Homeworld: Unification
Turanic ships





FIGHTER CLASS

DETECTOR
This strike craft isn't too useful in combat, but it does have light weapons. It's the fastest Turanic ship, at 1000 m/s. It can defend itself, but it relies on running away to do that. This makes it hard to kill when retreating, but nearly useless in an attack. It can be of some use at hit-and-run. However, this is mainly a sensor ship. It can detect cloaked and mimicked ships, and it can also "see" very far on the sensors manager. It's pretty expensive, at 62 RUs.

FIGHTER
The main Turanic fighter, as its name says. It has standard armor, firepower and speed, making it an all-purpose fighter. It travels at 800 m/s and costs 35 RUs.

TRACKER
The Tracker is a special anti-swarmer fighter. It has 6 guns pointing in different directions and a very fast turn rate, to keep up with the targets. It has exactly the same firepower as the Fighter, but it's spread out between its guns so the Tracker isn't that good against big ships. It also has less speed, only 650 m/s. It costs 45 RUs.

DECEIVER
It's a lot like the Mimic from Cataclysm. This is a fighter that can mimic other ships (up to corvette class) and asteroids. There's an improvement, though: it doesn't leave engine tracks when mimicing asteroids. If you research "linking tech", you can combine 2 of them to form an Ambusher. The Deceiver hasn't got any weapons. It travels at 750 m/s. The only attack it has is kamikaze. You can upgrade it with "afterburners" tech, so that when it's kamikaze-ing it accelerates to 900 m/s, as soon as it has the target in visual range. It costs 55 RUs.

RESOURCE THIEF
This is an unusual fighter. It doesn't have any weapons, instead it's fully specialized on stealing resources from the enemy. It leaves no engine trail, so it's hard to spot. It's also invisible to sensors. But other that that is has no way of hiding if it's discovered. It will attack enemy ships by attaching itself to them. Then it will start to slowly convert their hull into RUs that you can use, lowering their health in the process. It can't be targeted by any weapons when it's attached, but repair beams will have a destructive effect on it. It costs 75 RUs and moves at only 550 m/s.
 

CORVETTE CLASS

STANDARD CORVETTE
The good old standard corvette from the first HW games. It has medium speed and firepower for a corvette. It might seem too expensive for what it gives you, but remember it can be upgraded with salvage ability. It's less effective than the Kadeshi Salvager, because you need 3 for a frigate, 4 for a destroyer-class ship and 6 for bigger ships. But then again, this is really an all-purpose corvette. Of course it can salvage derelicts as well, to get RUs. It costs 290 RUs, but that's money well spent.

MISSILE CORVETTE
It's the miracle of Turanic engineering. The smallest ship that can produce it's own missiles. There's no space for storing them, though, so it doesn't have a missile reserve. It fires one missile at a time. In large numbers it can make short work of any fighter, although it's nearly the slowest of all corvettes. It costs 330 RUs.

AMBUSHER
This corvette is actually made up of 2 Deceivers linked toghether. It has the same mimicing ability, and it can mimic even larger asteroids and frigate-class ships. Unlike the MCV from Cataclysm, it won't leave engine trails when it looks like a frigate. Since the Ambusher is much slower than a Deceiver and it doesn't benefit from that kamikaze speed burst upgrade, 2 Deceivers are always better for kamikaze tactics than an Ambusher. But the Ambusher actually has weapons. It's not much firepower, but the Ambusher is cheap. This makes it the best ship for turanic ambushes, especially as fake asteroid fields. When the Ambusher fires it must drop it's disguise, but then it activates it again. It costs exactly like 2 Deceivers, meaning 110 RUs.

DRONE CORVETTE
Don't think it has anything to do with the old Drone Frigate, because it doesn't. The Turanics experimented with computer-controlled engineless drones. Soon, the drone corvette was born. It carries 5 drones at a time, with no space for weapons. It's a slow corvette. The drones are a lot like the ones from the old Drone Frigate, but they can't move. They have very little armor. The corvette deployes them as "mines". It rebuilds it's drones at the same rate as it deployes them (when it's making a "minefield"). The stock of 5 drones is useful in "emergency drop", a command that makes the corvette drop them all. The Drone Corvette costs 250 RUs.
 

