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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.
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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.
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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. |
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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.
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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. |
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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.
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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. |
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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. |
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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. |
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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
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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.
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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. |
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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. |
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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.
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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. |
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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.
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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. |
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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. |
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ORBITAL
PROCESSING FACILITY |
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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. |
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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. |
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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. |
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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.
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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. |
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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. |
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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
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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. |
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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
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VULCAN
RESEARCH INSTITUTE |
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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. |
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TEMPORAL
RESEARCH FACILITY |
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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. |