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Star Trek: Armada – Windows Manual – English

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Windows
Language
English
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star-trek-armada_win_manual_en_4lw.pdf
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S ta r
T r e k ®: A r m a d a
®

official
TM, ®, & © 2000 Paramount Pictures. All rights reserved. Star Trek and related marks are trademarks of Paramount Pictures.
All other trademarks and trade names are the properties of their respective owners.
P/N 1000913.260.US

manual

EVERYONE

player’s

®

o f f i c i a l

p l a y e r ' s

m a n u a l

PRELUDE

3

MAIN SHELL SCREEN

3

SINGLE PLAYER

3

MOUSE SELECTION

4

SHROUD AND FOG OF WAR

4

INTERFACE

5

RESOURCES

8

SHIPS AND SPECIAL WEAPONS

9

THE UNITED FEDERATION OF PLANETS

9

KLINGON EMPIRE

13

THE ROMULAN STAR EMPIRE

17

BORG COLLECTIVE

21

STATIONS OF THE FOUR RACES AND THEIR FUNCTIONS 23
TRANSPORTING CREW

35

MAP OBJECTS

35

PLACING BUILDINGS ON THE MAP

37

KEYBOARD COMMANDS

37

MULTIPLAYER/INSTANT ACTION

44

OPTION SCREENS

47

MINIMUM SYSTEM REQUIREMENTS

48

INSTALLING STAR TREK: ARMADA

49

TROUBLESHOOTING

50

CREDITS

51

SOFTWARE LICENSE AGREEMENT

53

Prelude

Single Player

Prelude

Main Shell Screen

Stardate: 53550.0
The Dominion War is over. The three major powers of
the Alpha Quadrant, once allied against a common
foe, begin planning for the future. For now, an
uncomfortable peace has settled in the Galaxy.
On Feder ation pl anets across the gal a xy, the
process of recovery has begun. The USS Enterprise-E,
commanded by Captain Jean-Luc Picard, is assigned to
re-establish Federation support in some of the more
devastated systems of the Quadrant.
On the Klingon Homeworld of Qo’nos, the population
g r o w s r e s t l e s s f o r b at t l e . N e w ly a p p o i n t e d
Chancellor Martok works closely with Federation
Ambassador Worf on efforts to restore the Empire to
its former state of glory.
On Romulus, the Romulan Senate and its intelligence
division, the Tal Shiar, conspire to tip the balance of
power to their favor. Admiral Sela begins secret
negotiations with unseen allies near the Klingon border.
And on the fringe of explored space, massive, metallic shapes move silently through the area, leaving a
trail of destruction in their wake. Around them are
the whispers of millions of minds working as one. The
Borg have returned.

The main shell screen acts as the gateway into Star
Trek: Armada single and multiplayer play. Clicking in
any one of the four quadrants allows the player to
choose between the options.
**Clicking refers to clicking with the left mouse button.
However this can be switched to the right mouse button
via Windows.

Single Player
To play single player, click on the upper left quadrant
of the Main Shell Screen. This takes the player to
the Single Player Menu. Here the player can choose
between the Federation, Klingon, Romulan, and Borg
campaigns. Once these campaigns are complete the
Finale Mission campaign icon will appear in the center
of the screen.
Although the Federation, Klingon,
Romulan and Borg campaigns can all be accessed at
any time, it is suggested that the player complete the
campaigns in order. (Federation, Klingon, Romulan,
Borg and then Finale missions.)
To begin, click on Jean-Luc Picard’s image. This will
commence the Federation campaign. A sub-menu will
appear listing the Federation missions. Once a
Federation mission is completed, the next mission will
become accessible.

Single Player

Mouse
Selection
To Load a Saved Game from the shell, 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 CTRL - X or
click on the Menu button on the interface to go to
the Options Menu. From the Options Menu, click on
Load to go to the Load Game Screen.
Click on the
game you wish to load and then click the LOAD button.

Mouse Selection

In-game Cineractives

Your mouse can perform almost every action in Star Trek:
Armada. The mouse can be configured two different
ways to play Star Trek: Armada: (see Options Screen
p. 94)

Each mission begins with an "In-game Cineractive."
These communicate the mission’s objectives to the
player in cinematic form.

Configuration 1: Left click to select and right click
to give default orders. (Default Configuration)

Mission Objectives Pop-Up

Configuration 2: Left click to give orders and
select. Right click to de-select.

Once the In-game Cineractive is complete, a dialog box
will appear in the center of the game screen to
restate the mission objectives. Simply click on the
box and it will disappear. To access the Mission
Objectives during the mission press CTRL - M.

Save/Load
To save a game during game play hit CTRL - X or click
on the Menu button on the interface and select the
Options Menu. From the Options Menu, click on Save,
which will display the Save Game Screen. Click on an
open slot to save a new game or click on a filled slot
to replace a previously saved game. Type in a description
of the saved game or accept the default description
(which is the Mission Title and a Time Stamp.)
note: Players cannot save Instant Action Games

Shroud and Fog of War
Unexplored regions of the map appear as a solid gray
shroud on both the mini-map and main display window.
Explored regions that are no longer in the line-of-sight
of any of your ships or buildings become covered with
a Fog of War. The terrain and ships/buildings within
this fogged area appear as they last appeared to a
friendly ship/building. The view updates when a
ship/building comes back within your line-of-sight.

Interface

Interface

Interface

Ship Display
shield strength
shields
ship wireframe
engines

class

Tool Tips
ship name

If a player moves the mouse over any interface element
a tool tip box will appear to explain that portion of
the interface. If the cursor remains over the same
element for a longer period, an extended tool-tip will
appear, giving the player more information on the
topic.

life support

current crew/
full crew

sensors

officers

weapons

special weapon energy

Mini Map

(Located at the bottom left of the interface.) The
mini map will display the entire game board in a small
window. It will show where the player has been as
well as what they can currently see. Any space
objects that are permanent game fixtures will also be
displayed once they are seen. The same holds true
for enemy space stations and buildings; however the
display will only show their last known position. All
ships which are currently in line-of-sight will also be
displayed. All ships and stations are represented by
their team color. The mini map will also show areas of
the map which the player cannot currently see (i.e. fog)
as well as areas they’ve never been to (i.e. shroud).

