Carrier unit Homeworld: Deserts of Kharak Guide
Last update: 24 June 2016
Carrier is the key vehicle in the game. This is a mobile HQ, a type of a transport vehicle and an aircraft carrier. You will be using it as a resource collection point, for building new units, buying upgrades and upgrading your technology. This game model does not provide any buildings (apart from cannons produced by Baserunners). After your carrier is destroyed, you lose the game/mission.
Carrier has its own defense and utility systems that you can activate with energy points. You can buy them from the technology tree. They allow you to upgrade the carrier to the point when it becomes nearly indestructible. You can freely distribute these points (LMB) and you can also withdraw them and spend them elsewhere on the tree - depending on your current needs. In the campaign mode, you receive these points for obtaining specific storyline artifacts. In multiplayer, you have to purchase upgrade points for your resources (the Power Reserve upgrade). It should be noted that, to activate a higher level of the module, you require the amount of points that is equal to the sum of previous levels, plus the one that you want to unlock. In other words, to activate level three you need 6 energy points (1+2+3). On the right, you can see the temperature gauge. After you activate too many systems at a time, you can overheat them which will damage the Carrier.
There are four categories of energy distribution available and they are different for each of the factions:
Coalition
- Reactive Armor - it increases defenses against attacks on the Carrier and, at the highest tier, it ensures regeneration.
- Repair System - repairs nearby units (on the sides of the Carrier) and itself.
- Turret Network - an effective system of attacking the enemy with missiles and turrets.
- Range Systems - extends the range of turrets and missiles (if active - Turret Network), it also maximizes detection range.
The below table presents how functionality changes, depending on the number of used points:
Module tier | Reactive Armor | Repair System | Turret Network | Range Systems |
0 | 25 | Inactive | Inactive | Range of attack: 500 m |
1 | 30 | Repairs nearby vehicles | Active (turrets) | Range of attack: 800 m |
2 | 40 | Increases repair rate by 50% | +2 projectiles in one launch | Range of attack: 1100 m |
3 | 60 | Increases repair rate by 100% | +3 projectiles in one launch | Range of attack: 1400 m |
4 | 100 | Increases repair rate by 150% | +4 projectiles in one launch | Range of attack: 1700 m |
5 | Automatic Carrier repair | Increases repair rate by 200% | Turrets deal 65% more damage to armored units | Range of attack: 2000 m |
Gaalsien
- Re-establish Systems - it enables repairs to the Carrier, there is no need to activate it when the Carrier is fully functional.
- Carrier Engines - increases max speed of the carrier which, unlike the one of the Coalition is very slow.
- Weapon Systems - the system operates weaponry that the vehicle is armed with, i.e. turrets and missiles. It is similar to the system of the Coalition, in the way it functions. It increases the rate of fire of the turrets with each tier.
- Range Systems -increases the range at which defense systems of the Carrier can engage the enemy.
The below table presents how functionality changes, depending on the number of used points:
Module tier | Re-establish Systems | Carrier Engines | Weapon Systems | Range Systems |
0 | Inactive | Speed: 10 km/h | Inactive | Range of attack: 500 m |
1 | regeneration at level 30 | Speed: 35 km/h | Active (turrets) | Range of attack: 800 m |
2 | regeneration at level 50 | Speed: 55 km/h | +2 projectiles in one launch | Range of attack: 1100 m |
3 | regeneration at level 70 | Speed: 75 km/h | +3 projectiles in one launch | Range of attack: 1400 m |
4 | regeneration at level 90 | Speed: 95 km/h | +4 projectiles in one launch | Range of attack: 1700 m |
5 | regeneration at level 110 | Speed: 120 km/h | Turrets deal 65% more damage to armored units | Range of attack: 2000 m |
In the campaign mode, there also are artifacts present. You will learn more about them in chapter entitled Artifacts. In a nutshell, these are objects that you obtain at random and which permanently increase parameters of your Carrier and sometimes of other units (recruitment speed, accuracy, range of vision, etc.). After you find them, they have to be carried over to your Carrier (or Support Cruiser).
Artifacts in multiplayer are different in their role and functioning, from the ones that you find in the storyline mode.