Before installing, close all other applications. Also make sure Virtual Memory is on
(located in your System Control Panel). Verify that you have 1.3 GB of free hard
drive space.
Insert the Star Trek: Armada II CD into your CD-ROM drive. If AutoPlay is enabled,
wait a few moments until the Star Trek: Armada II title screen appears. On the title
screen click the Install button to begin the installation process, and then follow the
on-screen instructions.
If AutoPlay is not enabled, double-click on the My Computer icon on your desktop.
Double-click on the CD-ROM drive icon. Double-click on the Star Trek: Armada II
setup.exe icon. When the launch screen appears, click Install.
After Star Trek: Armada II setup is complete, your computer will install the Microsoft
DirectX 8.0a drivers if you do not already have them. When DirectX 8.0a installation
is complete, you will need to restart your computer for the new drivers to take
effect.
Now you can run Star Trek: Armada II by choosing Programs/Star Trek: Armada
II/Star Trek: Armada II from the Start menu or by clicking Play on the CD title screen
or double-click the Armada II shortcut on your desktop.
Please register your copy of Star Trek: Armada II. To make it easy and fast, you can
use our electronic registration system. There are two ways to access the system: (1)
from the Star Trek: Armada II title screen click on Help/Support, and then click
Register or (2) From the Start menu go to Star Trek: Armada II/Register.
TITLE SCREEN BUTTON FUNCTIONS
Install—Installs the game. Once the game has been installed, this button will
change to Play.
Reinstall—This function allows you to reinstall the program in the event of
corrupted or damaged files.
Play—If the game has already been installed to your system, click this button to
play Star Trek: Armada II.
Uninstall—Click this button to remove Star Trek: Armada II from the system.
Some files will be left behind. The Uninstaller will supply a list of leftover files,
(i.e., saved games).
2
3
TROUBLESHOOTING
TROUBLESHOOTING
Help/Support—This button will take you to the help files, readme, game manual
(.pdf), technical support, online help, electronic registration, along with supplying
the options to install DirectX and Adobe®Acrobat Reader®.
Extras—This will allow you to install Earthlink and Gamespy and supply information on other Activision Star Trek titles.
Links—The Links button will take you to other Star Trek and Activision, Inc. related
web sites.
Exit—Click this button to close the title screen and exit Star Trek: Armada II.
TROUBLESHOOTING
We have supplied Help documents that can help you in troubleshooting problems.
There are two ways to access this help file:
1. From the title screen, click on Help/Support then Help Documents.
2. Af ter installation, from the Start menu, select Programs/Star Trek: Armada
II/Armada II Help/Armada II Help Documents.
AUTOPLAY
If the Star Trek: Armada II title screen does not appear, try performing the
following steps:
1. Double-click on the My Computer icon on your desktop or right-click on the
icon and choose the Open option.
2. Select the Refresh option located in the View pull-down menu.
3. Double-click on the Star Trek: Armada II CD icon in the window or right-click
on the icon and choose the AutoPlay option.
4. Af ter the Star Trek: Armada II title screen appears, click on the Play/Install
button. If the AutoPlay feature does not function, please check the following:
A. Make sure the CD is clean and properly placed in the CD-ROM drive.
B. Your CD-ROM driver may not be optimized for use with Windows
95/98/ME/2000. To verify this, perform the following steps:
a.Open the Windows 95/98/ME/2000 Control Panel folder and
double-click on the System icon.
b. Click on the Performance tab. If any of your hardware drivers are
not fully optimized for use with Windows 95/98/ME/2000, they will
be listed here with an explanation of the exact problem and
suggestions on how to fix it.
DIRECTX 8.0A
Upon completion of the Star Trek: Armada II setup, the installation process will
continue by determining if Microsoft’s DirectX 8.0a needs to be installed on
your computer. If so, the appropriate files will be installed on your computer
automatically.
Q. What is DirectX 8.0a and why do I need it?
A. Microsoft’s DirectX 8.0a is a set of functions that gives Windows
95/98/ME/2000 games and other applications their power. Using these
functions allows applications to perform advanced functions in
networking, graphics, sound, and input beyond what’s possible on other
operating systems and accounts for many of the performance gains
associated with Windows 95/98/ME/2000 games. Star Trek: Armada II
uses Direct3D, DirectDraw, DirectSound and DirectInput, four of the
DirectX 8.0a functions.
