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Utility Class (2)
Homeworld 2

Utility Class (2)

Learn about Homeworld 2's essential utility ships: Resource Collectors, Mobile Refineries, Probes, and Sensor units. Optimize your fleet's economy and intel gathering.

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Learn about Homeworld 2's essential utility ships: Resource Collectors, Mobile Refineries, Probes, and Sensor units. Optimize your fleet's economy and intel gathering.

Alright, let's talk about some of the less flashy but absolutely crucial ships in your fleet: the utility units. These guys might not be winning battles on their own, but without them, your war machine grinds to a halt. We're going to cover the Resource Collector, Mobile Refinery, and the various Probes.

Resource Collector

Think of the Resource Collector as your frontline miner. Its job is to scoop up all those valuable materials floating around and convert them into RUs (Resource Units) that you can spend on more ships and upgrades. It's not fast, clocking in at 276 speed, and it costs 400 RU to build. It's got a decent 2000 hit points, but don't expect it to fight back – it's completely unarmed. Its special abilities are its namesake, Resource Collection, but it can also Salvage Ability and Repair Ability. You can also research hull upgrades for it, increasing its HP from 2000 to 3000 (Level 1 Hull for 1200 RU) and then to 4000 (Level 2 Hull for 2400 RU). The Repair ability itself costs 500 RU to research.

Mobile Refinery

If the Resource Collector is the miner, the Mobile Refinery is the processing plant and drop-off point. It's slower at 226 speed and costs a hefty 800 RU, but it's much tougher with 18000 hit points. It's also got some teeth, armed with 4 x Hull Defence Guns, so it can fend off smaller threats. Its primary role is Resource Drop Off, meaning your Collectors will bring their haul here. You can also upgrade its hull, boosting HP from 18000 to 27000 (Level 1 Hull for 1200 RU) and then to 36000 (Level 2 Hull for 2400 RU). Its weapon locations are described as 'all over the thing,' which is helpful!

Probes

Now, let's look at the different types of Probes. These are your eyes and ears on the battlefield, and they come in a few flavors.

  • Probe: This is your basic reconnaissance unit. It's incredibly fast at 600 speed, but cheap at only 150 RU and very fragile with just 50 HP. It's unarmed, except for what's called 'probe golf' – which I wouldn't rely on for combat! The key thing to remember about Probes is that once you move them, they're done. They have a single-burn capability, so choose their destination wisely. Hull upgrades are available, increasing HP from 50 to 75 (Level 1 Hull for 1200 RU) and then to 100 (Level 2 Hull for 2400 RU).
  • Proximity Sensor Probe: This specialized probe costs 250 RU and also has 50 HP and 600 speed. Its main job is to detect cloaked enemies. Like the basic Probe, it's a single-burn unit. You'll need to research the Proximity Sensor Probe Chassis for 500 RU to even build these. Hull upgrades are the same as the basic Probe: Level 1 Hull (1200 RU) brings HP to 75, and Level 2 Hull (2400 RU) brings it to 100.
  • Sensors Distortion Probe: This one costs 500 RU, has 50 HP, and the same 600 speed. Its role is to disrupt enemy sensors, which can be incredibly useful for sowing confusion or masking your own movements. Again, it's a single-burn unit. You'll need to research the Sensor Distortion Probe Chassis for 800 RU to unlock it. Hull upgrades follow the same pattern: Level 1 Hull (1200 RU) for 75 HP, and Level 2 Hull (2400 RU) for 100 HP.
Tips for Utility Units
  • Protect your Resource Collectors! They are your lifeline for RUs. If they get destroyed, your income stream dries up fast.
  • Use Mobile Refineries strategically. Place them near resource fields to minimize travel time for your Collectors.
  • Don't underestimate the Probes. A well-placed Proximity Sensor Probe can save your fleet from an ambush, and a Sensors Distortion Probe can really mess with an enemy's targeting.
  • Remember the single-burn limitation on Probes. Plan their movement carefully before launching them.

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