Homeworld Remastered Collection

Homeworld Remastered Collection

Classic Races Remastered Mod
Starwolf1991 23 Apr, 2015 @ 10:14am
Turanic Raiders - The Faction's Ships and Their Functions
As previously discussed on the 'ships' thread, I have taken it upon myself to start writing down descriptions of the factions in this mod and the ships which you will be deploying on the battlefield. It is intended to help familiarise you with their capabilities, technologies and background. So far, these factions include the Turanic Raiders and Kadeshi, later to be joined in the future by the Beast. Some of the ships in these entries will be very familar to those who have completed the Homeworld Singleplayer Campaign; the rest are all new and in the theme of their factions while bringing something different to the frontier. New technologies, including some first encountered in or inspired by 'Cataclysm', can also be found in this mod and are listed next to their respective ships.

Note that this thread is in ways a personal spare-time project; new entries or updates may arrive at a slow may arrive at a slow pace. There are also two aspects that need attention;

#1 Each entry has a bit of a background description. Existing ships from the base game are based on official sources, whereas others are based on features of the mod and blanks I have filled based on personally drawn conclusions. I have looked to the Cataclysm manual and official Homeworld wikias for facts and inspiration in both cases. These are kept tame where possible and are not easy to write. I hope people enjoy these just like I do writing them and it helps perfectly summarize these ships in the spirit of the Homeworld universe.

#2 At any given point in time, new ships and their technologies may or will eventually appear. Any ships in their WIP stages won't be included in this thread until they arrive in-game. Updates may also be made to existing entries based on feedback, changes in-game or as officially confirmed/stated by Altroth. I will attempt to keep entries up to date as accurate as possible. If needed, based on how things grow or how well these entries are recieved, I can look to eventually convert these into an available document or pdf file, but for now, this thread should meet our needs.

Let us begin with the Turanic Raiders, before proceeding into the Kadeshi and maybe one day......the Beast......

Turanic Raiders (Fighters)

'Bandit' Interceptor-Class Fighter

'First encountered during the War for Homeworld, 'Bandit-class' Interceptors have earned their reputation as a symbol of Turanic ferocity and versatility. Despite the apparent technological gaps in comparison to interceptors such as the Blade-class, they are never to be understimated. The overall design of the Bandit has been found as the subject of constant refinement through trial by combat; its mobility and high durability making it a very credible threat. Bandits are always found at the heart of any Turanic fleet or operation; be it split-second ambushes admist asteroid fields, capital ship escort or a distraction for salvage/capture vessels to close in.

Equipped with conventional Mass Drivers, these Interceptors are capable of adequately hunting down hostile fighters and bombers while taking some retaliation fire in the process. Through research, Bandit pilots are capable of temporarily overriding safety limiters to overcharge their engine powerplants; greatly increasing their maximum acceleration and velocity for a limited time. The overcharge is disengaged as soon as the Bandit enters a combat situation. This chassis also serves as the testbed for unlocking upgrades to hull plating and weapon system efficiency; applied across all Turanic fighter classes when completed.'

-Strong Versus Fighters And Bombers
-Weak Versus Frigates and Capital Ships.
Ability: Engine Overcharge
Prerequisites: Fighter Systems
Research: Engine Overcharge, Fighter Hull Upgrade, Fighter Guns Upgrade
Benefits From: Engine Overcharge, Fighter Hull Upgrade, Fighter Guns Upgrade
RUs Cost: 90

Reconnasince Fighter

'Unrecognized strikecraft scouring the outskirts of Hiigaran space have been reported by commanders from various Kiith. Upon close inspection, it appears the Turanic Raiders have been producing exotic configurations using the Bandit Interceptor as a base template. One such report from Kiith Nabaal outlines a Reconnasince-based configuration in the vein of the Arrow or the Taiidani Fiirkan. A single Mass Driver and some armor plating have been stripped away, replaced by an intricate sensor pod and a more powerful engine powerplant. These fighters have been seen lurking around outposts or vessels that bear strategic value as well as harassing deep space resourcing operations. Caution is advised during engagements, as other Turanic forces may not be far behind them.

They cannot survive extended firefights, but are valued due to their speed and large sensor range. Turanic Recon fighters also feature cloaking field techonlogy; a scaled-down variant of that utilized by 'Dagger' and 'Assassin-Class' Ion Array Frigates. Through research, cloaking is unlocked for all Turanic Recon Fighters. Activating cloak will temporarily mask them from visual/sensor range, allowing for Stealth Reconnasince or Ambush tactics against unsuspecting targets. Their cloaking is easily countered by proximity sensor modules and platforms.'