Q. If I don’t have DirectX 8.0a will Star Trek: Armada II install it for me?
A. Yes. If InstallShield does not detect DirectX 8.0a on your computer, it will
install DirectX 8.0a for you, if you choose. After the entire installation is
complete, you will need to restart your computer in order for DirectX 8.0a
to take effect.
Q. I already have other Windows 95/98/ME/2000 games installed on my
computer. Will the Microsoft DirectX Installer change my DirectX files?
A. If you already have other Windows games on your computer, chances are
you already have an earlier version of DirectX installed. In this case, the
Microsoft installer will detect and overwrite any previous versions with
DirectX 8.0a. At that point, you will need to restart your computer for the
changes to take effect.
If, however, you already have DirectX 8.0a installed on your computer, the
Microsoft DirectX 8.0a installer will detect that and not overwrite any
DirectX 8.0a files. You will not need to restart your computer after installation in order to run Star Trek: Armada II.
4
5
CHAPTER
PRELUDE
PROBLEMS & SOLUTIONS
Intro Movie and Cinematics do not play properly
• Make sure your system meets the minimum requirements for the program,
especially your CD-ROM drive. The program requires a CD-ROM drive with a
minimum sustained transfer rate of 600K/sec (a quad-speed drive).
• You may not have enough RAM to run movies. Check to make sure you have
sufficient RAM to run this product. You need at least 64 MB.
• Too many other applications may be running. Close down other applications
(especially DOS boxes or modem programs) and try again. We strongly recommend that you not run other applications while running Star Trek: Armada II.
Game freezes
• Make sure your computer has at least 64 MB of RAM.
• Make sure you are using the latest 32-bit drivers for all your peripheral devices.
No sound, partial sound, or no voices or sound effects
• Make sure you have a 100% DirectX 8 Windows-compatible sound card in your
computer.
• Make sure your speakers are plugged in correctly and turned on, and make sure
the volume is turned up to an audible level.
• Make sure you are using the latest 32-bit sound drivers for your sound card.
• Make sure your audio card is properly installed and that you have the correct
audio drivers installed. Check your audio card’s installation and its setup
parameters within Windows 95/98/ME/2000 to be sure all are correct. See your
card’s manual and your Windows 95/98/ME/2000 manual for details.
• Check your settings in your Control Configuration.
Game too slow
• Make sure you are running Star Trek: Armada II on a Pentium II 300 or higher
system with 64 MB of RAM. A lower system usually will not run Armada II
satisfactorily.
• Try turning off some game options in the Graphic Settings screen or lowering
the Graphic Detail setting.
• Make sure you have no other applications running in the background.
• Make sure your screen resolution is set as low as it can be in the Graphic
Options screen.
• The game may run faster if more RAM is available. Increasing the RAM in your
system to 128 MB of RAM will make the game run faster.
6
PRELUDE
STARDATE 54500.3
It has been six months since the Federation and its allies drove back the Borg
incursion into the Alpha Quadrant, wrestling the Omega Particle from the Borg
Collective’s grasp, and driving the Borg from Federation space. Though the
Quadrant is still recovering from the devastation brought about by the invasion,
an emergency meeting of the Federation Council has directed Starfleet to find
out how and where the Borg have been entering the Alpha Quadrant.
Once found, the Federation forces have orders to launch the first ever offensive
into the Delta Quadrant in their war with the Borg—a strategic operation to
eliminate the Borg threat once and for all.
Such an operation carries risks—only some of which can be anticipated.
With the Federation’s strength and attention focused on the Delta Quadrant,
there are those in the Alpha Quadrant who might feel the time is right to
reassert their power. While the forces of the Klingon Empire are begrudgingly
left to play the role of Alpha Quadrant peacekeepers, they learn that it will take
all of their strength—and their forces—to preserve the Quadrant.
In the Delta Quadrant, the Borg find themselves set upon by not just the
intruders from the Alpha Quadrant, but by a merciless assault from the fluidic
space dwellers, Species 8472.
