Star Trek Armada II: Ships and Stations: Cardassian

TREKCORE > GAMING > ARMADA II > SHIPS AND STATIONS > Cardassian

 HIDEKI CLASS SCOUT
This versatile class of ship primarily serves in a patrol capacity with the Cardassian fleet, capitalizing on its superior speed and agility. In fact, many Cardassian commanders have employed them as fighters, a role in which they excel. A common Cardassian tactic is to have Hidekis perform hit and run attack against large enemy capitol ships. In addition, Hidekis are often used in a shuttle capacity for important personnel. The Hideki is equipped with a cloaking device.
  • Special Weapon: Tachyon Detection Grid
    Hideki-class ships can have their sensor arrays modified to use a Tachyon Detection Grid, allowing them to detect cloaked ships within their sensor range.
 JANISSARY CLASS
Recently introduced into the Cardassian fleet, the Janissary carries two reinforced companies of Cardassian Marines. Designed to deploy its cargo both quickly and efficiently to the target (a ship or a facility), the Janissary is capable of all manner of boarding actions.
  • Note: Marines can only be transported onto a ship whose shields are down. Transport Attack will direct the ship to fire at an enemy target until the shields are down, and then begin transporting marines aboard. In addition, the assault ships must also lower their own shields during the transport process, leaving them vulnerable to enemy fire.
 VASAD CLASS
Introduced to safeguard the Cardassian fleets in combat, the Vasad is armed with powerful phaser banks and photon torpedoes. Further, the Vasad can be adapted to scramble enemy sensors and make targeting the ships that surround the frigate more difficult.
  • Special Weapon: Sensor Scrambler
    When activated, Vasad-class ships outfitted with the Sensor Scrambler will make target acquisition of any friendly ships within a specified distance of the frigate considerably more difficult.
 GUL VYSTAN CLASS
Named for a Cardassian general whose wholehearted support of the former Obsidian Order was legendary, the Gul Vystan is a class of ship used extensively in espionage-related activities. To this end, it is equipped with a cloaking device allowing it to penetrate enemy lines undetected.
  • Special Weapon: Flux Wave
    Gul Vystan ships outfitted with this special weapon can create a wave that emanates out from the ship, sending any ship (enemy or friendly) spinning around for a specified amount of time. Once the wave effect is over, ships caught in it will return to normal, though may still be disoriented for a small amount of time.
 LEGATE CLASS
The Legate-class cruiser is equipped with powerful plasma torpedoes, providing the ship with long-range bombardment capabilities. Fleets with the Legate in it gain the benefits of its extended offensive range.
 BRINOK CLASS
Brinok-class ships are long-range patrol cruisers that are frequently found patrolling the borders of the Cardassian Union. They are equipped with cloaking devices and a devastating array of plasma banks and phasers—making them lethal opponents in combat.
  • Special Weapon: Drones
    Brinok-class ship can be adapted to launch a number of remote piloted drones at a target that are extremely difficult to evade.
 RASILAK CLASS
A lightly armed and armored ship, the Rasilak class of ship relies on its quickness and maneuverability to penetrate enemy lines. Once near an enemy vessel, it can deliver a debilitating payload.
  • Special Weapon: Micro-organisms
    Once equipped with this special weapon, a Rasilak can deliver a host of micro-organisms to a target ship that will eat away the ship’s hull.
 SARTAN CLASS
Built for speed and offense, the Sartan is designed to be the quick-strike tool of the Cardassian fleet. While its hull is slightly stronger than that of an average destroyer, it is lightly shielded.
 KULINOR CLASS
Recently introduced by Cardassia’s secretive military engineers, the Kulinor is the dark new jewel of the fleet. Armed with phasers and heavy shields, the Kulinor is capable of front-line offensive combat. The new technologies it can be outfitted with make it a devastating multi-purpose vessel.