FRIGATE CLASS

SUPPLY FRIGATE
The Supply Frigate's main role is to refuel strike craft and repair ships. It's just like the Fuel Pod, only with a different arrangement of the docking areas. The only real difference is it's weapon. Unlike the Fuel Pod, the Supply Frigate has only a one-time use weapon: the battering ram. This is it's only defense. It acts like a Ramming Frigate from Cataclysm. It's much smaller (corvette size) and does less damage. But it's better at pushing away ships. A Supply Frigate has only one and can't replace it. You can order it to launch the ram by attacking an enemy ship. Then it will head for that ship and you lose control of it. If it kills the ship it will randomly choose another one. But if the ship that it destroyed was a capital-class one, then the ram will be destroyed in the explosion. It has medium armor. Note that the ram doesn't appear on your sensors (only the enemy's) and if it gets out of your ships' sight range you can't see it any more. It costs 500 RUs.

MULTI-GUN FRIGATE
This frigate is made to fight the Kadeshi swarms that are generally dispatched against capital ships. It has a large number of small turrets that can individually track different strike craft. It also has a missile launcher on it's "nose", but with a stock of only 5 missiles. It costs 580 RUs.

ION ARRAY FRIGATE
This is a well-known Turanic ship, that was in both Homeworld and Cataclysm. It won't have any cloaking device, unlike in HW:C. Just an ion beam powered up more than usual by the magnetic arrays. It can self-repair like all capital ship and more maneuvrability than in HW. This frigate costs 700 RUs.

REPULSE FRIGATE
The repulsor field of the Somtaaw Dreadnought can be fitted to smaller ships as well. The Turanics found a way to greatly reduce it's loading time, but this doesn't leave space for other weapons. The Repulse Frigate fires only it's repulsor field, at an interval of a few seconds. The range isn't that big, though, so the attacking ships can still fire on it if they have extensive range (or if they move fast enough). This is the only weapon equally effective against all ships.
It does more damage and less pushing away. With "linking tech" researched, 3 Repulse Frigates can link toghether to form a Heavy Repulsor. It costs 800 RUs.
 

SUPER-CAPITAL CLASS

DROID DESTROYER
This destroyer-size ship has only a single ion cannon mounted on top, but its main weapons are its droids. Those are microships similar to the drones of the Drone Corvette. They also have no engine, but they can move thanks to a special magnetic field that the Droid Destroyer emits. This restricts their range, however. The Droids fire just like the Autoguns from the junkyard, but they have less range. The Destroyer carries 10 of them and replaces the ones that are destroyed. A Droid Destroyer costs 1550 RUs.

HEAVY REPULSOR
It is made up of 3 Repulse Frigates linked toghether. So it obviously costs 2400 RUs. The repulsor field's range is only a bit bigger than that of the Repulse Frigate, but it does 3 times the damage. Note that the range is measured from the surface of the ship, not its center. A Heavy Repulsor can concentrate "firepower", while 3 Repulse Frigates spread it in a larger volume of space.

FIRENAUGHT
The Firenaught is the biggest Turanic warship. It is made to obliterate its enemies. It's very slow, but has 4 ion cannons in the front and 2 ion cannon turrets that can point in almost any direction. It also has 5 normal turrets. Its only weakness is against high-speed strike craft. It costs 3600 RUs.

ASSAULT CARRIER
This is the Turanic Carrier that we all know. When it's first built, it's a bit shorter than you know it and doesn't have its ion cannons. But there's an upgrade module for it: the Double Ion Module. You build it on this Carrier to give it its 2 ion cannons. Just like any Carrier it can build ships up to frigate-class and has docking space for strike craft. The Assault Carrier costs 2500 RUs.
 