7
MAIN MENU
MAIN MENU
MAIN MENU
The Main menu is the gateway into
®
: Armada II single and
Star Trek
multiplayer play. The following selections
are available: Single Player, Instant
Action, Multiplayer, Options, Replay Intro,
and Credits. You can also press Exit to
leave the game.
SINGLE PLAYER
To play single player, click on Single
Player in the Main menu—this takes
you to the Single Player Menu. Here,
you'll find the Tutorial and Federation
campaigns.
To begin, click on the image in the
upper left of the screen. This will start
the Tutorial. A submenu will appear listing the training missions. Once a mission is completed, the next mission will
become accessible.
You are not required to play through the Tutorial, but it is recommended. The
storyline and success in the missions requires that they be played in order. You
begin with the Federation Campaign and progress through the Klingon
Campaign to the Borg Campaign.
Note: All missions that you've played are then available to play again at any
time, in any order.
MISSION OBJECTIVES SCREEN
Once the in-game cinematic is complete, an objective screen will appear in the
center of the screen that restates the mission objectives. Click on the OK box
and it will disappear, beginning the mission. To access the objectives during the
mission, press the Objectives button on the upper right toolbar.
SAVE/LOAD
To save a game during game play, click on the Menu button on the upper right
tool bar and select the Options menu. From there, clicking on Save will bring up
the Save Game screen. Type in a description of the saved game or accept the
default description (the mission title and the time).
To load a saved game from the Main menu, click on the Load option on the
Single Player menu. Click on the game you wish to load and then click the Load
button. To load a game from within a mission, hit Esc or click on the Menu
button on the interface to go to the Options menu. From the Options menu,
click on Load Game to go to the Load Game screen. Click on the game you wish
to load and then click the Load Game button.
MOUSE SELECTION
Your mouse can perform almost every action in Star Trek: Armada II.
Left-click is for selecting an object, and right-click to give default orders.
Advanced users can use the alternative right-click and hold interface.
Right-click and hold will bring up the context-sensitive command palette. You
can toggle that option on the Command Palette button found on the upper
right tool bar Option menu.
IN-GAME CINEMATICS
Each mission begins with an in-game cinematic. These communicate the mission’s objectives in cinematic form. If you’ve already seen the in-game cinematic and wish to go directly to the mission, tapping the Spacebar will skip the ingame cinematic.
89
INTERFACE
INTERFACE
INTERFACE
RESOURCES
Along the top left of the interface, you’ll find the resources. From left to right,
the resources are: Dilithium, Metal, Latinum, Crew, and Officers.
Dilithium
Dilithium is a crystalline substance used in warp
propulsion systems aboard starships, and is mined from moons. Dilithium
regulates the matter/anti-matter reactions that provide the energy necessary
to warp space and travel faster than the speed of light.
The size and maximum speed of a ship typically reflects the amount of dilithium
required for its development—larger starships require increased quantities of
this resource. While stationary structures (such as a Shipyard) typically have
lower energy requirements, their construction still demands a quantity of
dilithium.
When an order to build a unit is given, the dilithium required for that object is
taken from your dilithium account. Cancelling construction of a unit replaces
the dilithium for that unit back into your account. Decommissioning a ship or
station replaces dilithium back into your account.
To collect dilithium, a mining station needs to be built—preferably near a
dilithium moon. Once built, a freighter will mine dilithium from the nearest
dilithium moon. More freighters can be built to increase the rate at which a
team acquires dilithium. Only one freighter can mine a moon at one time,
although one can be mining a moon while another is returning its load to a
mining station.
Certain moons contain an infinite supply of dilithium. These moons have a
noticeably purple tint to them, and their quantity will not alter as they are
mined for resources.
Note: Species 8472 have no use for dilithium, and this resource will not
appear on the screen when playing as Species 8472, but it can be
converted to bio-matter which Species 8472 uses for embryo evolution.
Metal
This resource represents the variety of metals and
materials needed for the construction of starships and
military installations. Metal is extracted from planets.
Metals are used primarily in the construction of stations. The size of the unit
typically reflects the amount of metals needed—larger structures require more
metal. Decommissioning a ship or station replaces metal back into your account.
To collect metal, you must build an Orbital Processing Facility near a planet.
Once finished, the facility will begin mining metal from the planet.
