House of the Dying Sun

House of the Dying Sun

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Weapons, Ships, Upgrades and Enemies Guide
Por CTC
A guide to the weapons, ships, upgrades and enemies encountered in House of the Dying Sun.
   
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Introduction
Most of the information is simply taken from the stats panel in the tactical screen with a few bits here and there obtained by testing. Still missing is rate of fire and for many burst/volley fire weapons the number rounds fired per attack.

For upgrades I only listed upgrades which have effects not immediately obvious from the equip screen tool tip.
Executors
"...the personification of the Harbinger fleet, our Executors danced through the battlefield like angels of death, felling heretic fighters and capitals alike."

Hull: 100
Shields: 200 (with ENERGY SHIELDS upgrade)
Speed: 149
Boost Speed: 412
Weapons: 1 x Executor Primary, 1 x Executor Secondary, 1 x Executor Heavy
Executor Primary Weapons
AC-1437 AUTOCANNON
"The AC-1437 AUTOCANNON cannon fires fast-moving kinetics slugs that possess average range and damage characteristics."


Hull Damage: 16
Shield Damage: 4
Range: 3,600 m
Fire Rate: approx. 450 rpm
Capacity: 35 (continuous fire from zero heat).
Reload: 2 seconds
Note: The AUTOCANNON uses a heat system. The weapons continuously cools off and in effect passively "reloads". However using the reload button speeds this up immensely.

M5-LONGRIFLE
"The M5-LONGRIFLE delivers a superheated plasma core to the target, which ignites upon impact and allows the round to penetrate even the heaviest of armor. Useless up close and highly ineffectual versus shields."

Hull Damage: 120
Shield Damage: 2
Range: 12,000 m
Fire Rate: approx. 24 rpm
Capacity: 2
Reload: 5 seconds
Note: The LONGRIFLE fires as fast as you can pull the trigger. Hence the fire rate is mostly limited by the 5 second reload time.
Executor Secondary Weapons
DG-FLC BLUNDERBUSS
"Flechette cannons are imprecise, savage weapons. Magnetically accelerating shrapnel using the vessel's drive engines is both simple and extremely dangerous."


Hull Damage: 12 (240)
Shield Damage: 2 (40)
Range: 1,000 m
Fire Rate: approx. 70 rpm
Capacity: 3
Reload: 2 seconds
Note: Fires 20 flechettes per shot

6B-VII FURY MISSILES
"Also known as the Yellowjacket, the 6B-FURY launcher delivers variable salvos of anti-fighter warheads to the intended target, chopping through shields but struggling against hull. Because of their renowned tracking ability, FURY MISSILES excel at dismantling enemy drones."
Hull Damage: 20
Shield Damage: 75
Range: 1,800 m
Fire Rate: approx. 250 rpm
Capacity: 15
Reload: 2 seconds

4985J ECM-PULSE
"Imperial bounty hunters often equip their vessels with ECM Pulse cannons that disable their targets, preparing them for boarding operations."


Hull Damage: 0
Shield Damage: 50
Range: 5,000 m
Fire Rate: approx. 190 rpm
Capacity: 21 (continuous fire from zero heat).
Reload: 4 seconds
Note: The ECM PULSE uses a heat system. The weapons continuously cools off and in effect passively "reloads". However using the reload button speeds this up immensely.
Executor Heavy Weapons
DKE-SCARAB TORPEDO
"SCARAB TORPEDOES are designed to provide our fighters with situational heavy strike capabilities. They are old technology and are easily countered by point defense systems."

Hull Damage: 1,000
Shield Damage: 1,000
Range: 8,000 m
Capacity: 1 (2 with BOMBER CHASSIS upgrade)

F4-PURIFIER BOMBS
"PURIFIER BOMBS were the Empire's answer to the dense flak screens prevalent during the last insurrection. They are engineered to withstand heavy point defense fire, but are slow and possess no internal guidance systems."

Hull Damage: 1,500
Shield Damage: 1,500
Range: 4,000 m
Capacity: 2 (3 with BOMBER CHASSIS upgrade)
Note: Fires 3 bombs per shot
Destroyers
"the wall of obstinate destroyers protected the DOMINUS while it's engines were being brought back online."

Hull: 1,500
Shields: 1,000 (with Energy Shield upgrade)
Speed: 150
Weapons: 1 x AR-GRE HEAVY AUTOCANNON or 1 x AF-2 TORPEDO
Point Defense Weapons: 2 x PR.MK4 POINT DEFENSE CANNONS or 2 x OMNIFLAK



AR-GRE HEAVY AUTOCANNON
"The AR-GRE AUTOCANNON is the larger, capital-sized version of the cannons equipped on our fighters."