-Strong Versus Resourcers
-Weak Versus Fighters, Corvettes, Frigates and Capital Ships.
Ability: Cloaking
Prerequisites: None
Research: Recon Cloak Upgrade
Benefits From: Fighter Hull Upgrade, Fighter Guns Upgrade
RUs Cost: 75

'Attacker' Assault-Class Fighter

A second configuration based upon the Turanic Bandit-class Interceptor; discovered by Kiith Manaan in the Aiowa System. Deeply questioning the ingenuity of Turanic Engineers, 'Attacker-class' Fighters deviate greatly from typical strikecraft that serve in an anti-capital capacity; noteworthy examples including the Taiidan's Kaark-class Plasma Bomber. Following the first reported encounter with these craft, in which several wings mercilessly obliderated a Manaani Ion Frigate Column, bounties for their destruction have been hastily issued by various high-ranking Kiithid. They represent a menace that could wreak devastating havoc throughout Hiigaran space if left unchecked.

Sluggish in comparison to other Turanic strikecraft, the Fighter-Grade Mass Drivers have also been replaced with an under-mounted Medium-Grade Mass Driver Turret; similar to those used on Corvettes but with limited tracking capabilities and heavier projectiles. They are as capable of inflicting great damage against lightly-protected Frigates and Capital Ships as any Plasma Bomber. When it has been researched, Attackers also share with Bandits the ability to temporarily overcharge their engine powerplants; allowing them to rapidly close distances in pursuit of their intended targets.

-Strong Versus Frigates, Capital Ships and Subsystems
-Weak Versus Fighters, Corvettes And Anti-Fighter Frigates.
Ability: Engine Overcharge
Prerequisites: Fighter Systems, Attacker Cannon
Research: N/A
Benefits From: Engine Overcharge, Fighter Hull Upgrade, Fighter Guns Upgrade
RUs Cost: 110

Note: Let me know what you think before I begin on Corvettes. Any feedback would be appreciated.
Last edited by Starwolf1991; 20 Jun, 2015 @ 2:35pm
< >
Showing 1-10 of 10 comments
Starwolf1991 30 Apr, 2015 @ 2:11pm 
Despite a lack of feedback, I have continued onward, this time with the corvettes presently available to the Turanic Raiders. Up next on the list are the Frigates. As before, hope you enjoy these and keen to see what you think of these:

Corvettes

'Thief' Standard Corvette

When these Heavy Corvettes made their debut in the War for Homeworld, they were initially percieved as little of a threat to Hiigaran forces. Encounters involving the 'Thief' over the past fifteen years have shown fleet Commanders should have reason to always be cautious. They are more than an deterrent to strikecraft, as it has been shockingly discovered they double up as Salvage Vessels. While Bandit Interceptors and Brigand Missile Corvettes distract our defensive forces, Thiefs slip in and out from new vectors, stealing away any unsuspecting but vulernable ships as thier prize. This tactic has claimed many victims from our Kiithid and has only worsened in recent months due to alarming, as well as sometimes unusual, surges in their appearances. Intelligence is constantly attempting to revise what we know about the Thief.

Equipped with two side-mounted Mass Drivers and being heavily-armored, the Thief-class will make short work of any strikecraft not designed for engaging corvettes. They best excel while in large groups and working in tandem with Brigand-class Missile Corvettes. This chassis also serves as the testbed for unlocking upgrades to hull plating and weapon system efficiency; applied across all Turanic Corvette classes when completed.

-Strong Versus Fighters
-Weak Versus Frigates and Capital Ships.
Prerequisites: Corvette Systems
Research: Corvette Hull Upgrade, Corvette Guns Upgrade
Benefits From: Corvette Hull Upgrade
RUs Cost: 250

'Brigand' Missile Corvette

The fist of any Turanic Fleet, 'Brigand' Missile Corvettes have been the antithesis of most well-coordinated defenses through Hiigaran or Taiidani Republic space. Where they expect to meet heavy resistance, the Raiders deploy large groups of Brigands; using their vast missile bays to force submission through fear or crush their opposition. Argubly, their presence alone can quickly shift the tides of any small fleet battle. Much like the Bandit Interceptor, these corvettes are a heavily-tried design that have proven their worth. They have been adapted well to change, recieving numerous improvements and modifications over the course of time. They remain as much a credible threat to their enemies as they did fifteen years ago.

