Star Trek Armada II: Ships and Stations: Federation

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

 VENTURE CLASS SCOUT
The lightly armored, highly maneuverable scout vessel is capable of deep space travel. The Venture-class ship has limited space, preventing a large crew compliment. Designed primarily for reconnaissance and short-range exploration, it is equipped with a single forward-firing pulse phaser, should it need to engage in combat. It is ideal for quickly exploring unknown areas of space.
  • Special Weapon: Tachyon Detection Grid
    Venture-class ships can have their sensor arrays modified to use a Tachyon Detection Grid, allowing them to detect cloaked ships within their sensor range.
 IWO JIMA CLASS
One of the newest additions to the Federation's Starfleet, the Iwo Jima-class assault ship went into production in 2375. Carrying Federation marines, the Iwo Jima-class is designed to deploy its cargo both quickly and efficiently to the target (a ship or a facility) and take control of it in the shortest possible time. Federation marines have a reputation for toughness, and come from a variety of Federation member races. A pulse phaser and a tractor beam for immobilizing targets complement the Iwo Jima-class ships.
  • Note: Marines can only be transported onto a ship whose shields are down. The assault ships must lower their own shields during the transport process., leaving them vulnerable to enemy fire. Transport Attack will direct the ship to fire at an enemy vessel until shields are down, and then begin transporting marines aboard.
 AEGIAN CLASS
Recently integrated into Starfleet, the Aegian-class frigate is a quick ship that carries a powerful battery of photon torpedoes and phasers and is used to protect fleets.
  • Special Weapon: Shield Enhancer
    Aegian-class frigates can be modified to function as a Shield Enhancer. When activated, this boosts the shield strength for all friendly ships within a specified distance to the frigate. Once the special energy is depleted the effect is turned off.
 DEFIANT CLASS
Initially designed as an escort vessel, the Defiant-class began development in 2366 with the explicit intent of defending the Federation against the Borg. Since their initial production run, the Defiant has quickly filled the ranks of the Federation fleet and is now one its most abundant starships. Each Defiant is outfitted with two forward- firing pulse phasers on its bow, allowing it to unleash a barrage of firepower at any opponent they face.
  • Special Weapon: Anti-matter Mines
    The Defiant-class can be modified to carry a payload of anti-matter mines. These mines lie still in space until they detect the engine signatures of a nearby enemy ship, causing them to home in on their target and detonate.
 SABRE CLASS
The Sabre-class is another recent addition to Starfleet, designed for heavy combat operations. The first prototypes were hurried into production to defend against the Borg, providing a quick-response addition to the Starfleet defenses. The Sabre-class is armed with pulse phasers and photon torpedoes.
   
 STEAMRUNNER CLASS
The Steamrunner-class went into production in 2371 as part of Starfleet's response to the larger, disposable Jem'Hadar fleets. As a result, the Steamrunner is armed with long-range tri-cobalt torpedoes. These torpedoes -- effective as long-range artillery -- cause tremendous damage. As a consequence of the tremendous energy it takes to fire its weapons, the Steamrunner tends to be slower and have less shielding than its counterparts, making it an easier target if engaged at close range.
  • Special Weapon: Engine Overload
    The Steamrunner-class can be outfitted with an Engine Overload weapon. This blast disables the engines of multiple enemy ships, allowing it to use its long-range torpedoes on immobile targets or escape from an incoming attack.
 AKIRA CLASS

Put into production in 2370, the Akira-class was designed to provide offensive strength and support to Starfleet's armada. The Akira has since become an invaluable asset to Starfleet, first by helping to repel the Borg offensive of 2373, and later in the Dominion War. Its extensive shielding, maneuverability, and powerful phaser banks make it useful in both offensive and defensive situations.

  • Special Weapon: Chain Reaction Pulsar
    The Akira can be refitted to carry a Chain Reaction Pulsar. The Chain Reaction Pulsar is an enhanced torpedo that automatically homes in on the nearest enemy ship. It is capable of hitting multiple targets in quick succession, gaining energy with each hit.
 INTREPID CLASS
Introduced in the early 2370s, the Intrepid-class was Starfleet's answer to their growing need for a versatile and quick class of ships, capable of excellent maneuverability at both impulse and warp speed. Using their variable configuration nacelles, the Intrepid -class ships have greater control of the warp field. Armed with both phasers and photon torpedoes, the Intrepid-class ships rely more heavily on their speed and maneuverability to survive in combat.
   