(Located to the right of the mini map on the interface.)
When one ship is selected on the main screen its vital
statistics appear on the ship display. The five icons
listed vertically on the left side of the ship display
show the 5 ship systems. From top to bottom they
are: Shields, Engines, Life Support, Sensors and
Weapons. Any damage not directly absorbed by
shields can damage these systems. Move the Mouse
over a system to show the percentage remaining to
repair on a damaged system. The more crew available
on a ship, the faster it will repair. The green dot to
the left of the crew means that the crew is functioning optimally. However, if the crew goes below a certain percentage (this depends on the specific race)
the dot turns yellow indicating that the crew’s functionality has been compromised. When the crew percentage drops even further, the dot becomes red and
the ship’s crew will perform ship functions at a modified rate. If a system completely fails, the ship will
lose the use of that system (i.e. if life support fails
the crew will begin to die off).
When one ship is selected a wire frame model of it
will appear in the ship display. (If multiple ships are
selected, multiple models will appear.) Damage is
shown on these models: healthy (white), temporarily
disabled (yellow), or extremely damaged (red).
Just above the wire frame model of the ship is a bar
that indicates shield strength. A full bar means
shields are at full. Shield strength is also shown in

Interface

Interface
the main game screen by the color of the shields.
Green is at full strength, yellow damaged, and red
extremely damaged.
Just below the wire frame model of the ship is a bar
that indicates special weapon energy. Most ships in
the game possess at least one special weapon that
relies on a set amount of special energy to operate.

Speed Rail

(Located above the Ship Display on the interface.)
The speed rail is used to activate special weapons and
to transport in combat. The Construction Ship’s
tractor beam can also be accessed from the speed
rail.
When several ships of the same race are
selected, all of their special weapon icons appear on
the speed rail making them easier to use in combat.
However the Science Ships must be selected individually
in order to see its four special weapons.

Cinematic Window

(Located to the right of the ship display.) The cinematic
window visually shows events that are occurring in
other parts of the map. To go to that event, simply
click once on the cinematic window. If the player double
clicks on the cinematic window the main view changes
to cinematic action. This view is only recommended
for small battles, since larger battles are easier to
manage from a farther perspective. To switch back to
normal RTS view, hit the "Z" key.

Menu/Comm Buttons
The two buttons directly above the Cinematic Window
are the Comm and Menu buttons. Clicking on the
menu button (or hitting Ctrl - X) triggers the Options
Menu. This menu includes choices such as "Restate
Objectives", "Save/Load Game", “Graphics/Sound/Game
Settings", as well as "Abort Mission".
The Comm button (for Multiplayer only) allows a player
to ally with other players, control who the player
can chat with in a multiplayer game and transfer
units, dilithium, or crew to allied team members.

Command Menu

(Located on the far right of the Interface.) The
different command buttons are available to ships and
structures. These buttons include Move, Attack,
Stop, Build and Orders. Clicking on the Orders icon
(The middle icon in the button menu) triggers a submenu. The buttons on this menu are explained in the
"Ship Orders" section of this document. (see below)

Ship Orders
Orders Menu
A l l s h i p s h av e a n O r d e r s b u t t o n . W h e n
clicked, the player has access to the orders
button menu. The following buttons are present:
Green Alert:
This sets a unit into Condition Green. A unit on
Green Alert will flee if fired upon by an enemy
craft. It will not engage or pursue.

Interface

Interface
Yellow Alert:
This sets a unit into Yellow Alert. This level
will require that a craft only fires on an enemy
if it (or its neighbors) are fired upon. It will
pursue this craft within a small definable radius of
its center point, then disengage and return to its
point of contact.
Red Alert:
(default status)- This sets a unit into Red
Alert. This level will make a craft fire on any
enemy craft it sees. It will pursue this craft
within a small definable radius of its center point.
(Note: if vessel is cloaked, the default will go to
yellow alert.)
Note: Alert status mainly affects ships not engaged
in other activities. (I.e. if a freighter is mining
Dilithium it will continue to mine when at tacked
regardless of alert status. However if it is not
engaged in an activity it will act according to its
alert status.)
Stand Down:
This order will cause a ship to come to a full
stop and avoid targeting any enemy ship until a
new command is received, even if it is taking fire.
Repair:
This order will cause a ship to proceed to the
nearest friendly repair bay and get repaired
and recrewed. Must have repair bay (shipyard)
to use this function.

at the same time remain (rubber-band) within a certain
distance from the guarded object.
Patrol:
Ships ordered to Patrol will move back and
forth from their designated patrol points.
Ships in this mode will fire at visible enemies,
and continue to attack them as long as they are within the radius of their patrol path. To set a ship to
patrol an area, select the ship, then select the
Patrol button (or hit the "P" key). You will get a
"patrol" cursor. Select the end point of the patrol.
The ship will now go back and forth from its current
location to the point selected. For more complicated
patrol paths, hold down the TAB key and set multiple
patrol points.
Scout:
A ship assigned to Scout will begin to explore
its current area in a slowly expanding radius.
When in scout mode, a ship will flee from combat as
soon as it spots an enemy ship or structure. To order
a ship to scout, select the ship, then select the
Scout button (or hit the "S" key).

Search and Destroy:
Ships commanded to Search and Destroy will
follow a search pattern similar to scouting
(see Scout), but will engage in any enemy it sees and
will pursue that enemy. To select a ship to search
and destroy, select the ship, then click the Search
and Destroy button. (or hit the "D" key).

Guard:
Guard is an object-based command that orders
a ship to assemble into flight groups and
assigns the guarded object as the center
point of those groups. Hence, the ships move to and
take up positions around the guarded object (ship,
asteroid, star base, etc…).
In addition, the Guard
command will set the alert status of the guarding
vessel(s) to attack any enemy vessel which it sees and

Decommission:
Issuing the Decommission command will cause a
ship to proceed to a repair bay and will start
to be disassembled. The player will be re-credited
with dilithium and officers from the ship, as well as
any remaining crew on the ship. Stations will
Decommission without moving to a repair bay, starting
to disassemble as soon as the command is given.

Resources

Resources
Back:
Takes the player Back to the main button menu.

Rearranging Interface Elements
The interface in Star Trek: Armada can be reorganized
to suit individual player preferences. To move pieces
of the interface, hold the ALT key down, click on an
element of the interface and drag it to its new location.
If you move an interface piece close to another piece,
it will snap into place, adjacent to another piece.

order to be built. Crew filters into your crew pool at
a steady rate by possessing a Starbase. The rate a
player accumulates crew is based on the number of
Starbases built. If a player does not possess a
Starbase, they receive no additional crew. Starbases
near planets accumulate crew at a faster rate. Once
an order to build a unit is given, the crew required
for that object is taken from your crew pool.
Canceling construction of a unit replaces the crew
for that unit back into that player’s crew pool.
Decommissioning a ship or station transfers the
remaining crew from that unit back into a player’s
crew pool.
Dilithium:

If an interface is rearranged it will be saved when you
go on to another mission. To restore the interface to
its default configuration press Ctrl – F9. To restore
the interface to the arrangement present at the
beginning of a mission press Alt – F9.