With an excellent field of coverage, their Short-Range Guided Missiles are very effective at tracking and destroying mobile Strikecraft and Corvettes. In the same capacity, they are also a nightmare to Ion Frigates and Subsystems such as Production Facilities. This makes them a useful element in crippling Capital Ships like Carriers, opening the door for other craft to finish them off. Their heavy armoring will allow them to survive punishment long enough to inflict serious damage and through class upgrades, their overall effectiveness becomes even better.

-Strong Versus Fighters and Corvettes.
-Weak Versus Anti-Strike Craft Frigates and Capital Ships.
Prerequisites: Corvette Systems, Corvette Missile Pods
Research: N/A
Benefits From: Corvette Hull Upgrade, Corvette Guns Upgrade
RUs Cost: 275

Support Corvette

Being able to plunder the ships of their enemies is no challenge for the Turanic Raiders, but making away with thier newly-gained spoils is another affair entirely. After all, if a small fleet's Carrier or Outpost is destroyed, all that bloodshed and effort is in vain. Learning from the Taiidan Imperialists, it seems the Raiders have begun modifying several of their 'Thief-class' corvettes to create a Support-class ship. Mass Driver Turrets and Salvage Systems are discarded in favor of a repair beam not unlike the reversed Phased Disassembler Array used by its counterparts. A crude but clearly-viable retrofit, the casaulties in Turanic fleets would be much higher were it not for the presence of Support Corvettes.

Their speed and armor will allow them to quickly navigate the battlefield while repelleing a small amount of fire. As they feature no weapon systems to speak of, they are dangerously vulenerable to anything bigger than a Fighter and require protection. They are capable of servicing any Corvette, Frigate and Capital Ship in the Turanic Fleet; proving themselves to be an indispenable asset during major fleet action.

-Repair Vessel
-Strong Versus None.
-Weak Versus Corvettes, Frigates And Capital Ships.
Prerequisites: Corvette Systems, Field Repair Systems.
Research: N/A
Benefits From: Corvette Hull Upgrade, Corvette Guns Upgrade
RUs Cost: 250
Last edited by Starwolf1991; 20 Jun, 2015 @ 2:19pm
Sir Vival 23 May, 2015 @ 4:07am 
Awesome Dude!
Always love me some lore :D
Starwolf1991 7 Jun, 2015 @ 8:25am 
Figured this thread could use a new post. Time for the Frigates of the Turanic Raiders. The Standard Corvette has also been updated to reflect the latest patch in which their salvage systems have been stripped out. Hopefully, I'll be able to treat you guys to the Capital Ships but into then, here are your Turanic Frigates. And thank you Sir Vival for the feedback, much appreciated!

Frigates

Standard Frigate

When the Taiidani Republic informed the Kiithid of their encounters with these ships, military commanders were skeptical. It was only upon closer inspection during an ambush in the Hiigaran outskirts that all doubts were immediately cast aside. These frontline attack frigates are a direct answer to the likes of the Vengeance-class in sophistication and profile. Despite the difference in technological level, their reinforced armor and heavy weaponry allows them to readily stand toe-to-toe. In combined groups with Ion Array Frigates, they could carve any path of destruction through our forces while leading the spearhead of a Turanic fleet.

Just like the Vengeance-Class, Turanic Standard Frigates serve as multi-role combatants. Three mass driver turrets and guided missile bays can make short work of any Corvettes and Frigates that challenge it. Their armor also provide a great degree of protection in most engagements. However, against Super Capital Ships or Bomber formations, Standard Frigates can find themselves in a very precarious situation. They should be deployed in masse at the heart of the fleet, ready to respond to any threat that opposes the Turanic Raiders.

-Strong Versus Corvettes And Frigates.
-Weak Versus Bombers And Capital Ships.
Prerequisites: Capital Systems
Research: N/A
Benefits From: N/A
RUs Cost: 750

'Dagger/Assassin' Ion Array Frigate

One of the most recognizable frigate profiles in existence, Turanic Ion Array Frigates are a feared foe throughout the known galaxy. One cannot fail to distinguish the signature magnetic web arrays of the Dagger/Assassin. These arrays focus magnetic fields onto the ion beam as it is fired, dramatically increasing the ion stream's rate of acceleration and making it scaringly effective at slicing through hull plating. Kiith Somtaaw has revealed in its field reports some of these frigates also feature cloaking field technology; allowing them to strike where we least expect it. They are an adversary that must be eliminated post-haste and with upmost caution.