 NEBULA CLASS
Designed originally for scientific research and exploration, the Nebula-class starships have been refitted for combat since the Dominion War. With an extensive array of multi-purpose weaponry and new technology at its disposal, the Nebula is a great complement to the Federation fleet. In addition to the Nebula's phaser banks, it can be outfitted with four special weapons researched at the Federation Science Station.

Special Weapons:

  • Shield Disruptor
    This weapon was based on technology adapted from the Breen Shield Dampening Weapon. It disables the shields of a group of enemy ships for a short time, allowing weapons to damage the hull and systems directly.
  • Gemini Effect
    The Gemini Effect was created as a result of Dr. Paul Manheim's temporal research in 2364. The effect creates a temporal disturbance in the space-time continuum, allowing two of the same ship to exist simultaneously in different locations.
  • Point Defense Phaser
    The initial concept for this weapon goes back as far as the twentieth century, with the Strategic Defense Initiative. Perfected in 2374, the PDP destroys incoming torpedoes before they can do any damage.
  • Engineering Team
    Each Akira-class can be assigned teams of Starfleet engineers. These miracle workers can be transported onto other allied ships, temporarily increasing their repair rate and shield recharge rate.
 GALAXY CLASS

Introduced into Starfleet in the early 2360s, the Galaxy-class was designed to be the flagship of the fleet. A well-armed and formidable class of ship, the Galaxy-class has been at the heart of exploration and defense of the Federation. Galaxy-class ships have the ability to separate their saucer section from the stardrive section, making them one of the fleet's most versatile classes.

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.

Saucer separation can only be attempted at sub-light speeds and not while the ship is at warp speed. While separated, the following rules apply:

Saucer Module:

  • Not capable of warp speed, only impulse speed
  • Contains 71% of the total crew
  • Contains shorter range sensors than stardrive section
  • Faster impulse speed
  • 2 Phaser strips
  • 1 aft-firing photon torpedo

Stardrive Section:

  • Capable of warp speed
  • Long range sensors
  • Contains only 29% of total crew (making repair times slower)
  • Stronger shields
 SOVEREIGN CLASS

The Federation's most advanced starship, the Sovereign serves as the new flagship of their armada. The Sovereign's powerful shields, cutting edge weaponry, and advanced technology allow it to defend the Federation and her allies from threats of any kind. The Sovereign is armed with powerful phasers and quantum torpedoes.

  • Special Weapon: Corbomite Reflector
    Originally used as a bluff by Captain James T. Kirk, the fictitious Corbomite Reflector became a reality in 2363 when a long-retired engineer submitted plans for the device to Chief Engineer Geordi LaForge. Sovereign-class vessels have since been modified to accommodate a reflector, which enables it to redirect enemy fire back at its opponents. When activated, a portion of the incoming fire is reflected directly back at the enemy vessel, while the rest is deflected into space.
  • Note: Phaser fire and disruptor fire will still hit the ship when the Corbomite Reflector is active.
 FREIGHTER
The Federation freighter is outfitted with a reinforced hull, capable of carrying large amounts of unprocessed dilithium or latinum. Freighters have no weapons, though their heavy shielding allows them to withstand considerable damage in combat.
   
 CONSTRUCTION SHIP
The Federation construction ship is loaded with a team of worker bees 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 with weapons. They do have a tractor beam that allows them to tow derelicts and ships with disables engines.
   
 REPAIR SHIP

The Federation 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.

  • Note: If set to High Special Autonomy, these units will repair nearby ships and stations automatically.
 CARGO SHIP
Federation merchant ships ply the space lanes, moving between the trading stations near worlds both inside and outside the Federation. They are equipped with excellent shields, but no defensive armaments, relying on their maneuverability to get them out of harms way.
   
 COLONY SHIP

The Federation is always on the lookout for new planets to colonize. The colony ship is able to transport enough colonists and supplies to start a fledging colony. Once colonization is complete, the colony ship will travel down to the surface of the planet.

