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Part 9
Homeworld: Deserts of Kharak

Part 9

Learn about carrier tactics, ship stats like the Heavy Cruiser, and resource management in Homeworld: Deserts of Kharak Part 9.

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Learn about carrier tactics, ship stats like the Heavy Cruiser, and resource management in Homeworld: Deserts of Kharak Part 9.

Walkthrough
  1. 1
    Keep strike craft (small, agile ships) docked within your carrier until help arrives if you want to keep them safe.
  2. 2
    If no help is expected, or the strike craft are your primary defense, undock them. Be aware that newly undocked strike craft are vulnerable for a few seconds as they form up, making them easy targets for enemy anti-strike craft defenses.
  3. 3
    Monitor your sensors (radar (your minimap with nearby blips and threats marked) display) to undock strike craft early if necessary.
  4. 4
    If you have 50 fighters docked and try to build another from the same carrier, the new fighter will launch immediately due to a lack of available dock sleeves. This also applies to corvettes.
  5. 5
    Carriers are vulnerable when unescorted. If your carrier is about to be destroyed, scuttle it (intentionally destroy it) to cause a massive explosion that can destroy most ships below frigate class.
Tips
  • Strike craft emerge from carriers in pairs and have a brief period of reduced control, making them susceptible to enemy anti-strike craft units positioned near the carrier's exit.
  • If a carrier is critically damaged, scuttling it can be a last resort to inflict significant damage on the enemy fleet.

Heavy Cruiser

Mass: 800000 tons

Armour: 90000

Firepower: 19000 ITM * 966 (921 in V1.05 tests)

Coverage: 100%

Type: Twin ions x2, 6 heavy guns

Fuel: Unlimited

Manoeuvrability: Very low

Max Velocity: 250 m/s

Special Action: None

RU Cost: 3700

Time to build: 420 seconds

RU per sec: 9

Available from: Mission 13

The Heavy Cruiser is a powerful ship, but its low manoeuvrability makes it slow to reach engagements. The Kushan version has slightly split ion cannon beams, making them less effective against single static targets but more useful against groups of fighters due to wider coverage.

Resource Collector

Mass: 40000 tons*

Armour: 10800

Firepower: None

Coverage: None

Manoeuvrability: Medium

Max Velocity: 300 m/s

Special Action: Support strike craft (refueling only)

Required Tech: None

RU Cost: 650

Time to build: 60 seconds

RU per sec: 11

Available from: Mission 1

Resource Collectors are essential for gathering resources. They are unarmed but have good armor. Their support action refuels strike craft, not repairs them, and can only refuel one at a time, leading to queues for large wings. On aggressive stance, they will harvest even under attack. A full load is 600 Rus.

Resource Controller

Mass: 79000 tons

Armour: 13600

Firepower: None

Coverage: None

Manoeuvrability: Low

Max Velocity: 300 m/s

Special Action: Support Strike Craft (refueling only)

Required Tech: Capital Ship Drive

RU Cost: 680

Time to build: 65 seconds

RU per sec: 11

Available from: Mission 3

The Resource Controller teleports resources to your Mothership (MS). Taidan versions are faster than Kushan versions, which require an extra second or two for resource collectors to offload materials due to a 180-degree turn. It can refuel up to 4 fighters and 2 corvettes at a time, but does not repair them; only carriers and motherships can repair docked resource collectors.

Probe

Mass: 40 tons

Armour: 800

Firepower: None

Coverage: 100%

Type: Cameras

Fuel: Unlimited range for one trip

Manoeuvrability: Medium

Max Velocity: 4000 m/s (one use)

Special Action: None

Required Tech: None

RU Cost: 30

Time to build: 6 seconds

RU per sec: 5

Available from: Mission 1

Probes are fast, single-use reconnaissance units. They cannot be moved after deployment. If scuttled just before impact, their debris can cause a shotgun-like effect. Cheating players may make probes appear to move more than once.

Gravity Well Generator

Mass: 65000 tons

Armour: 8000

Firepower: None

Coverage: 100% zone

Type: Gravity well

Manoeuvrability: Low

Max Velocity: 325 m/s

Special Action: Gravity well distortion (5.5km)

RU Cost: 800

Time to build: 60 seconds

RU per sec: 14

Available from: Mission 9

Time field lasts: 200-210 seconds

Recharge time: Does not recharge

The Gravity Well Generator creates a field that traps all strike craft except salvage corvettes, and can also capture ships entering or exiting hyperspace. It is limited in use and should be retired rather than destroyed to preserve its crew.

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