With its long-range Ion Beam Cannon, these frigates can provide punishing firepower at great distances. They are devastating against light capital ships or a nuisance on the flanks of super capital ships. Unfortunately, the manoveurability of the Ion Array Frigate is poor compared to its Kushan and Taiidan counterparts. Research grants these frigates access to their cloaking systems. This allows them to disengage their weapons and slip into or out of sight with ease, creating excellent ambush opportunities. Care must be taken not to be detected by Scouts or Proximity Sensors.

-Strong versus Frigates And Capital Ships.
-Weak Versus Bombers And Capital Ships.
Ability: Cloaking
Prerequisites: Capital Systems, Ion Array Systems
Research: Frigate Cloak Upgrade
Benefits From: N/A
RUs Cost: 800

'Raider' Boarding Frigate

Turanic Raiders have been responsible for the immeasurable loss of trade vessels and outposts belonging among the Kiithid. When the resistance or size of their prey is too great for salvage corvettes, they resort to unconventional application of more direct force. Kiith Nabaal has provided intelligence on a frigate-class vessel equipped with torpedo launchers and an electromagnetic pulse emitter. Once a target has had their systems disabled, they fire their torpedos which are actually boarding pods from a standoff position. Such a violent approach one would never expect catches most defenders off-guard and these pods are known to penetrate the thickest of hull armor plating. Such a vicious reputation surrounding these vessels and their crews is unquestionable, given the outcomes we have witnessed.

A Raider Frigate will attempt to position themselves at range above their target. Once in position, they will maintain their distance while launching numerous pods into the target below. There is no retreat for the Raiders once they have breached through. Raider Frigates are vulnerable until the boarding operation is complete and require an escort at all times. Once researched, access to the Electromagnetic Pulse Emitter is granted. These can be used to temporarily short out a target's systems, making their task easier to accomplish.

-Boarding Vessel
-Strong versus None.
-Weak Versus Bombers, Frigates And Capital Ships.
Ability: Boarding.
Prerequisites: Capital Systems, Boarding Pods
Research: Raider EMP Upgrade
Benefits From: N/A
RUs Cost: 800

Blockade Frigate

A frightening demonstration of ingenuity and the evolution of exotic technology appearing within Turanic Fleets. Dubbed 'Blockade Frigates', these support-orientated vessels appear to be a culmination of technologies reverse-engineered from our people as well as the vengeful Kadeshi remnants. They operate like Puppeteer or Somtaaw Hive-class Drone Frigates; deploying multiple micro-drones that provide anti-fighter point defense. Further analysis has also revealed the presence of hyperspace inhibitor field generators, functioning in similar capacity to those of Kadeshi Motherships. The design alone raises more interesting questions as to just how well we know our adversary.

When in combat, their drones provide excellent defense incoming against fighters. As they only last for a short time, drones should be recalled when not engaged. Their inhibitor field generators prevent or interfere with hyperspace jumps in a limited radius around them. Due to the difficulty involved in salvaging and reverse-engineering these technologies, the Turanic fleet can only support a small number of Blockade Frigates. They should be very guarded closely by strikecraft or other frigates during any heavy fleet battles.

-Drone Vessel.
-Hyperspace Inhibitor.
-Strong versus Fighters.
-Weak Versus Bombers, Frigates And Capital Ships.
Ability: Deploy Drones.
Prerequisites: Capital Systems, Savalged Frigate
Research: N/A
Benefits From: N/A
RUs Cost: 1100
Last edited by Starwolf1991; 20 Jun, 2015 @ 2:23pm
edwin gibson 19 Jun, 2015 @ 5:31pm 
Thanks TPI | Starwolf1991.
This is good intel. :)

I'm looking forword to hearing... (Reading) about the rest of the ships of the Turanic Raiders.
As well as the ships from the other factions. :)

Starwolf1991 20 Jun, 2015 @ 2:40pm 
Thanks edwin! The Turanic Frigate entries were kicking me hard for a while, so I was glad to have them done. Its hard in some cases when working from personally drawn conclusions. I'd also honestly be stumped without the guiding light of the Homeworld Cataclysm manual. Say what you will about the game, they really fleshed things out on the lore side there and I enjoy writing these from the Kushan prespective.