  • Note: Not all planets are suitable for colonization.
 STARBASE
The Federation Starbase is the center of the Federation 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, repair ships, and freighters, the basic units for establishing an outpost in the area.
   
 MINING STATION
The Federation 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 of dilithium, it will return to the mining station. However, if the freighter is hauling latinum, it will return to the starbase to unload.
   
 ORBITAL PROCESSING FACILITY
The Federation 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.
   
 PULSE CANNON
The Federation Pulse Cannon is a small, unmanned defensive platform. It provides support for Federation outposts by firing pulse phasers at all enemy vessels within its range. You must have a starbase to build a pulse phaser cannon.
   
 SENSOR ARRAY
The Federation Sensor Array is an unmanned, small satellite that provides lino-of-sight in a wide area around it. The sensor array can be modified to use a Tachyon Detection Grid to locate cloaked ships if deveoped by a research station.
   
 TRADING STATION

The Federation is rich with culture and trade, and the Trading Station is the center of the economy. 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. You can build a cargo ship that can then be sent to other trading stations you construct, or trading stations of other allied players. Ferengi traders will periodically send trading ships to any trading stations you construct, generating latinum for you.

  • Note: To build a cargo ship, select your starbase. Then select the Build icon and build a cargo ship.
 SHIPYARD
The Federation Shipyard has two bays, one for construction and one for repair. This allows it to construct or repair one ship at a time. The Federation Shipyard can build the Venture -class, Iwo Jima-class, Defiant-class, Akira-class, Steamrunner -class, Inrepid-class, Sabre-class, and Colony ships.
   
 TORPEDO TURRET
The Federation Torpedo Turret is a larger, unmanned defensive platform. It provides support for Federation outposts by firing quantum torpedoes at all enemy vessels within its range.
   
 RESEARCH FACILITY

The Federation Research Facility allows you to upgrade the Venture, Defiant, Steamrunner, Akira, and Sovereign -class, each with its own special weapon. When each new ship's technology is researched, a new pod is built onto the research facility. Though they are attached to the facility, each pod has its own shields and can be targeted independently from the main structure. If the research facility is destroyed, all pods on the facility are destroyed with it. A research facility can build the following pods:

  • Tachyon Detection Grid -- Venture-class
  • Anti-matter Mines -- Defiant-class
  • Engine Overload -- Steamrunner-class
  • Chain Reaction Pulsar -- Akira-class
  • Corbomite Reflector -- Sovereign-class
  • Shield Enhancer -- Aegian-class
 ADVANCED SHIPYARD
The Federation Advanced Shipyard has two bays, one for construction and one for repair, like its smaller counterpart. The advanced shipyard can build the Aegian-class, Nebula-class, Galaxy-class, and the Sovereign-class vessels. You must possess a Research Facility to build an advanced shipyard.
   
 SCIENCE STATION

The Federation Science Station upgrades the Nebula-class vessels. When each new technology is researched, a new pod is built onto the Science 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 science station is destroyed, all pods on the station are destroyed with it. The science station can build the following pods:

  • Shield Disruptor -- Nebula-class
  • Gemini Effect -- Nebula-class
  • Point Defense Phaser -- Nebula-class
  • Engineering Team -- Nebula-class
 VULCAN RESEARCH INSTITUTE
Recently incorporated into the structure of Starfleet, the Vulcan Research Institute has become the central fixture in Federation research on shipboard systems that can be researched and upgraded at the Institute: weapons, shields, sensors, engines, and life support. Each system can 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 Vulcan research institute is destroyed, all pods on the institute are destroyed with it.
   
 TEMPORAL RESEARCH FACILITY
Recent breakthroughs in temporal mechanics have caused Starfleet to devote entire facilities to better understand time and how it is affected or manipulated in the universe. These research facilities have been able to create a temporal stasis field within a confined area of space. Modifications to their quantum signatures prevent allied ships from being affected by the stasis field. However, all enemy activity in that area is frozen until the field destabilizes and time is restored. Regular use of this device is still under debate by the Federation Council, and for now has only been granted in times of war or under extreme circumstances.