Resources
(Located in the upper right corner of the screen.)
From left to right the resources are: Officers, Crew
Pool, and Dilithium Account.

Officers:
Restricts the total number of ships
and stations a player can build. Each
ship or station uses a set number of officers. For
instance a Defiant class ship needs three officers to
operate. The officer limit can be raised by building
another Starbase, or by upgr ading an existing
Starbase using the "Officers upgrade" button.
Crew:
(located in the upper right corner of
the screen) Each ship and most stations require a set
number of crew members from a player’s crew pool in

This resource is necessary to build
ships and stations. Once an order to
build a unit is given, the dilithium required for that
object is taken from your dilithium account (located
in the upper right corner of the screen). Canceling
construction of a unit replaces the dilithium for that
unit back into that pl ayer’s dilithium account.
Decommissioning a ship or station replaces dilithium
back into a player’s dilithium 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 the same time,
although one may mine a moon while the other is
returning their load to a mining station.

Ships and Special Weapons
Building ships and controlling special weapons is
essential for victory in Star Trek: Armada. Below is
a list of each race’s fleet, as well as what ship possesses what special weapon.

Resources
Most special weapons require a set amount of 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. However, if the enemy destroys the pod, 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 speed rail. A few special weapons
require a target, be it a location or another object,
to fire at. For these weapons, the player not only
needs to click on the special weapon icon, but also at
the target of the weapon.

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 city of
San Franciso. 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
Dilithium Freighter

The Federation Dilithium Freighter is outfitted with a
reinforced hull, capable of carrying large amounts
of unprocessed dilithium. The dr ain of energy
required to carry their heavy payload limits the
freighter’s speed. Freighters have no weapons,
although their heavy shielding allows them to withstand
considerable damage in combat.

The United
Federation of
Planets

The United
Federation of
Planets

Construction Ship

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.

Defiant-class

The Federation Construction ship is loaded with a
team of Worker Bees in its cargo bay. When constructing a station, these one-man engineering shuttlecraft are deployed from the Construction vessel.
While the construction ship transports the raw materials, the worker bees assemble the areas with wielding lasers. Construction vessels are not armed with
weapons, although they are equipped with a Tractor
Beam allowing them to tow derelicts and ships with
disabled engines.
Venture-class scout

The Venture is one of the newest additions to
Starfleet’s Armada, with production beginning in
2374. It is a lightly armored, highly maneuverable
scout vessel capable of deep space as well as atmospheric
flight. The Venture-class ship has limited space,
restricting a large crew compliment. This vessel is
primarily designed for reconnaissance and short-range
exploration. It is equipped with a forward firing pulse
phaser, should it need to engage in combat.

Initially designed as an escort vessel, the Defiantclass 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 forward-firing pulse
phasers fitted onto their bow, allowing them 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 warp signatures of a nearby enemy ship, causing them to hone in
on their target and detonate.

The United
Federation of
Planets

The United
Federation of
Planets

Steamrunner-class

Akira-class

The Steamrunner-class began production in 2371
after Starfleet realized it needed to develop a new
way to defend against the larger, disposable Jem
Ha’dar fleets. As a result, the Steamrunner is armed
with long range Tri-Cobalt Torpedoes. These torpedoes
can be fired from long range and cause massive
explosions that damage everything within range. As a
consequence for 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 easy target if engaged at close range.

The Akira was put in production in 2370 to provide
offensive strength and support to Starfleet’s
Armada. The Akira has since become an invaluable
asset to Starfleet, first by helping repel the Borg
offensive of 2373, and later in the Dominion War. Its
extensive shielding, maneuverability, and powerful
phasers banks make it useful in both offensive and
defensive situations.

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 them to
use their long range torpedoes on immobile targets
or escape from an incoming attack.

Special Weapon
Chain Reaction Pulsar - The Akira can be refit to
carry a Chain Reaction Pulsar. This devastating
weapon draws power from its initial target, then
moves to the closest enemy target, drawing even more
energy from it. The weapon continues to grow in
power until it unleashes its accumulated force on its
final target.

The United
Federation of
Planets

The United
Federation of
Planets

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 compliment to
the Federation fleet. In addition to the Nebula’s
phaser banks, it can be outfitted with four special
weapons researched at the Feder ation Science
Facility.

Point Defense Phaser – The initial concept for this
weapon goes back as far as the late twentieth century, with the Strategic Defense Initiative. Perfected in
2374, the PDP destroys incoming weapons 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, temporarly increasing their repair rate and shield recharge
rate.

Sovereign-class
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 enemy fire 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
ships to exist simultaneously in different locations.

The Sovereign is the Federation’s most advanced starship.
It also serves as the 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

The United
Federation of
Planets

The United
Federation of
Planets

Klingon Empire
have since been modified to accommodate a Reflector,
which enables it to redirect enemy fire back at its
opponents.

Klingon Empire
The Klingon Empire was founded on the planet of
Qo’nos, over 1,500 years ago, by K ahless the
Unforgettable. Klingons are a humanoid warrior
civilization bound by pride, tradition, and honor.
Their violent and aggressive nature has made them an
interstellar power to be respected. Each chapter of
the Empire’s existence has been wrought through war
and violence, then scrawled upon the pages of history
with the blood of the dishonored. The Klingon
Empire's ruling body has fluctuated between an
Emperor or the Klingon High Council throughout its
history. The current Klingon Chancellor is Martok,
who elected the title after Worf, Son of Mogh, killed
the previous Chancellor in a duel.

Klingon Fleet
Dilithium Freighter
PIX)

The Klingon Dilithium Freighter uses its Mining Beam
to transport Dilithium from moons to its cargo bays,
then unloads the unprocessed ore at the Dilithium
Refinery. The Klingon freighter is armed with only a
m i n i n g b e a m , a n d h a s n o o f f e n s i v e c a pa b i l i t y .
Captaining a Klingon Freighter is considered a great
dishonor, usually reserved for the old or dying.

Klingon Empire

Klingon Empire
Construction Ship
PIX)

Special Weapon
Tachyon Detection Grid – NuQ’Duj class ships can
have their sensor arrays modified to use a Tachyon
Detection Grid, allowing them to detect cloaked ships
within their sensor range.

