Star Trek Armada II: Ships and Stations: Species 8472

TREKCORE > GAMING > ARMADA II > SHIPS AND STATIONS > Species 8472

 SCOUT SHIP
Species 8472 uses this class of organism as scouts because they are fast, maneuverable, and possess excellent sensory abilities. The Scout has a basic bio-pulse beam as armament, and is capable of moderate regeneration.

Special Weapons:

  • Clairvoyance
    If adapted to use clairvoyance, the Scout is able to probe the minds of crewmen aboard nearby vessels, and see what they see while the special energy lasts. This special weapon is particularly effective during the early stages of exploration as the scout ship can map areas of space without having to venture there. It is also useful to determine the size of an attacking fleet before they reach your sensor range. Cloaked ships are immune to clairvoyance.
  • Tachyon Detection Grid
    Scouts can have their sensor arrays modified to use a Tachyon Detection Grid, allowing them to detect cloaked ships within their sensor range.
 DESTROYER
This is a lightly armed and armored assault unit. Though the Destroyer has less powerful regeneration capabilities than the other warships, it offers increased maneuverability and speed. It is armed with bio-pulse beams.
  • Special Weapon: Clairvoyant Link
    When equipped to use Clairvoyant Link, the Destroyer can create and maintain a psionic lock on a target ship, tracking them through space and gathering information through their sensors. A ship can track only a single vessel at a time. Clairvoyant Link can be especially effective when attempting to locate the enemy's starbase -- damaging an enemy ship and then using the link to track them back to their shipyard as they attempt to get repairs.
 CRUISER
A mid-level assault organism equipped with an arrangement of bio-pulse weapons, the Cruiser is a powerful unit in the Species 8472 arsenal. The Cruiser is lightly armored, but fast and maneuverable.
  • Special Weapon: Psionic Disruption
    The Cruiser can be modified to use psionic disruption, a weapon that renders its target incapable of immediate action. Movement and offensive actions are delayed or even halted while the weapon is in effect.
 LAUNCHER
More heavily armored than a Cruiser, this ship is armed with long-range organic artillery. The Launcher can provide long-range offensice capabilities to the Species 8472 fleets.
 BATTLESHIP
The primary warship used by the Species 8472 fleet, the Battleship is armed with a very powerful bio-pulse beam. One of the largest bio-matter ships encountered by other races, the Battleship is fearsome in combat.
  • Special Weapon: Psionic Insanity
    Battleships outfitted with this special weapon are able to release a wave that makes all non-Species 8472 ships unable to determine who their enemy actually is. The effected ship will fire randomly at nearby targets throughout the duration of the effect. In certain situations, ship captains have been known to initiate their ship's self-destruct sequence, thinking the situation hopeless.
 FRIGATE
Slightly larger than the Battleship, Species 8472's Frigate is a specialized fleet defense organism. While not designed for lone offensive actions, the Frigate equipped with a bio-pulse conduit can ensure victory in a closely pitched battle.
  • Special Weapon: Bio-Pulse Conduit
    When grouped with four to eight operational Battleships, the Bio-Pulse Conduit becomes an effective super-weapon. When the order is given to activate the bio-pulse conduit, the supporting Battleships form a ring around and slightly behind the Frigate. As each Battlesip fires its primary weapon at the aft of the Frigate, the energy is redirected into an immensely powerful Bio-Pulse Beam that is capable of destroying even the most powerful enemy ships.
 BEHEMOTH
One of the most awesome ships seen in the universe, Species 8472's Behemoth is a gigantic vessel. Though slow to move and to regenerate, the Behemoth is nonetheless a powerful threat to enemy fleets. Its defensive projectile targeting system destroys incoming torpedo weapon fire before it can do damage. The Behemoth can be upgraded with devastating special weapons.

Special Weapons:

  • Nebula Generation
    This special weapon allows the Behemoth to create a special fluidic nebula by excreting matter from pores that form a ring around the ships body. It is a time consuming process, but when complete, there will remain a diffuse mass of interstellar dust and gas. The nebula prevents other races from building within its boundries, and it creates warp inhibitor fields that prevent ships from using warp. The generated nebula decays over time and will eventually collapse.
  • Nebula Flux
    When fired into a nubula, this weapon causes a destructive reaction that spreads from the center of the nebula to its outer reaches. The amount of damage is dependent on the type of nebula. The targeted nebula remains behind afterwards and operates as it always did.
  • Transient Rift
    This special weapon allows a Behemoth to travel to any explored point on the map by opening a temporary rift to Fluidic Space. Two rifts are created, one at the source and one at the destination point. This allows travel between the two points.
 COLLECTOR
Moving through space seizing disabled and derelict ships and stations, the Collector is able to begin breaking down their component parts into useable resources. The Collector can be used on an actual resource (such as a dilithium moon) or a ship or station that used resources during its construction. When its storage is full, it delivers the payload to a transmuter for conversion into Bio-matter.
  • Special Weapon: Resource Extraction Beam
    Similar to the mining beam seen on mining ships of other races, the Resource Extraction Beam reaches out for a nearby vessel and begins draining it of resources, breaking it down into component parts.
 DEFENDER
This unit constructs Sentinels and lays Mines, and has no defensive weaponry.
 MINES
A small organism that sits immobile in an area of space and only reacts to the presence of enemy starships, the Mine is a treacherous threat to enemy races. As an enemy ship approaches, the Mine moves at high-speed towards the vessel and latches onto its hull. It emits a stream of corrosive acids that eat through the hull, lowering its overall integrity. The longer the effect goes on, the more damage is done.
   
 SENTINEL
The Sentinel is an organic mass that acts as a defensive emplacement. This immobile turret-like organism is more damaging than mines and it has a longer range, firing on enemy vessels that enter its sector of space. Initially, equipped with basic plasma beam weapons, as ship upgrades are researched, its weapon capabilities improve.
 MOTHER
A very large, slow moving unit, the Mother is the central organism of Species 8472. There are two basic types of organisms that are generatedby the Mother: Active and Passive embryos. The Mother is armed with Bio-pulse beams.
 ACTIVE EMBRYO
This unit is a hard shell organism that can eventually transform into the more active and mobile Species 8472 "ships". The Active organism is capable of transforming itself into the following units: Scout, Destroyer, Cruiser, Launcher, and Collector. Active Embryos have tractor beams for towing ships.
 PASSIVE EMBRYO
This unit is a softer, amoeba-like organism that can transform into the less active facility-like structures of Species 8472. The Passive organism is able to transform itself into the following units: Mother, Transmuter, Enhancer, Biogenesis Core, Metogenesis Core, and Fluidic Gate. Passive Embryos have tractor beams for towing ships.
   
 TRANSMUTER
The function of the Species 8472 Transmuter is to convert bio-matter gathered by a Collector into usable bio-matter materials. The bio-matter transmutation occurs after the collector deposits its payload in the Transmuter. Heavily armored and capable of quick regeneration, the Transmuter is essential to Species 8472. The Transmuter is also capable of movement.
 ENHANCER
This organism has been genetically designed to further the technology of the Species 8472 forces. When each new technology is researched, a new pod grows onto the organism. Though they are attached, each pod has its own "shields" and can be targeted independently from the main structure. If the enhancer is destroyed, all pods are destroyed with it. The Enhancer organism can build the following pods:
  • Clairvoyance -- Scout
  • Tachyon Detection Grid -- Scout
  • Clairvoyant Link -- Destroyer
  • Psionic Disruption -- Cruiser
  • Psionic Insanity -- Battleship
 BIOGENESIS CORE
This organism is similar to the Enhancer, focusing on more advanced special weapon technologies. The following technologies can be researched at the Biogenesis Core:
  • Bio-Pulse Conduit -- Frigate
  • Nebula Generation -- Behemoth
  • Nebula Flux -- Behemoth
  • Transient Rift -- Behemoth
 METOGENESIS CORE
Genetically engineered to improve the systems of the organisms of Species 8472, the Metogenesis Core is equipped with excellent armor and regeneration power. There are four separate ship systems that can be researched and upgraded: weapons, regeneration, sensors, and engines. The systems can each be upgraded by two levels: level 2 and level 3. Though they are attached to the organism, each pod has its own shields and can be targeted independently from the main structure. If the Metogenesis Core is destroyed, all pods are destroyed with it.
   
 FLUIDIC GATE
The key to Species 8472's ability to cross between dimensions, the Fluidic Gate is an organic structure used to create and stabilize a quantum singularity. Aside from the mines, turret-like sentinels, and research centers, this is the only 8472 unit that is immobile. It has no defensive capabilities and is generally constructed in an area with additional protection. Each unit summoned has a pre-determined bio-matter cost. The fluidic gate can summon in the following organisms: defender, frigate, and behemoth.