Latinum
These valuable metal ingots are used as a medium of
exchange, primarily outside of the Federation. Liquid at room temperature,
latinum is typically suspended in ingots of gold, which come in standard sizes
for ease of trade.
Latinum is used primarily for trade and during the development and research of
new technologies.
Latinum is extracted from Latinum nebulae by mining ships. Harvesting latinum
from nebulas is possible by sending a mining ship into a latinum-rich nebula and
instructing it to harvest. Once it has completely filled its storage bays, it will
head toward a starbase to drop off its load before returning to the nebula. Full
latinum freighters are very vulnerable when carrying these volatile metals and
can be spotted by the gaseous trail they leave behind.
Note: The Borg have no use for latinum, and this resource will not appear on
the screen when playing as this race.
Bio-matter
A unique breakdown of matter employed solely by
Species 8472 yields Bio-matter, the only resource that they need as a race.
Using their Collector and Transmuter (see Species 8472 Organisms on page 70),
Species 8472 are able to derive Bio-matter by converting standard resources
(such as dilithium or metal) or taking it directly from other races's ships and
stations.
1011
CREW
OPTION BUTTONS
CREW
Each ship and most stations require a set number of
crew members from your crew pool in order to be built.
Crew filters into your crew pool at a steady rate by
possessing a starbase. The rate that crew accumulates is based on the number
of starbases built. If you have no starbase, you’ll receive no additional crew.
You also gain crew by colonizing planets.
Once an order to build a unit is given, the crew required for that project are
taken from your crew pool. Canceling construction of a unit replaces the crew
for that unit back into the crew pool. Decommissioning a ship or station
transfers the remaining crew from that unit back into the crew pool.
Species 8472 do not utilize crew and therefore cannot colonize planets.
OFFICERS
The number of of ficers that you have restricts the total
number of ships and stations that you can possess at one time. Each ship or
station requires a set number of of ficers.
Note: You are limited to 600 officers total.
Pilots
(Species 8472 only)
Like officers for other races, the maximum pilot count restricts the total
number of organisms that can be built. Each organism requires a set number
of pilots. Species 8472 ships require only a single pilot.
OPTION BUTTONS
Along the top right of the interface in Single Player mode, you’ll find the
Option buttons. From left to right, they are: Idle Ship, Toggle View, Show
Objectives, and Toggle For More Buttons.
Idle Ship
Sets the focus to the next ship that has no current orders.
Toggle View
Switches the view between the Strategic and Tactical Views.
The Strategic View is the traditional top-down view of the map,
with a visible grid. You can zoom in and out using the mouse
wheel. The Tactical View is full 3D. Moving the mouse will rotate your view; you
can also zoom in and out with the mouse wheel.
Show Objectives
Shows the current mission objectives.
Comm Menu
Opens the Multiplayer Options menu to change alliances, modify
chat settings, and give resources or units to other players.
Advanced Buttons
Brings up the following additional option buttons: Toggle Palette,
Toggle Help, and Main Menu.
Toggle Palette
Controls the location of the Command Palette. The first
(and default) setting will fix the command palette for selected
objects in a row to the right of the mini map. The second setting
will bring up the command palette next to a selected ship if you right-click and
hold for a moment on a selected ship or station. You can also press the X key
to trigger this action. With a ship selected, right-clicking on another object
will either bring up the icon for the default action (mining for a freighter on
a moon, trading for a cargo ship on a trading station, etc.), or a menu of
commands available for that context.
Toggle Help
Will allow you to toggle the tooltip help messages. The default
setting will bring up a tooltip box if you move the cursor over any
interface element. If the cursor remains over the same element for
a moment longer, an extended tooltip will appear, giving more information on
1213
CINEMATIC WINDOW
WARP SPEED
the topic. Clicking once on Toggle Help will bring up a fixed box with the
extended tooltip that will remain over the Mini Map, active when you mouse
over any element. The third setting of Toggle Help will stop all tooltips from
appearing.
Main Menu
The Main menu will bring up the following choices: Save Game,
Load Game, Graphics Settings, Sound Settings, Game Settings,
Abort Mission, Return To Game, View Admiral’s Log, Tech Tree, Exit
to Windows, and Restart Mission. (For detailed descriptions, see the Save/Load,
Options, and Admiral's Log sections.)