B’rel-class (Bird of Prey)

The Klingon Construction ship is loaded with a team
of Workers in its cargo bay. When constructing a station,
these one-man shuttlecraft are deployed from the
Construction vessel. While the construction ship
transports the raw materials, the workers assemble
the areas with wielding lasers. The Construction vessel
has no offensive weapons, although it is equipped
with a Tractor Beam, allowing it to tow derelicts and
ships with disabled engines.

NuQ’Duj-class

The B’rel class, more commonly known as the Klingon
Bird of Prey, has been in service for the Empire for
over eighty years. Once the workhorse of the Empire,
new technology and weaponry has reduced the Bird
of Prey to a supporting role in the Klingon Fleet. The
B’rel class is armed with two forward firing disruptor
cannons, as well as a cloaking device. This allows
the destroyer to be useful for reconnaissance as
well as surprise attacks.
Special Weapon
Gravity Mines - The B’rel can be equipped with Gravity
Mines, which slow the enemy’s movement, allowing the
larger ships of the fleet to hunt down the enemy.

The NuQ’Duj is a fast and mobile fighter used primarily
for scouting and patrolling the Neutral Zone. It is
both a blessing and a curse for a Klingon officer to
command. These scouts are only equipped with one
forward firing disruptor cannon, preventing its captain
from gaining much honor in battle. However, most of
these scout ships are destroyed in combat, and dying
in battle is a great honor for a Klingon.

Klingon Empire

Klingon Empire
SuQ’jagh-class

The SuQ’ jagh Assault vessel, created during the
l ast Klingon Expansion campaign, was originally
designed for planetary assaults. It role has since
been modified to accommodate ship-to-ship combat,
focusing on boarding and taking over enemy vessels.
The SuQ’jagh is armed with multiple photon torpedo
launchers and is crewed with the bravest close-quarter
warriors in the Empire.

steadily replaced the Bird of Prey as the most abundant
ship in the Defense Force. The Vor’cha continues to
be an essential part of the Klingon fleet, used for
missions that require stealth or offensive strength.
Special Weapon
Poleron Torpedo – The Poleron torpedo was modified
from Dominion technology with the help of Federation
Engineers. The Vor’cha can be upgraded with Poleron
Torpedoes that can pierce through the shields of an
enemy and directly damage the hull and ships’ systems.

Fek’lhr-class

Special Weapon
Commando Team – The SuQ’jagh can be modified to
launch pods of Commando Teams onto enemy ships.
These pods are capable of penetrating enemy shields,
allowing a squad of Klingons to board and attack an
enemy ship from the inside.

Vor’cha-class

This Klingon cruiser compliments the Klingon Imperial
Fleet with both its formidable phasers and cloaking
capability. For the past fifty years the Vor’cha has

The Fek’lhr was named after the mythical Klingon
beast and guardian of Gre’thor, the Klingon afterlife for the dishonored. The Fek’lhr is armed with
phasers, but can be additionally outfitted with powerful
weapons allowing it to unleash waves of destruction
on its enemies. The weaponry on the Fek’lhr is so
unpredictable that a separate facility is necessary to
contain its equipment.
Special Weapon
Death Chant - The chilling battle cry echoing in the
halls of a ship stirs the blood of even the weakest
Klingon. Hearing the Death Chant increases the rate
of fire and crew effectiveness of all friendly ships
within range.

Klingon Empire

Klingon Empire
Repulsion wave - The original prototype for the
Shockwave, this weapon propels a ship in a direction,
damaging it and destroying its engines.

Special Weapon
Ion Cannon – One of Chancellor Martok’s first acts
as ruler of the Klingon Empire was to allow every
Negh’Var to be outfitted with a Ion Cannon. The Ion
cannon fires a single, powerful blast of ionized energy
that decimates an enemy target.

Ion Storm: After multiple failed attempts, Klingon
scientists were able to contain and recreate the
deadly Ionic nebulas from deep space. This torpedo
deploys an area effect cloud which damages any ship
in its radius.
Jach’eng-class

Energy Dissipator – The Fek’lhr is most effective when
its opponents cannot fire back. This special weapon
drains the energy off multiple enemy targets, rendering their special weapons useless.

Negh’Var-class

The Negh‘Var is the flagship of the Klingon Defense
Force, as well as the most powerful ship in the fleet.
Its massive phasers, photon torpedo launchers, powerful
shields, and large crew compliment are used to
defend the borders of the the Klingon Empire against
any foe. There are few ships in the galaxy that can
w i t h s ta n d t h e c o m b i n e d f o r c e o f a f l e e t o f
Negh’Vars.

The Jach’eng, built out of the Shockwave Facility, is
crewed with the bravest and most loyal warriors in
the fleet. Officers assigned duty on a Jach’eng are
listed as Killed in Action, as the vessel departs from
the shipyard. They do not ever intend to come back.
Captaining a Jach’eng-class vessel is considered one
of the highest honors a Klingon warrior can achieve.
Special Weapon
Shockwave - When the Jach’eng detonates its only
weapon, the Shockwave, it creates an expanding wave
of destruction that moves out in a direction, damaging everything in its path. The resulting explosion
also tears apart the hull of the fragile ship from the
inside, killing the entire crew in the process. This is
the most powerful weapon of the Klingon fleet, and
one of the most destructive forces in the known
galaxy.

The Romulan
Star Empire

The Romulan
Star Empire

The Romulan Star Empire
The Romulans are an offshoot of the Vulcan people
who left the planet over 2000 years ago to relocate
on the twin planets of Romulus and Remus. This exodus
was in rebellion against the dogmatic Vulcan philosophy
of logic and pacifism prevalent in Vulcan society at
the time. The governing body of the Romulan Empire is
the Romulan Senate, and their leader is known as the
Praetor. The Romulans are a passionate and aggressive people known for their stealth and cunning in
combat. They have a large military presence in the
Alpha Quadrant, and have been involved in wars with
both the United Federation of Pl anets and the
Klingon Empire in the past.

The Romulan Fleet

Construction Ship
ix)

The Romulan Construction ship is loaded with a team
of Workers in its cargo bay. When constructing a station,
these one-man engineering shuttlecraft are deployed
from the Construction vessel. While the construction
ship transports the raw materials, the worker bees
assemble the areas with wielding l asers.
Construction vessels are also equipped with a Towing
Beam, allowing them to tow derelicts and vessels with
their engines disabled.