Hull Damage: 30
Shield Damage: 10
Range: 2,200 m
Note: Fires 4 rounds per volley

AF-2 TORPEDO
"The AF-2 TORPEDO allows the bearer to pummel shields from long range. They are ineffective against hull and extremely vulnerable to point defense."


Hull Damage: 125
Shield Damage: 500
Range: 7,000 m
Fire Rate: approx. 8.5 rpm
Note: Fires 2 torpedoes per volley
Frigates
"the lances carved through the hardest armor plating, like the Emperor's sword though the flesh of his enemies during the First Culling."

Hull: 3,200
Shields: 1,800 (with Energy Shield upgrade)
Speed: 130
Weapons: 1 x DF-EMBER LANCE or 1 x OOA-T HEAVY ARTILLERY
Point Defense Weapons: 4 x PR.MK4 POINT DEFENSE CANNONS or 4 x OMNIFLAK



DF-EMBER LANCE
"A hundred stars. Their births, their lives, their deaths brough to bear at a target. Extremely effective against both shield and hull, provided the frigate can get within firing range."

Hull Damage: 4,500
Shield Damage: 4,500
Range: 2,000 m

OOA-T HEAVY ARTILLERY
"OOA-T HEAVY ARTILLERY allows our frigates to stay at range and deliver exceptional destruction to enemy hulls."


Hull Damage: 700
Shield Damage: 10
Range: 7,500 m
Fire Rate: approx. 6 rpm
Dreadnoughts
Hull: 30,000
Speed:
Weapons:
3 x GK-4 ARTILLERY: 130 / 30 / 6,000 m
3 x PR.MK4 POINT DEFENSE CANNON: 14 / 15 / 1,500 m
1 x AF-2 TORPEDO: 80 / 90 / 3,000 m


Note: INV VINDICTUS has JUGGERNAUT ARMOR giving it 45,000 hull.
Capital Point Defense
PR.MK4 POINT DEFENSE CANNON
"A super heated element is suspended in plasma in the center of the round. Upon hitting light armor, the element ignites and severely burns the outer hull from the inside out."

Hull Damage: 14
Shield Damage: 15
Range: 1,500 m

OMNIFLAK
"OMNIFLAK has been used for nearly two centuries to deter both pirates and missile-class weaponry."


Hull Damage: 7
Shield Damage: 20
Range: 1,800 m
Upgrades
JUGGERNAUT ARMOR
"Highly effective armor."



Executor Hull: 100 > 150
Executor Boost Speed: 412 > 307
Destroyer Hull: 1,500 > 2,250
Destroyer Speed: 150 > 105
Frigate Hull: 3,200 > 4,800
Frigate Speed: 130 > 91

CARAPACE ARMOR
"Only one of Rhal'tuum IV's apex predators has ever been brought back for study, and only then because it was already dead. Advances in light impact armor can be attributed to this magnificent creature."

Executor Hull: 100 > 120
Executor Boost Speed: 412 > 397
Destroyer Hull: 1,500 > 1,800
Destroyer Speed: 150 > 90
Frigate Hull: 3,200 > 3,840
Frigate Speed: 130 > 78

MODIFIED COOLING INTAKE
"Engine housing has been modified to expose more suface area to the frigid black without sacrificing defense."


Executor Speed: 149 > 194
Executor Boost Speed: 412 > 536
Destroyer Speed: 150 > 195
Frigate Speed: 130 > 169

AUTOCANNON DRONE
"Autocannon drones excel versus light targets but they are highly susceptible to hostile flak."


Hull: 10
Speed: 600
1 x DR-AUTOCANNON
Hull Damage: 4
Shield Damage: 4
Range: 2,000 m

FLAK DRONE
"Flak drones are engineered to provide point defense coverage versus small targets such as missiles or enemy drones. As a secondary function, they are often used to shoot down escape pods."

Hull: 10
Speed: 600
1 x MICRO FLAK
Hull Damage: 7
Shield Damage: 10
Range: 2,400 m
Note: Very effective at shooting down the Wrath torpedo salvos from Frigates, Carriers and Flagships.

REPAIR DRONE
"Repair drones seal breaches by melting pre-applied compounds on the outer hull. Drone AI will prioritize its owner's target before switching over to repair-at-will mode."


Hull: 10
Speed: 600
1 x DR-SL REPAIR PULSE
Range: 2,000 m

KAMIKAZE CHASSIS
"A fighter may be modified to house impact gel below its armor plating. When the chassis crumples, the gel activates and ignites the payload."


+2,500 FIGHTER COLLISION DAMAGE
+3,000 DAMAGE PER HEAVY ROUND
Note: This appears to count each bomb so PURIFIER BOMB equipped fighters will gain 6 x 3,000 (18,000) kamikaze damage. This plus the base damage and the 2,500 bonus is enough to
one-hit kill a Traitor Flagship.