CINEMATIC WINDOW
In the lower right corner of the screen, you’ll find
the Cinematic Window. The view will show events
occurring in other parts of the map, prioritized by
significance. Clicking on the window will bring you
directly to that event. Double-clicking on this
window will also change your view from strategic
to tactical and vice versa.
MINI MAP
In the lower left corner of the screen, you’ll find the mini map. The entire game
board is displayed, showing where you’ve been and what you can currently see.
Any space objects that are permanent game fixtures will also be displayed, once
they are seen. Enemy stations are also displayed, though only in their last
known position if they’re currently out of your line-of-sight. All ships and
stations are represented by their team color.
SHROUD AND FOG OF WAR
Unexplored regions of the map appear as a colored
shroud on the mini map and in both the Tactical and
Strategic views in the main display window. Explored
regions that are no longer in the line-of-sight of any
of your ships or stations become covered with a fog
of war. The terrain and stations within this fogged
area appear as they last appeared to a friendly
ship/station. The view updates when a ship/station
comes back within your line-of-sight.
FILTERS
The mini map can be filtered to the following states for both ships and
stations: Show All, Friendly Only, Enemy Only, Show None, and Neutral Only
via the buttons on the bottom of the mini map.
WARP SPEED
To travel long distances quickly, you may use warp speed. To warp, select a ship
or group of ships that are capable of warp (Mining, Construction, and Cargo
ships are among the ships that aren’t capable of warp) and right-click on the
mini map to the point you’d like them to go. Alt-right-click in the main window
will also have the selected ship or ships warp to the location of the cursor.
Ships will automatically come out of warp speed in the proximity of planets,
moons, asteroids, black holes, and nebulae. They will return automatically to
warp speed once they’ve passed by the gravitational well of an object.
The translucent purple radius around an object on the mini map represents the
gravitational well.
A ship in warp will not be able to fire on targets, and will be more vulnerable to
attack, as its shields must be down to warp. Sensor strength is also reduced, so
the amount of the map revealed below the shroud when warping is significantly
less than when traveling at impulse speed.
A move order made on the main screen will automatically be set at impulse
speed. A move order made by clicking on the mini map will automatically be set
at warp speed.
Pressing Alt + right-click will set you to warp on the main screen and use
impulse speed on the mini map.
1415
SHIP DISPLAY
COMMAND MENU
SHIP DISPLAY
Between the mini map and the cinematic window, you’ll see the ship display.
When one ship is selected on the main screen, its vital statistics appear on the
ship display.
Next to the schematic of the ship, there is a detailed look at the state of the
ship. The icons on the left (in descending order) represent: Sensors, Shield
Generator, Weapon Control, Engines. To the right of these are: Life Support,
Crew, Officers Needed to Operate, and Special Energy (used for special
weapons).
Any damage not directly absorbed by the shields can damage these systems.
The more crew available to the ship, the faster damaged systems can repair.
The color of the system icon and percentage reflects the health of that system:
green is optimal, yellow means that the functionality has been compromised,
and red reflects severe damage to the system. If a system completely fails, the
ship will lose the use of that system (e.g., if life support fails, the crew will
begin to die off).
Damage to a system will be reflected in the ship images display by the location
of that system turning red. Below the picture of the unit, there is also a bar
that reflects the health of the ship. The size and color of the bar corresponds
to damage taken.
If multiple ships are selected (up to 16 ships can be selected at once), their
ship images will show up in the ship display. Damage to various systems will be
indicated by sections of the thumbnail turning red, and the health of the ship
will be indicated by the bar underneath it.
MOUSING OVER SHIPS
Mousing over any ship on the main screen in Star Trek: Armada 2 will bring up
a quick status report on that ship.
Directly over the ship display, the name of the ship and its class will appear.
Below the name, four icons represent the strength (as a percentage) of the
following systems: Health, Shields, Crew, and Weapons.
COMMAND MENU
The Command menu shows you the different command buttons available to
ships and structures. These buttons include Stop, Orders, Transport, Formations,
AI, and Special Weapon. Clicking on the Orders, Formations, and AI buttons
bring up sub-menus. The buttons on these menus are explained below under
Ship Orders.
SHIP ORDERS
Stop
Orders this vessel to stop its current actions.