Dilithium Freighter
Talon-class

The Romulan Dilithium Freighter mines resources from
Dilithium moons and transports it to Mining stations.
The Freighters are rigged with a special Mining beam,
allowing them to transport the ore directly into its
cargo bays. Though Freighters have no weapons, their
heavy shielding allows them to withstand considerable damage in combat.

The Talon was designed to be the eyes and ears of the
Romulan Armada. Its superior speed and maneuverability allows it to recon an area of space before the
fleet moves in. This ship is armed with a single forward
firing plasma cannon. Talon-class vessels are also
equipped with cloaking devices, allowing them to move
through space undetected.
Special Weapon
Tachyon Detection Grid – Talon-class vessels can be
upgraded to use a Tachyon Detection grid. This
modification to their sensor array allows them to
detect other cloaked ships within their sensor range.

The Romulan
Star Empire

The Romulan
Star Empire
Shrike-class

Raptor-class

The Shrike class is a favorite of the Tal Shiar, the
Romulan Intelligence Agency, for its stealth and
speed. It also is outfitted with a cloaking device,
allowing Tal Shiar operatives to conduct covert operations
in unsanctioned areas of space. Shrike class vessels
are equipped with two forward firing plasma cannons.

The Raptor is equipped with the same Tri-Cobalt torped o e s a s t h e Fe d e r at i o n S t e a m r u n n e r c r u i s e r .
Starfleet is still unsure how the Romulans were able
to duplicate the technology, but it is suspected that
Romulan Tal Shiar operatives infiltrated Starfleet
Corps of Engineers and stole the plans for the
weapon. The Raptor is also equipped with a cloaking
device, allowing it to move unseen through enemy territory before unloading its barrage of torpedoes.

Special Weapon
Romulan Spy - The Shrike can be modified to accommodate a Romulan Spy on board. The Shrike has been
specially designed with unique transporters, allowing
it to transfer the Romulan Spy onto enemy vessels
without lowering its shields or decloaking. If successfully tr ansported onto an enemy ship, the
Romulan Spy accesses the enemy’s sensors, giving
the player line-of-sight on a targeted enemy ship or
station. If the Romulan Spy is able to get on board
an enemy Starbase, it can access that opponent’s
entire communications network, allowing full line-of-sight
on all enemy vessels and stations.

Special Weapon
Myotronic Inhibitor – To prevent the Raptor from
being destroyed before it can unleash its attack, all
Raptors can be outfitted with a Myotronic Inhibitor.
This torpedo temporarily disables the weapons system
on an enemy vessel, rendering them ineffective in combat.

The Romulan
Star Empire

The Romulan
Star Empire
Griffin-class

The Griffin was designed to compliment the Romulan
fleet by confusing and disabling the enemy. Its reinforced
shielding and ample crew allow it to be a formidable
opponent in combat. All Griffons are armed with powerful
phasers, as well as cloaking devices.
Special Weapon
Sensor Jammer - Griffins can also be outfitted with a
Sensor Jammer. The Sensor jammer unleashes a subspace wave disabling all enemy ships’ sensors in its
wake.

Shadow-class

The Tal Shiar, having need of a vessel more suited for
their covert operations, assembled the greatest military
scientists in the Star Empire. The culmination of their
efforts resulted in the Shadow-class. The technology
on board the Shadow is extremely classified, so much
so that even members of the Romulan Senate are not
"officially" aware of its existence. The Shadow comes
equipped with phasers, but can also be refitted with
four experimental technologies.

Special Weapons
Holo-emitter: The Shadow is equipped with a unique
deflector dish able to project holograms. When outfitted with a Holo-emitter, the projection manipulates
enemy sensors by reversing their warp signatures and
appearance. To opponents, all their ships appear as
enemy vessels. This causes affected ships to inadvertently target their allies.

Psychonic Blast: The Shadow’s deflector dish can
also be rigged to emit a sub-space blast of radiation
known as the Psychonic Blast. This causes an enemy’s
crew to temporarily go insane, killing members of
their own crew.

Energy-Shield Converter: A modification to the
Inversion beam, this Converter redistributes the
Shadow's energy into shield energy, then transfers it
to an allied ship.

Phase Cloak: Development of this technology began
as early as 2367, but was not completed until
recently. The Shadow is the first of its kind to carry
a functional Interphase Generator. When activated,
the Generator phases the ship’s molecular structure,
allowing it to move unseen through physical objects.

The Romulan
Star Empire

The Romulan
Star Empire
Warbird-class

The Romul an Warbird, designated the D’deridex
class, is a massive spaceship and the flagship of the
Romulan Fleet. The Warbird is equipped with a cloaking
device, as well as plasma torpedoes and phasers. The
combination of offensive strength, manueverablity,
and stealth make the Warbird a deadly predator and
an invaluable asset to the Romulan fleet.
Special Weapon
Shield Inversion Beam – The Warbird can be modified
to fire a Shield Inversion Beam. This beam drains an
enemy’s shields directly from the ship and transfers
them to the Warbird's.

Phoenix-class

The Phoenix was originally developed by the Star
Empire as a last resort, should the Romulan Empire
fall to invaders. Its potential effect is so devastating,
it requires a special shipyard for its construction.
Because of the intense burden Phoenix-class captain

must bear, the Tal Shiar has been known to use
unorthodox "conditioning" techniques in their training.
These techniques ensure the loyalty and commitment
of Phoenix captains to the Star Empire.
Special Weapon
Rift creator – When the Phoenix activates its only
weapon, it creates an expanding tear in the space-time
contiuum that does massive damage to any ship or station
within its range. The ship and its crew are destroyed
in the resulting explosion.

Borg
Collective

Borg
Collective

Borg Collective
The Borg are a monstrously powerful civilization of
enhanced humanoids with roots from the Delta
Quadrant of the Galaxy. The Borg have cybernetic
implants, augmenting both their technological and
combat capabilities. Each Borg Drone is tied to an
advanced subspace communication network, forming
the Borg Collective. The Borg Collective have a
shared consciousness in which the idea of the individual is a nearly meaningless concept. The Borg exhibit
a high degree of intelligence and adaptability in their
tactics striking fear in all other species they come
across.

drones to efficiently complete its function. The
Assembler is equipped with a Towing Beam, allowing it
to tow derelicts and vessels without functioning
engines. The Assembler does not require offensive
weapons for its function.
Detector

The Borg Fleet
Dilithium Collector

The Dilithium Collector’s function in the Collective is
to mine unprocessed dilithium from moons. The
Collector is equipped with a Mining Beam to efficiently
perform its function. The Collector does not require
offensive weapons for its function.