Special Weapons:

  • Plasma Cannon
    Designed for planetary bombardment, the Plasma Cannon is slung underneath the Kulinor and launches a super-dense projectile at a planet’s surface. The only valid target for a Plasma Cannon is a planet, and when a planet is successfully struck, it will reduce the target planet’s population.
  • Quantum Singularity Effect
    If equipped with this special weapon, the Kulinor can open a gate to fluidic space and bring a Species 8472 ship across. The Species 8472 ship gated in will then attack the nearest ship. If the Kulinor that opened the gate is the closest ship, then it will be the first to go.
  • Impulse Engine Boost
    Once outfitted with this technology, the Kulinor can receive a temporary speed boost.
  • Shield Harmonics Disruptor
    Equipped with this technology, the Kulinor can lower the shields of an enemy ship for as long as the special energy permits. Once the effect is over, the target ship’s shields will return to normal.
 GALOR CLASS
Until the introduction of the Keldon-class, the Galor was the most powerful vessel in the Cardassian fleet. Equipped with both phasers and plasma banks, the Galor-class ships are powerful and dangerous adversaries.

Saucer separation is generally employed so that the saucer section -- which contains most of the crew -- can remain in relative safety while the star drive (or battle) section goes into battle or other hazardous situations.

 KELDON CLASS
The Keldon-class of ship are the new flagship of the Cardassian fleet. Although it uses the same basic hull design as the Galor, the Keldon is equipped with more powerful phasers and plasma banks. In addition, the Cardassians have also equipped Keldon class ships with cloaking devices.
  • Special Weapon: Plasma Bank Overload
    Once equipped with this special weapon, a Keldon can overload its own plasma banks and delivers a deadly barrage of plasma energy to a target.
 DREADNOUGHT MISSILE
Often referred to as the Cardassian super weapon, the Dreadnought is very expensive in terms of resources to produce. It carries a charge of a thousand kilograms of anti-matter, enough explosive power to destroy a small moon. It is unmanned and once a target is chosen and the missile hits its target, the target will most certainly be destroyed. One of the uses of the Dreadnought is to take out large stationary targets such as starbases and defensive outposts.
 FREIGHTER
The Cardassian freighter uses its mining beams to extract and transport dilithium and latinum for processing. The drain of energy required to carry their heavy payload limits the freighter’s speed. Freighters have no weapons, though their heavy shielding allows them to withstand considerable damage in combat.
 CONSTRUCTION SHIP
The Cardassian construction ship is loaded with a team of workers in its cargo bay. When constructing a station, these one-person engineering shuttlecraft are deployed from the construction vessel. While the construction ship transports the raw materials, the worker bees assemble the areas with welding lasers. Like freighters, construction vessels are not armed. They do have a tractor beam that allows them to tow derelicts and ships with disabled engines.
 REPAIR SHIP
The Cardassian repair ships are able to provide mobile repair capabilities to both ships and facilities. Unarmed, they are heavily fortified so that they may carry out their critical duties, even in combat situations.
 CARGO SHIP
Cardassian merchant ships trade with many worlds and races throughout the galaxy, moving between the trading stations near worlds both inside and outside the Cardassian Union. They are equipped with excellent shields but no defensive armaments, relying on their maneuverability to get them out of harm’s way.
 COLONY SHIP
In its never-ending quest for more resources, the Cardassian Union continues to seek out new worlds to colonize. The Cardassian colony ship is able to transport enough colonists and supplies to start a fledgling colony. Once the colony is in place, the colony ship is automatically decommissioned and broken into its component parts to be used by the colonists.
 STARBASE
The Cardassian Starbase is the center of the Cardassian fleet in a sector. Once a starbase is operational, crew begins to be transported into the crew pool at a steady rate. Building additional starbases will increase this rate. The station can build construction ships, cargo ships, and freighters, the basic units for establishing an outpost in the area. Once a starbase is constructed, mining stations, phaser turrets, sensor arrays, colony ships, trading stations, shipyards, and research stations can be built. The Cardassian starbase is armed with an array of pulse phasers for defense.
 MINING STATION