Hoping to get the Turanic Capital Ships up within the week, once some immediate priorities have been resolved. I'm itching to get the Multi-Gun Cruiser (My personal favorite) out there. After that, I should be able to followup with a start on the current Kadeshi fleet.
Last edited by Starwolf1991; 20 Jun, 2015 @ 2:43pm
edwin gibson 21 Jun, 2015 @ 3:09pm 
Originally posted by TPI | Starwolf1991:
Hoping to get the Turanic Capital Ships up within the week, once some immediate priorities have been resolved. I'm itching to get the Multi-Gun Cruiser (My personal favorite) out there. After that, I should be able to followup with a start on the current Kadeshi fleet.
Nice. :)
edwin gibson 1 Jul, 2015 @ 5:54pm 
So any news?
Starwolf1991 2 Jul, 2015 @ 12:26am 
Wrapping up of a college semester, being overzealous with quality and a bad addiction for Mechwarrior has caused delays. Not to worry though; Nearly there, so hang in there! :)
Last edited by Starwolf1991; 5 Jul, 2015 @ 2:08pm
Starwolf1991 2 Jul, 2015 @ 5:18pm 
Here it is. After much delay which I hope will be well worth the wait, I present to you; the Super Capital Ships of the Turanic Raiders! This leaves only gun platforms as well as resourcing and non-combat ships as outstanding for the Turanics. However, I've got a strong itch to start working on the Kadeshi entries so they can wait for now. Until then, as always, hope these are enjoyful as well insightful about the mighty vessels you will use to mercilessly crush your opposition:

Flagship

Little is known about this Flagship-class vessel Hiigaran spies have discovered deep within the Bandit Kingdoms. We cannot fathom how the Turanic Raiders were capable of producing a vessel of Mothership specifications. Our history with the Turanics leads Intelligence to believe this design to be of recent construction; possibly carried out in partnership with the Taiidan Imperialist Remnants. We have been able to confirm the presence of a fully-fledged phased dissassembler array, extensive point defense systems and a carneverous hangar bay from which overwhelming numbers of strikecraft can be deployed. No doubt we will find it operating at the heart of the Turanic Fleet as we endeavour to unravel its mysteries.

As the central command ship of the Turanic Fleet, only one of its kind exists. Destruction of this vessel will spell the annihilation of the Turanic Raiders, so it must be guarded at all costs. The spread out locations of its point defense turrets do provide solid protection from fighters, but it is highly vulnerable against massed bomber strikes or any anti-capital ship vessels. Care should be taken when constructing new ships in an active warzone, as frigates or large ships are quite exposed when deploying from the phased disassembler array.

-Fleet Command Ship.
-Shipyard (Produces New Ships)
-Strong versus Fighters.
-Weak Versus Bombers, Frigates And Anti-Capital Ships.
Prerequisites: N/A
Research: N/A
Benefits From: Super Capital Armoring, Super Capital Refurbishing.
RUs Cost: N/A

Destroyer

A sheer lack of Super Capital Ships over the decades has long been the downfall of the Turanic Raiders. Without them, they have incurred numerous defeats in the past, most especially during the War for Homeworld. It should come as no surprise that following the establishment of the Bandit Kingdoms, the Raiders cut no corners so as to enforce their claim. This has been strongly evidenced through the advent of their Point Destroyer-class Capital Ships. Commanders of the Taiidan Republic have described them as highly robust multi-weapon platforms. Durable, boasting impressive weaponry and able to survive where most destroyers would be crippled, a single one is capable of directly challenging the loathed Skaal Tel-class. No doubt we'll find many of these operating at the Vanguard of the Turanic Fleet, waiting for the time to strike.

Turanic Point Destroyers are scaringly versatile assault vessels, capable of engaging multiple threat categories simultaneously. While they decimate capital ships through a combination of heavy mass driver turrets and missile batteries, their newly-developed Flak Guns allow them to wither down incoming strikecraft. Their very thick armor plating allows them to shrug off most conventional weapons fire long enough to punish other Capital Ships. This chassis also serves as the testbed for unlocking upgrades to hull plating and weapon systems refurbishing; applied across all Turanic Super Capital Ship classes when completed.

-Strong versus Frigates.
-Weak Versus Bombers And Anti-Capital Ships.
Prerequisites: Super-Capital Systems
Research: Super Capital Armoring, Super Capital Refurbishing.
Benefits From: Super Capital Armoring, Super Capital Refurbishing.
RUs Cost: 1700

Siege Destroyer

Fear can be a powerful motivator when correctly applied. The Turanic Raiders are second to few when it comes to this, be it through piracy or an overwhelming show of force. Seeking to further extend the capabilities of their fleets, the Turanic Raiders have utilized their Point Destroyer-class to create a siege-configuration chassis. This destroyer incorporates technologies of the Dagger Ion Array Frigate in order to provide powerful long-range bombardment; as devastating to other Capital Ships as it is a planet's surface. Anyone making the foolish decision of challenging these vessels have quickly met their demise and it is through demonstration of power that many consider it a fearsome opponent. Kiith Manaan is offering an exorbitant bounty for the destruction of each one of these vessels.