The Detector’s function in the Collective is to
explore areas of space, evaluate their importance,
a n d r e p o r t i t s r e s u lt s t o t h e C o l l e c t i v e . T h e
Detector is equipped with a forward firing energy cannon. The Detector requires a minimal crew to perform
its function.
Special Weapon
Tachyon Detection Grid – The Detector can be adapted
to use a Tachyon Detection grid. This modification
allows the Detector to locate cloaked ships within
its sensor range.
Interceptor
PIX)

Assembler

The Assembler’s function in the Collective is to construct stations. The Assembler deploys numerous

The Interceptor’s function in the Collective is to
identify unassimilated vessels and stations, determine
their potential value, and assimilate or eliminate them
based on its evaluation. The Interceptor is equipped
with an energy beam.

Borg
Collective

Borg
Collective
Special Weapon
Transwarp Drive – The Interceptor can be adapted
with a Transwarp Drive. This modification allows the
Interceptor to instantaneously move to a location
currently within line of sight of the Collective or its
allies, regardless of the distance.

The Sphere is equipped with an energy beam. The
Sphere requires a moderate amount of Drones to
accomplish its function.
Special Weapon
Regeneration – The Sphere can be adapted to engage
its Regenerative systems. Regenerating the Sphere
temporarily increases Its repair rate and shield
recharge rate.

Assimilator
PIX)
Diamond

The Assimilator’s function in the Collective is to
assimilate or destroy all unassimilated vessels and
stations. It is equipped with high yield energy torpedoes.
Special Weapon
Auto-Assimilator – The Assimilator can be adapted
with an Auto-Assimilator. This beam transfers crew of
an enemy ship from its target and incorporates them
into the Collective on board the Assimilator.

The Diamond’s function in the Collective is to assist
the coordinated assimilation of unassimilated fleets
and stations. The Diamond is equipped with an energy
beam and can be adapted with distinct technologies
necessary to accomplish its function.
Special Weapons
Shield Remodulation – The Diamond can be adapted to
modify the shields of an allied vessel, making them
temporarily impervious to attack.

Sphere
PIX)

Computer Override – The Diamond can be adapted to
emit an override frequency to an enemy vessel, allowing
the Collective to temporarily take control of it.

The Sphere’s function in the Collective is to assimilate
or destroy all unassimilated vessels and stations.

Borg
Collective
Nanites - The Diamond can be adapted to inject Borg
Nanites into an enemy’s communications system.
Infecting an opponent with Nanites results in a scrambling
of the enemy’s computer interface.

Stations of the Four Races
and Their Functions

Federation Build Tree
Federation Starbase:
Ultritium Burst – The Diamond can be adapted to fire
a Ultritium burst at multiple enemy targets it has
determined unsuitable for assimilation. The Ultritium
burst severely damages all vessels it targets.

Cube
PIX)

The Cube’s function in the Collective is to assimilate
or destroy all unassimilated vessels and stations.
The Cube requires a significant amount of Drones to
perform its function efficiently. The Cube is equipped
with high yield energy torpedoes and energy beams.

Special Weapon
Holding Beam – The Cube can be adapted to use a
Holding Beam on an enemy vessel. The Holding Beam
restricts movement of an enemy vessel and transfers
drones directly onto the enemy ship.

T h e Fe d e r at i o n S ta r b a s e i s t h e c e n t e r o f t h e
Federation fleet in a sector. Once a Starbase is operational, crew begins to be transported into a player’s
crew pool at a steady rate. Building additional starbases or building a starbase by a planet can increase
this rate. The Starbase can also be upgraded with up
to six Officers Quarters, increasing the total number
of the player’s officer pool. The station itself can
build Construction Ships and Freighters, the basic
units for establishing an outpost in an area. Once a
Starbase is constructed, Mining Stations, Phaser
Turrets, Sensor Arrays, Ship Yards and Research
Stations can be built. The Federation Starbase is
armed with an array of pulse phasers for defense.

Federation Mining Station:

The Federation Mining Station is necessary for
harvesting and processing Dilithium, an essential

Stations of
the Four Races
and Their
Functions

Stations of
the Four Races
and Their
Functions

resource in the construction of ships and stations.
The facility comes with a freighter, which begins mining
the nearest dilithium moon as soon as the Mining
Station is operational. Once the freighter is full of
dilithium, it returns to the mining station to process
the dilithium. Processed dilithium is added to the
player’s Dilithium account, where it can be used to
build stations and ships. Once a Mining Station is
constructed, additional freighters can be built at the
Starbase.

ships if developed at the research station. A player
must possess a Starbase in order to build a Sensor
Array.

Federation Shipyard:

Federation Pulse Cannon:

The Federation Pulse Cannon is a small, unmanned
d e f e n s i v e p l at f o r m . I t p r o v i d e s s u p p o r t f o r
Federation outposts by firing pulse phasers at all
enemy vessels within its range. A player must possess
a Starbase in order to build a Pulse Phaser Turret.

The Federation Shipyard has two bays, one for construction and one for repair, allowing it to construct and repair one ship at a time. The Federation
shipyard can build the Venture, Defiant, Akira and
Steamrunner-class ships. A player must possess a
Starbase in order to build a Ship yard. Once a
Shipyard is built, Quantum Torpedo Turrets can be
constructed.

Federation Torpedo Turret:

Federation Sensor Array:

The Federation Sensor Array is an unmanned, small
satellite that provides a player with line-of-sight in a
radius around it. The Sensor array can be modified
to use a Tachyon Detection Grid to locate cloaked

The Federation Torpedo turret is a larger, unmanned
d e f e n s i v e p l at f o r m . I t p r o v i d e s s u p p o r t f o r
Federation outposts by firing quantum torpedos at
all enemy vessels within its range. A player must possess
a Starbase and a Ship yard in order to build a
Quantum Torpedo Turret.

Stations of
the Four Races
and Their
Functions

Stations of
the Four Races
and Their
Functions

Federation Research Facility:

Federation Advanced Shipyard:

The Federation Research Facility allows the player to
upgrade the Venture, Defiant, Steamrunner, Akira,
and Soverign-class, each with their 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 pods 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 player must possess a
Starbase in order to build a Research Facility. A
Research Facility can build the following pods:

The Federation Advanced Shipyard has two bays, one
for repair and one for construction, like its smaller
counterpart. The Advanced Ship yard can build
Sovereign and Nebula-class vessels. A player must
possess a Shipyard and Research Facility in order to
build an Advanced Shipyard. Once the Advanced
Shipyard is constructed, the Corbomite Reflector
Pod on the Research Facility can be built.