GAP DRIVE
"Fighters with Gap Drives may blink to a target. Engines are modified to expend bursts of energy which project gravity fields around the vessel, causing exploitable instability in space-time."

Recharge: 20 seconds
Traitor Vessels
FIGHTER
Hull: 120
Shields: 175 (HEAVY FIGHTER only)
Speed: 263
Weapons:
1 x SHR3-SHURIKEN: 2 / 25 / 3,200 m
1 x 3AK-E HEAVY MISSILE: 100 / 300 / 4,000 m


CORVETTE
Hull: 350
Shields: 1,000 (HEAVY CORVETTE only)
Speed: 204
Weapons:
1 x 392-BASILISK: 15 / 50 / 3,000 m
1 x HEAVY OMNIFLAK: 7 / 20 / 4,000 m


DESTROYER
Hull: 800
Shields: 1,500 (HEAVY DESTROYER only)
Speed: 130
Weapons:
2 x OOA-N ARTILLERY: 100 / 60 / 3,000 m (2 rounds per volley)



FRIGATE
Hull: 3,000
Shields: 4,000 (HEAVY FRIGATE only)
Speed: 100
Weapons:
1 x HH-4 LONG RANGE TORPEDO: 125 / 320 / 6,000 m (4 torpedoes per volley)
2 x OOA-N ARTILLERY: 100 / 60 / 3,000 m (2 rounds per volley)

CARRIER
Hull: 12,000
Shields: 8,000 (HEAVY CARRIER only)
Speed: 80
Weapons:
1 x HH-4 LONG RANGE TORPEDO: 100 / 400 / 8,000 m (10 torpedoes per volley)
6 x DE-5 LIGHT DEFENSE CANNON: 10 / 30 / 3,000 m

FLAGSHIP
"You are outgunned"
Hull: 25,000
Speed: 80
Weapons:
3 x 43-THR RAILGUN: 350 / 125 / 7,500 m
1 x HH-4 LONG RANGE TORPEDO: 100 / 400 / 8,000 m (10 torpedoes per volley)

SENTRY GUN
Hull: 400
Shields: 250 (HEAVY SENTRY GUN only)
Weapons:
1 x OOA-T HEAVY ARTILLERY: 500 / 200 / 20,000 m




SHIELD GENERATOR
Hull: 10,000
Shields: 40,000






SHUTTLE
Hull: 150
Speed: 163






FREIGHTER
Hull: 1,800
Shields: 5,000 (HEAVY FREIGHTER only)
Speed: 90





SHIPPING CONTAINER
Hull: 600







OUTPOST
Hull: 20,000
Weapons:
3 x HEAVY OMNIFLAK: 7 / 20 / 4,000 m





DRONES
Stats as per those from the Upgrades.
13 comentário(s)
pianiykeks 27/jan./2023 às 11:05 
Отключает щиты
Fuhrer_51[RUS] 7/ago./2020 às 9:13 
Может кто нибудь подсказать, за что отвечает мостик, подсистема крупных кораблей?
Jamesthe1 26/jul./2020 às 14:57 
TIL. Thanks @Maseo
MaseoTheFluffed 18/jul./2020 às 21:58 
Just a heads up on the shield generator if not mentioned before. Its possible to destroy this with just a few rounds from the standard AC-1437 auto cannon if you shoot at the center light
Jamesthe1 3/ago./2019 às 20:51 
Thanks for this guide. I’ve been trying to clear the game in 100% Dragon difficulty and I had *no idea* that the kamikaze upgrade was that useful.
Feynrik 11/abr./2017 às 6:45 
Carriers with artillery can shoot 20.000 m. At the fight to death arena there is almost impossible with the Longrifle with its 12k m range to get into action before a barrage of counterfire as there are three carriers and two frigates at about level 9-12. My best suggestion is to when you realize this composition of enemy appears you go straight into where they will appear (as they have about 30seconds localisation time to where they are after hyperdrive) and take out immidiately the two frigates at the end of column. Then in the order of who carrier got the artillery guns as well as you fire upon the incoming yours capital artillery fires!
Feynrik 9/jan./2017 às 14:43 
Update please.
Were is armor piercing specifics
Dr. B o n g 20/dez./2016 às 12:35 
Good explanations! Any chance somebody can do a fps tweak guide about what settings to use?
CTC  [autor(a)] 14/nov./2016 às 4:41 
It's pretty slow to cool down. Still better to hit the button cool it off quicker.
evilmai 13/nov./2016 às 5:55 
so with heat based weapons are u saying that if i do burst shots instead of spraying it i never have to reload?