Orders Menu
All ships have an orders button. When clicked, you have access
to the orders button menu, which usually includes the following
buttons:
Attack
Orders the vessel to attack a target or go to a location and
attack any enemies there.
Repair and Recrew
Sends the vessel to the nearest shipyard for faster repair and
recrewing from the crew pool.
1617
COMMAND MENU
COMMAND MENU
Priority Repair
Has the ship ignore all further orders until the ship is repaired.
Patrol
The vessel will patrol an area of space between its current position
and the patrol point. To make more complex patrol routes, you can
use the TAB key and right-clicking to lay down waypoints.
Scout
The ship will search unexplored areas of the map.
Search and Destroy
The ship will search for enemy ships and stations and destroy
them.
Guard
Has the ship follow and protect the designated vessel or structure.
Decommission
Will disassemble and recover resources from a ship or station.
Ships must return to a shipyard to be decommissioned.
(Except for Species 8472.)
AI Menu
Go to the AI menu to set the autonomy level for the selected
ship(s) or stations.
Evolve Menu
Go to the Evolve menu to change your embryo into another form
(Species 8472 only).
Build
Go to the Construction menu to select ships and stations to build.
Tractor Beam
Lock on a target vessel with disabled or derelict engines, allowing
it to be towed.
Recrew
Reinforce the crew of the station with crew taken from the crew
pool. You can’t recrew while under attack.
Research
Go to the Research menu to construct pods that allow the use of
special weapons.
Trade Menu
Go to the Trade menu to exchange resources.
Back
Return to the previous menu.
Set Rally Point
Choose a location where vessels will collect after exiting the
station.
1819
FORMATIONS MENU
AI MENU
T ransport
Sends a boarding party over to another vessel. On enemy vessels,
the boarding party will fight the crew and take the ship over if no
crew remains. It will reinforce crew on friendly vessels.
Note: You can only transport onto enemy ships if their shields are at 0%.
Transport Attack
Found on assault ships, this command will have the ship attack the
target with normal weapons until the target's shields are down,
and then send a boarding party of specially trained troops onto
the other vessel.
Self Destruct
Initiates auto-destruct sequence, destroying the craft and
damaging everything in the immediate area.
FORMATIONS MENU
All ships have a formations button. When clicked, you have access to the
formation button menu, which includes the following buttons:
Assault Wall
Offensive. Places combat ships up front, frigates in middle, and
artillery at far back.
Column
Movement. Puts ships in a column for movement with a narrow
sensor footprint.
X Formation
Blockade. Spreads combat ships out widely to guard map areas.
Sheet
Array ships in 2D plane. Maximizes sensor scanning.
Clover Leaf
Attack in a clover leaf pattern. This can only be used for assaults.
Circle
Attack by circling target. This can only be used for assaults.
Arrow
Attack by darting back and forth. This can only be used for assaults.
When a group of ships are selected, you may choose a formation.
The ships will organize themselves into the formation that you choose,
remaining in that formation while they attack and move.
AI MENU
Clicking on the AI button brings up the AI menu, which contains the following buttons:
Note: For Advanced Users—A ship will inherit the AI state of the ship or station that
constructed it.
Green Alert
This sets the unit into Green Alert. A unit on Green Alert will not fire
until ordered. It will not engage or pursue.
Yellow Alert
This sets the unit into Yellow Alert. This level of alert requires that a
craft only fires on an enemy if it is fired upon. It will pursue this
craft within a small radius of its center point, then disengage and
return to its point of contact.
2021
AI MENU
FLEETS
Red Alert
(Default status)
This sets a unit into Red Alert. In Red Alert, a craft will fire on any
enemy craft it sees. It will pursue this craft within a small radius
of its center point.
Note: If a vessel is cloaked, the default will go to Yellow Alert. Also, alert
status mainly affects ships not engaged in other activities. For example, a
freighter mining dilithium will continue to mine when attacked, regardless of
alert status. If it is not engaged in an activity, it will act according to its
alert status.
Low Movement Autonomy
A ship will not move from the location that you designate until you
order it to.
Medium Movement Autonomy
A ship will maintain its position in formation, moving with the
formation as needed.
High Movement Autonomy
The ship may leave its location to pursue an enemy that it spots,
following that enemy until it destroys it, or moves out of range.