Federation Science Station:

Tachyon Detection Grid – Venture-class
Antimatter Mines - Defiant-class
Engine Overload – Steamrunner-class
Chain Reaction Pulsar - Akira-class
Corbomite Reflector – Sovereign-class

The Federation Science Station allows the player to
upgrade the Nebula-class with up to four different
special weapons. 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. A player must possess a Shipyard
and a Research Facility in order to build a Science
Station. Nebula class can be built without science
facility - only special weapons need it. The Federation
Science Station can build the following pods:

Stations of
the Four Races
and Their
Functions

Stations of
the Four Races
and Their
Functions

Shield Disruptor

Klingon Build Tree

Gemini Effect

Klingon Starbase:

Point Defense Phaser
Engineering Team

Temporal Research Facility

Recent breakthroughs in temporal mechanics has
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 during times of war or under
extreme circumstances.

The Klingon Starbase coordinates actions for the
Klingon fleet in a sector of space. Once a Starbase is
operational, crew begins to be transported into a
player’s crew pool at a steady rate. Building additional
starbases or building a starbase by a planet can
increase this rate. The Starbase can also be upgraded
with up to six Officers Barracks, increasing the total
number of the player’s officer pool. The station
itself can build Construction Ships and Freighters,
the basic units for establishing an outpost in an
area. Once a Starbase is constructed, Dilithium
Refineries, Disruptor Cannons, Sensor Arrays, Ship
Yards, and Weapons Research Stations can be built.
The Klingon Starbase is armed with a large defensive
array of disruptors.
Klingon Dilithium Refinery:

The Klingon Dilithium Refinery is necessary for harvesting and processing Dilithium, an essential
resource in the construction of ships and stations.
The refinery comes with a freighter, which begins mining the nearest dilithium moon as soon as the

Stations of
the Four Races
and Their
Functions

Stations of
the Four Races
and Their
Functions

Dilithium Refinery is operational. Once the freighter
is full of dilithium, it returns to the refinery to
process the dilithium. Processed dilithium is added to
the player’s Dilithium account, where it can be used
to build stations and ships. Once a Refinery is constructed, additional freighters can be built at the
Starbase.

Klingon Shipyard:

Klingon Disruptor Cannon:
The Klingon Shipyard has two bays, one for construction and one for repair, allowing it to construct and
repair one ship at a time. The Klingon shipyard can
build the NuQ’Duj, B’rel, Vor’cha and SuQ’Jaghclass ships. A player must possess a Starbase in
order to build a Shipyard. Once a Shipyard is built,
Quantum Torpedo Turrets can be constructed.

The Klingon Disruptor Cannon is a small, unmanned
defensive platform. It provides support for Klingon
outposts by firing disruptors at all enemy vessels
within its range. A player must possess a Starbase in
order to build a Disruptor Cannon.

Klingon Torpedo Turret:

Klingon Sensor Array:

The Klingon Torpedo turret is a larger, unmanned
defensive platform. It provides support for Klingon
outposts by firing torpedos at all enemy vessels within its range. A player must possess a Starbase and a
Shipyard in order to build a Torpedo Turret.

The Klingon Sensor Array is an unmanned, small
satellite that provides a player with 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 at the research station. A player
must possess a Starbase in order to build a Sensor
Array.

Stations of
the Four Races
and Their
Functions

Stations of
the Four Races
and Their
Functions

Klingon Weapons Center:

Klingon Imperial Shipyard:
PIX)

The Klingon Weapon Center allows the player to
upgrade the NuQ’Duj, B’rel, Vor’cha, SuQ’Jagh and
Negh’Var-class, each with their own special weapon.
When each new ship’s technology is researched, a new
pod is built onto the Weapons Center. Though they are
attached to the Center, each pods has its own shields
and can be targeted independently from the main structure.
If the Weapons Center is destroyed, all pods on the
facility are destroyed with it. A player must possess a
Starbase in order to build a Weapons Center. The
Klingon Weapon Center can build the following pods.

The Klingon Imperial Shipyard has two bays, one for
repair and one for construction, like its smaller
c o u n t e r pa r t . T h e I m p e r i a l S h i p ya r d c a n b u i l d
Negh’Var and Fek’lhr-class vessels. A player must
possess a Shipyard and Weapons Research Facility in
order to build an Imperial Shipyard.

Klingon Gre’thor Armory:
IX)

Tachyon Detection Grid – NuQ’Duj-class
Gravity Mines - B’rel-class
Commando Team – SuQ’jagh-class
Poleron Torpedo – Vor’cha-class
Ion Cannon – Negh’var-class

The Gre’Thor Armory allows the player to upgrade
the Fek’lhr-class ship with up to four devastating new
technologies. When each new technology is developed,
a new pod is built onto the Gre’Thor Armory. Though
they are attached to the Armory, each pod has its
own shields and can be targeted independently from
the main structure. If the Armory is destroyed, all
pods on the facility are destroyed with it. A player must
possess a Shipyard and a Weapons Research Facility in
order to build a Gre’Thor Armory. Once an Armory is
constructed, Fek’lhr class vessels can be built. The
Klingon Gre’thor armory can build the following pods:

Stations of
the Four Races
and Their
Functions

Stations of
the Four Races
and Their
Functions

Death Chant

Romulan Build Tree

Repulsion Wave

Romulan Starbase:

Ion Storm
Energy Dissipator

Shockwave Station

This large Station is designed to produce the deadly
Jach’eng-class ships (see SHIPS p.33). Jach’eng-class
vessels are armed with a Shockwave device, a weapon that
creates an expanding wave of destruction that moves
out in a direction, damaging everything in its path. The
resulting explosion also tears apart the hull of the
fragile ship from the inside, killing the entire crew in
the process. A pl ayer must possess a Gre’Thor
Armory and Imperial Shipyard in order to build a
Shockwave Station. Once a Shockwave Station is constructed, Jach’eng ships can be built.

The Romulan Starbase monitors all activity for the
Romulan fleet in a sector of space. Once a Starbase
is operational, crew begins to be transported into a
player’s crew pool at a steady rate. Building additional
starbases or building a starbase by a planet can
increase this rate. The Starbase can also be upgraded
with up to six Centurion Quarters, increasing the
total number of the player’s Centurion pool. The station
itself can build Construction Ships and Freighters,
the basic units for establishing an outpost in an
a r e a . O n c e a S ta r b a s e i s c o n s t r u c t e d , M i n i n g
Stations, Plasma Cannon, Spy Satellites, Shipyards
and Research Stations can be built. The Romulan
Starbase is armed with an array of disruptor pulse
cannons for defense.