With its two long-range Ion Beam Cannons, the Siege Destroyer is brutally effective at hunting down other Capital Ships and Frigates. In effect, it serves in the same capacity as a Missile Destroyer; supporting other ships along the flanks with heavily-concentrated firepower. Like its counterpart, the Ion Array Frigate, it features no defensive weaponry and has sluggish manoeuvrability. Thus, it is best deployed when in safety amongst other ships or potentially from an ambush position. When going in for the kill, the Siege Destroyer's burst ability allows it to fire a third Ion Beam Cannon; used sparingly to prevent internal systems from overheating under stress.

-Strong versus Frigates And Capital Ships.
-Weak Versus Bombers And Anti-Capital Ships.
Prerequisites: Super-Capital Systems, Ion Siege Batteries
Research: N/A
Benefits From: Super Capital Armoring, Super Capital Refurbishing.
RUs Cost: 1850

'Lord' Attack Carrier

A carrier profile that earns itself a dangerous reputation amongst the races of the Galactic Council. The Lord Attack Carrier has led almost every Turanic incursion into Allied space since the war for Homeworld fifteen years ago. Most unseasoned commanders would underestimate the Lord-class as an aging design surviving only on redundant systems. In truth, they are heavily-sufficient in self-defense and have also proven themselves in a utilitarian capacity; demonstrating their ability to threaten most capital ships with their Dual Ion Cannons. Despite this, the Turanics hold these vessels in reserve. Survival is preferential over losing the fleet's central command and control or their hard-earned spoils of war.

With its reinforced hull structure, the Attack Carrier is guaranteed a high level of survivability while it retaliates or manufactures new ships in the heat of battle. Ten gauss point defense turrets spread along the starboard and portside flanks also provide excellent protection from strikecraft. The dual Ion Cannons are by default disabled, but once researched will become available for all Attack Carriers. This will enable them to engage other capital ships with some of the effectiveness of a Destroyer-class. Commanders must be careful when taking them on the warpath, for any miscalculation or lack of escort could lead to their destruction.

-Carrier (Produces New Ships)
-Strong versus Frigates.
-Weak Versus Bombers And Anti-Capital Ships.
Prerequisites: Super-Capital Systems, Carrier Chassis
Research: Carrier Ion Cannons
Benefits From: Super Capital Armoring, Super Capital Refurbishing.
RUs Cost: 3000

Multi-Gun Cruiser

The most horrific creation of the Turanic Raiders is also the one we never would have expected. The Karos Graveyard is home to many derelicts of various origin, some of which we have recently discovered to be of Ancient Hiigaran construction. The Turanic Raiders have demonstrated the lengths of which they will go to terrorize our region of space. Through salvage and reverse-engineering, they have utilized these derelicts to design and manufacture a new profile; the Multi-Gun Array Cruiser. At current, we can only speculate on how many of these vessels are operational. One thing is clear however; every single one is a clear expression of hatred for the Hiigaran nation and must be neutralized immediately.

These frontline skirmishers are a nightmare force to contend with, capable to engage targets in multiple directions with their multi-gun turrets. Their firepower is both very rapid and hard-hitting against most forms of opposition. Of all Super Capital Ships in this region of the galaxy, they also stand as the most heavily armored which adding to its already terrifying profile. However, it may find itself struggling in a one-on-one situation with counterparts like the Avatar or Qwaar-Jet Heavy Cruiser who can outrange it. In addition, there is no defense against strikecraft for the Multi-Gun Cruiser. This leaves it highly vulnerable to attack from massed Bomber formations.

-Strong versus Frigates And Capital Ships.
-Weak Versus Bombers.
Prerequisites: Super-Capital Systems, Multigun Arrays
Research: N/A
Benefits From: Super Capital Armoring, Super Capital Refurbishing.
RUs Cost: 3150
Last edited by Starwolf1991; 5 Jul, 2015 @ 2:07pm
edwin gibson 5 Jul, 2015 @ 1:19pm 
Thanks TPI | Starwolf1991 for the ship infos on the Turanic Raiders. :)

Any idea when you will/may start on the Kadeshi Ships. :D
Last edited by edwin gibson; 5 Jul, 2015 @ 1:19pm
< >
Showing 1-10 of 10 comments
Per page: 1530 50