No Special Weapon Autonomy
A ship will only use conventional weapons when attacking the
enemy.
Medium Special Weapon Autonomy
The ship may use conventional and special weapons in attacking an
enemy, until special weapons energy falls below 50%. Then, it will
only use conventional weapons.
High Special Weapon Autonomy
The ship may use conventional and special weapons to attack an
enemy, regardless of remaining special weapons energy.
FLEETS
In Star Trek: Armada 2, ships can be grouped into fleets which will then respond
as a group to the orders you give them. To create a fleet, left-click and drag or
Shift-select a number of units (up to 16) that you want in a fleet. Once selected,
press Ctrl-(number) (the Ctrl button plus one of the number keys at the top of the
keyboard), and those units will reflect that they are now in that fleet—the number
of the fleet will appear next to the ship when selected. To select the fleet, simply
press the number key for that fleet.
A ship can be added to a fleet by selecting it and hitting Ctrl-Shift and the number
of the fleet. To remove a unit from a fleet, select the unit and hit Ctrl–(minus key
on the top of the keyboard).
To quickly move to the location of a fleet, a double-tap on the fleet number will
bring you to that fleet's location.
A few things to note about fleets:
• Ships can only belong to one fleet at a time
• A construction facility can belong to a fleet, and every ship produced by that
facility will automatically join that fleet (until the 16 slots are filled)
• If a fleet is selected, any AI orders given become the default for that fleet.
Changing AI orders will affect the entire fleet.
SHIPS, SPECIAL
WEAPONS, AND STATIONS
The six playable races in Star Trek: Armada 2 each have their own specific fleets,
special weapons, and stations. Building ships and stations, as well as efficient
control of special weapons, is essential for victory. Below is a list of each race’s
fleet (including which ship possesses which special weapon) and stations.
Most special weapons require a set amount of special energy to operate. These
special weapons are built at the research and science stations. Once built, a pod
representing the special weapon appears on the station. If one of these pods or
stations is destroyed by an enemy, your fleet loses access to that special weapon.
Special weapons operate in two ways. Most special weapons work simply by
clicking on the special weapon icon located in the Command menu. A few special
weapons require a target, be it a location or another object, to fire at. For these
weapons, you’ll need to click on both the special weapon icon and the target of
the weapon.
2223
THE FEDERATION
THE FEDERATION
RACES
THE UNITED FEDERATION OF PLANETS
The United Federation of Planets is an interstellar alliance of planetary
governments and colonies established in 2161. There are over 150 members of
the Federation and their territory spreads across 8,000 light years. The UFP is
governed by the Federation Council, composed of representatives from the
various planets and located in the Earth city of San Francisco. The agency
responsible for all deep space exploration, scientific research, and military
actions for the Federation is known as Starfleet. Starfleet provides security and
defense for all the colonies of the Federation through its vast fleet of starships.
The flagship of the Federation—and the pride of Starfleet—is the
USS Enterprise-E, commanded by Captain Jean-Luc Picard.
THE FEDERATION FLEET
NON-COMBAT SHIPS
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 disabled 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 fledgling 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.
COMBAT SHIPS
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 complement.
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.
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THE FEDERATION
THE FEDERATION
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 also 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 the 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
The 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.
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.
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 of its most
abundant starships. Each Defiant is outfitted with two
the Borg offensive of 2373, and later in the Dominion War. Its extensive
shielding, maneuverability, and powerful phaser banks make it useful in both
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
offensive and defensive situations.
2627
THE FEDERATION
THE FEDERATION
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 f ield. 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 explo-
ration, 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 Nebula-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
2829
THE FEDERATION
THE FEDERATION
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.
THE FEDERATION STATIONS
Federation 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.
Federation 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.
Federation Orbital Processing Facility
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.
Federation 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.
3031
THE FEDERATION
THE FEDERATION
Federation Sensor Array
The Federation Sensor Array is an unmanned, small
satellite that provides line-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
developed by a research station.
Federation 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.
Federation 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,
Intrepid-class, Sabre-class, and Colony ships.
Federation 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.
Federation 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
Federation 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 Sovereign-
class vessels. You must possess a Research Facility to
build an advanced shipyard.
Federation 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
3233
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