Homeworld: Deserts of Kharak ship guide covering Fighters, Corvettes, Frigates, and Carriers. Learn stats and capabilities.
Fighter
Mass: 70 tons
Armour: 225
Firepower: 20
Coverage: 5%
Manoeuvrability: high
Max Velocity: 780 m/s
Cost: 50 Ru
The Fighter is a difficult trophy to acquire from the Turanic fleet. It is heavily outclassed by scouts but possesses heavy armor. One appears on the final level in the single-player (SP) game; otherwise, it is not recommended as they fill up your fighter slots. You can have as many fighters as docking sleeves, but you cannot rebuild lost fighters if you are at maximum capacity, and reserving building spaces does not work. It is speculative that fighters have afterburners, as the Z key makes them flash like scouts, though combat speed increases have not been significantly noticed without micro-management.
Thief Corvette (Standard Corvette)
Mass: 150 tons
Armour: 1100
Firepower: 14
Coverage: 1%
Type: Turreted guns
Manoeuvrability: medium
Max Velocity: 500 m/s
These corvettes are often encountered in multiples. They have poor coverage and are lumbering compared to your own heavy ships. Their turreted guns have slow turning speeds, are inaccurate, and weak, making them largely worthless. It is believed you can capture up to 20 of them in the entire game. A heavy corvette is considered worth four of these. Their clipping is in doubt, as you cannot ram (kami) them, but bullets, plasma bombs, and bursts seem to work fine.
Missile Corvette
Mass: 775 tons
Armour: 1400
Firepower: 12 (according to in-game screens)
Coverage: 100%
Type: Mini missiles
Manoeuvrability: low
Max Velocity: 500 m/s
Special: 60 missile burst fire
Cost: 225 Ru
The Missile Corvette is extremely effective despite its drawbacks of dying easily, slow speed, and poor handling. It fires a 60-missile burst that can deal 50% damage to a destroyer. Its missiles have a long pursuit range (up to 23 seconds) and can turn faster than those of missile destroyers. Missiles recharge quickly, allowing for another full burst within a minute. It is heard that you can capture up to 10 of them, though they can be elusive.
Ion Array Frigate
Mass: Unknown
Armour: Unknown
Firepower: Unknown
Coverage: 3%
Type: Ion cannon
Manoeuvrability: low
Max Velocity: 245 m/s
Special Action: none
These frigates lack the self-repair ability of standard ion cannon frigates but possess a more powerful ion cannon beam, which fires more often despite a shorter duration. They have terrible armor and poor turn speed, making them vulnerable even to fighter attacks. Two are available later in the game around the ghost ship.
Attack Carrier
Mass: Unknown
Armour: Unknown
Firepower: Estimated 476 (x2 ion cannon + carrier weapons)
Coverage: 100% (deck guns)
Type: Ion cannon and guns
Manoeuvrability: low
Max Velocity: 235 m/s
This ship cannot be captured without a mod (a community-made modification that changes the game). It first appears to launch strike craft at you and later attacks your Mothership (MS) directly. It has a very slow docking rate, and only strike craft have been observed entering and leaving it. Its deck guns fire faster than your carrier's, capable of dealing major damage to a scout that flies past it.
Bentusi
Bentusi are unbound travelers who travel the galaxy to trade and sell technology. They are peaceful and have council links.
Bentusi Trader
Mass: Unknown
Armour: Unknown
Firepower: 900 +/- 100
Type: Triple super ion cannons
Coverage: Unknown
Manoeuvrability: Unknown
Max Velocity: Unknown
This ship is intimidating.
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