NON-COMBAT CLASS

RESOURCER
It's the ship that the Turanics use for collecting resources. It has less cargo capacity than the Kadeshi Harvester and it's also a bit more expensive, but it has a repair beam, so it can repair capital ships. It also has docking space for 1 strike craft. It will get repaired, but not refueled. The Resourcer has a cargo capacity of 700 RUs. It costs 650 RUs.

REPLENISHER
This Turanic ship does the same thing as the old Resource Controller. Resourcers can unload at it, and it can also refuel (but not repair) strike craft. It costs 750 RUs.

GUARDIAN
This ship is a lot like the Sentinel from Cataclysm, but doesn't have any weapons. It's made to create those force fields. When it's first built, it can make a level 1 field. But you can eventually upgrade it with level 2, and later with level 3. There's an extra upgrade for this ship, "reverse force field". This is a yellow force field that lets any weapons get through to the shielded ship, but the ship's weapons are stopped (only the weapons that are stopped by a level 2 shield). This is useful for "shielding" large enemy ships. The Guardian can't shield strike craft. It takes 8 Guardians to shield a frigate-sized ship, 10 for larger ships and 12 for Motherships. A Guardian costs 65 RUs.
 

HOLO PROJECTOR
The Holo Projector is a small frigate-size vessel with large holographic projectors. It can look like any capital or super-capital ship. Only a Mothership-class ship is too big for it. It can also mimic medium to very large asteroids. However, its mimicing field is temporary. Still, it lasts for a long time and recharges pretty fast. It's unarmed, so its main job is to get other ships in its field. If it mimics a large vessel, than it can hide other ships in the same projection. If it mimics a smaller one, then the ships around it will each have the same hologram around themselves. Of course this has a certain range. When one of the hidden ships fires, the hologram DOES NOT de-activate. This is because the Holo Projector itself doesn't fire. But the weapon fire is very likely to come out of strange places on the hologram (like an ion cannon comming out of the engines). A Holo Projector costs 810 RUs.
 

MOTHERSHIP CLASS

CORE-OUTPOST
It's the biggest of all Turanic ships, absolutelly HUGE. In multiplayer, this is the mothership that the Turanics start with. It can build all the other Turanic ships, except Outposts. There are many upgrade modules for it, just like for the Outposts. The Core-Outpost without any modules is still more bulky and compact than those skeleton-like Outposts. It also has a hangar incorporated into it from the start, not as an upgrade module. The Core-Outpost has engines, but it still moves only a little bit faster than the Mothership from HW.

OUTPOST >single-player only<
These Outposts have been around since Cataclysm. They don't have engines and only move by hyperspacing. They need a Hangar Module to be able to build ships. They have only 2/3 the armor of the Core-Outpost. You'll fight against them in the campaign.
 

COMPONENT CLASS

TURRET MODULE
This module is basically a turret like those of frigates, only with a bit better fire rate. It can be added on Outposts and Core-Outposts. An Outpost can have up to 8 of them, a Core-Outpost only 7. One Turret Module costs 90 RUs.

ION CANNON MODULE
It's a module that can only be added on Core-Outposts. You can't add more than one. This is an immobile ion cannon (unlike those ion turrets of Firenaughts and Battlecruisers), with medium power. It costs 300 RUs.

DESIGNING MODULE
This is a research module that researches the techs that allow you to build new ships. It can only be built on a Core-Outpost, and there's a maximum of 3 of them. A Designing Module costs 600 RUs.

UPGRADING MODULE
This module researches the techs that are strictly upgrades. It can only be built on a Core-Outpost, and there's a maximum of 3 of them. An Upgrading Module costs 600 RUs.

DOUBLE ION MODULE
It's the only module for the Assault Carrier. It gives it the 2 ion cannons in the front, its only weapons. Of course there can only be one such module on a Carrier. It costs 570 RUs.

HANGAR MODULE >single-player only<
This module can only be built on Outposts. Core-Outposts have a hangar incorporated from the beginning, not a module. The Hangar Module allows Outposts to build ships.

Note: The modules have a separate health from that of their parent ship. The owner can see the health bar if he clicks on the module. Also, the modules can be targeted separatelly from their ship, unlike in Cataclysm.