The Cardassian Mining Station is necessary for harvesting and processing dilithium. The facility comes with a freighter, which begins mining the nearest dilithium moon or latinum nebula as soon as the mining station is operational. Once the freighter has a full payload, it returns to the mining station to process the raw load.
 ORBITAL PROCESSING FACILITY
Cardassian Orbital Processing Facilities are built by construction ships and are placed over a planet to tap the planet’s metal resources. Once built, they stay in a fixed orbit over the planet while mining.
 PHASER TURRET
The Cardassian phaser turret is a small, unmanned defensive platform. It provides support for Cardassian outposts by firing at all enemy vessels within its range. You must have a starbase to build a phaser turret.
 SENSOR ARRAY
The Cardassian sensor array is an unmanned, small satellite that provides line-of-sight in a radius around it. The sensor array can be modified to use a tachyon detection grid to locate cloaked ships if developed by a research station.
 TRADING STATION
Though the Cardassians have a ruthless reputation, they’ve also learned the benefits of trade. Once constructed, a Trading Station can be used to buy or sell dilithium, metal, and latinum—particularly useful when there is an abundance of one resource but a limited supply of another. A cargo ship will need to be constructed that can then be sent to other trading stations you construct, or trading stations of other allied players (when playing Multiplayer). Ferengi traders will periodically send trading ships to any trading stations you construct, generating latinum for you. You must have a starbase in order to build a trading station.
 SHIPYARD
The Cardassian Shipyard has two bays, one for construction and one for repair. This allows it to construct or repair one ship at a time. The Cardassian shipyard can build the Hideki, Colony, Sartan, Janissary, Gul Vystan, Brinok, Legate, and Rasilak-class ships.
 PLASMA TURRET
The Cardassian Plasma Turret is a larger, unmanned defensive platform. It provides support for Cardassian outposts by firing plasma torpedoes at all enemy vessels within its range.
 MILITARY RESEARCH CENTER
The Cardassian Military Research Center allows you to upgrade the Hideki, Brinok, Gul Vystan, Rasilak, Vasad, and Keldon-class, each with their own special weapon. When each new ship’s technology is researched, a new pod is built onto the Military Research Center. Though they are attached to the center, each pod has its own shields and can be targeted independently from the main structure. If the Military Research Center is destroyed, all pods on the center are destroyed with it. A Military Research Center can build the following pods:
  • Tachyon Detection Grid -- Hideki-class
  • Drones -- Brinok-class
  • Flux Wave -- Gul Vystan-class
  • Micro-organisms -- Rasilak-class
  • Plasma Bank Overload -- Keldon-class
  • Sensor Scrambler -- Vasad-class
 ADVANCED SHIPYARD
The Cardassian Advanced Shipyard has two bays, one for construction and one for repair, like its smaller counterpart. The Advanced Shipyard can build the Kulinor, Vasad, Galor, and Keldon-class vessels.
 ADVANCED RESEARCH STATION
The Advanced Research Station upgrades the Kulinor-class vessels. When each new technology is researched, a new pod is built onto the advanced research station. Though they are attached to the station, each pod has its own shields and can be targeted independently from the main structure. If the advanced research station is destroyed, all pods on the station are destroyed with it. The Kulinor-class vessels can be built without the Advanced Research Station, but their special weapons must be researched at it. The Advanced Research Station can build the following pods:
  • Impulse Engine Boost -- Kulinor-class
  • Quantum Singularity Effect -- Kulinor-class
  • Plasma Cannon -- Kulinor-class
  • Shield Harmonics Disruptor -- Kulinor-class
 RESEARCH INSTITUTE
The secretive Cardassian military research engineers have put the fruits of their research into the Research Institute. There are five separate ship systems that can be researched and upgraded at the institute: weapons, shields, sensors, engines, and life support. The systems can each be upgraded by two levels: level 2 and level 3. Though they are attached to the institute, each pod has its own shields and can be targeted independently from the main structure. If the Research Institute is destroyed, all pods on the Institute are destroyed with it.
 ADVANCED ROBOTICS INSTITUTE
Recent breakthroughs in advanced robotics have driven the Detapa Council to devote entire facilities to further this research. These research facilities have led to the development of the Dreadnought missile, which is now built at the Advanced Robotics Institute.