a
cannon round, but at a low enough frequency to match that of the round's mass wave required extensive
research and testing by Taiidan scientists. The system that was devised is so bulky that it could only be fitted on
a Frigate chassis. It is never built into larger ships because of interference with other ship’s systems. Special
modification needed to be made to the drive systems of the Frigate chassis to make it possible to bear the
distinctive white drum of the transmitting antenna.
Capital Ship Chassis nothing field frigate
9.10 defense field (taiidan only)
Scientists working on remote-controlled Fighters have joined forces with turret engineers to produce a small,
free turret system that is basically a gun with a small station-keeping engine attached to it. While a single drone
barely packs enough firepower to threaten a Scout, in larger numbers they can combine to create a storm of
withering fire.
Capital Ship Chassis nothing Drone Frigate
9.11 drone technology (kushan)
In an attempt to further increase fleet defense against high speed Fighter attacks, breakthroughs were made in
both computerized tracking systems and high-speed magnetic couplings. Engineers combined these into a new
series of fast-tracking turrets that can be mounted in multiple configurations on hulls as small as Cor vettes. This
ability to track multiple targets and engage them with separate turrets has allowed the creation of small gunships
that can serve effectively in the anti-Fighter role.
Corvette Chassis nothing Multi-Gun Corvette
9.12 fast-tracking turrets
100
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