Romulan Mining Facility

The Romulan Mining Facility is necessary for harvesting
and processing Dilithium, an essential resource in the
construction of ships and stations. The facility comes
with a freighter, which begins mining the nearest

Stations of
the Four Races
and Their
Functions

Stations of
the Four Races
and Their
Functions

dilithium moon as soon as the Mining Facility is operational. Once the freighter is full of dilithium, it
returns to the mining Facility to process the dilithium.
Processed dilithium is added to the player’s Dilithium
account, where it can be used to build stations and
ships. Once a Mining Facility is constructed, additional
freighters can be built at the Starbase.

Romulan Plasma Cannon:
PIX)

The Plasma Cannon is a small, unmanned defensive
platform. It provides support for Romulan outposts
by firing cannons at all enemy vessels within its
range. A player must possess a Starbase in order to
build a Plasma Cannon.

Romulan Shipyard:

The Romulan Shipyard has two bays, one for construction and one for repair, allowing it to construct and repair one ship at a time. The Romulan
shipyard can build the Talon, Shrike, Griffon and
Raptor-class ships. A player must possess a Starbase
in order to build a Shipyard. Once a Shipyard is built,
Plasma Torpedo Turrets can be constructed.

Romulan Torpedo Turret:
IX)

Romulan Spy Satellite:
IX)
The Romulan Torpedo turret is a larger, unmanned
defensive platform. It provides support for Romulan
outposts by firing plasma torpedoes at all enemy vessels within its r ange. A pl ayer must possess a
Starbase and a Shipyard in order to build a Torpedo
Turret.
The Romulan Spy Satellite is an unmanned, small
satellite that provides a player with line-of-sight in a
radius around it. The satellite can be modified to use
a Tachyon Detection Grid to locate cloaked ships if
developed at the research station. A player must
possess a Starbase in order to build a Spy Satellite.

Stations of
the Four Races
and Their
Functions

Stations of
the Four Races
and Their
Functions

Romulan Covert Ops. Facility:
IX)

Romulan Advanced Shipyard:
PIX)

The Romulan Covert Ops. Facility allows the player
to upgrade the Talon, Shrike, Raptor, Griffin and
Warbird-class, each with their own special weapon.
When each new ship’s technology is researched, a new
pod is built onto the Ops. Facility. Though they are
at tached to the Facility, each pods 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 player must possess a Starbase in order to build a
Covert Ops. Facility. The Romulan Covert Ops. Facility
can build the following pods:

The Romulan Advanced Shipyard has two bays, one
for repair and one for construction, like its smaller
counterpart. The Advanced Ship yard can build
Warbird and Shadow Class vessels. A player must
possess a Shipyard and Covert Research Facility in
order to build an Advanced Shipyard.

Romulan Tal Shiar Facility:

Tachyon Detection Grid – Talon-class
Romulan Spy - Shrike-class
Myotronic Inhibitor – Raptor-class
Sensor Jammer - Griffin-class
Shield Inversion Beam – Warbird class

The Tal Shiar, a secret Romulan Intelligence Agency
have created a facility to modify the Shadow-class
with up to four different classified special weapons.
When each new technology is researched, a new pod
is built onto the Facility. Though they are attached to
the Facility, each pods has its own shields and can be
targeted independently from the main structure. If
the Tal Shiar Facility is destroyed, all pods on the
facility are destroyed with it. A player must possess a
Shipyard and a Covert Ops. Facility in order to build
a Tal Shiar Facility. Once this Facility Tech is constructed,
Shadow-class vessels can be built. The Romulan Tal
Shiar facility can build the following pods:

Stations of
the Four Races
and Their
Functions

Stations of
the Four Races
and Their
Functions

Holo-emitter

Borg Build Tree

Psychonic Blast

Borg Nexus:
PIX)

Energy-Shield Converter
Phase Cloak

Phoenix Facility

The Phoenix facility constructs the Phoenix-class
vessel (see SHIPS p.40). The Phoenix is armed with a
Spacial Rif t Creator, a weapon that creates an
expanding tear in the space-time continuum doing massive damage to any ship or station within its range.
The ship and its crew are destroyed in the resulting
explosion. A pl ayer must possess an Advanced
Shipyard and Tal Shair Facility in order to build a
Phoenix Facility. Once a Phoenix Facility is operational, Phoenix-class vessels can be built.

The Borg Nexus is the communications network for
the Collective in a sector. Once a Nexus is operational,
drones begin to be transported into a player’s drone
pool at a steady rate. Building additional Nexus or
building a Nexus by a planet can increase this rate.
The Nexus can also be modified with up to six additional
Power Nodes, increasing the total number of the
player’s control nodes. The Nexus itself can build
Assemblers and Collectors, the basic units for
establishing an outpost in an area. Once a Nexus is
constructed, Processing Nodes, Energy Cannons,
D e t e c t i o n A r r ay s , A s s e m b ly M at r i x a n d B o r g
Modification Center can be built. The Borg Nexus is
armed with an array of energy cannons for defense.

Borg Processing Node:
IX)

The Borg Processing Node is necessary for harvesting
and processing Dilithium, an essential resource in the
construction of ships and stations. This Node comes
with a Collector, which begins mining the nearest
dilithium moon as soon as the Processing Node is

Stations of
the Four Races
and Their
Functions

Stations of
the Four Races
and Their
Functions

operational. Once the Collector is full of dilithium,
it returns to the Processing Node to process the
dilithium. Processed dilithium is added to the player’s Dilithium account, where it can be used to build
stations and ships. Once a Processing Node is constructed, additional collectors can be built at the
Nexus.

Borg Assembly Matrix:

Borg Energy Cannon:
The Borg Assembly Matrix has two bays, one for construction
and one for repair, allowing it to construct and
repair one ship at a time. The Assembly Matrix can
build the Detector, Interceptor, Sphere and
Assimilator-class ships. A player must possess a
Nexus in order to build an Assembly Matrix. Once an
Assembly Martix is operational, Energy Torpedo
Turrets can be constructed.
The Borg Energy Cannon is a small, unmanned defensive platform. It provides support for the Collective
by firing energy blasts at all enemy vessels within its
range. A player must possess a Nexus in order to
build an Energy Cannon.

Borg Torpedo Turret:

Borg Detection Array:

The Borg Torpedo turret is a l arger, unmanned
defensive platform. It provides support for Borg
installations by firing energy torpedos at all enemy
vessels within its range. A player must possess a
Nexus and an Assembly Matrix in order to build an
Torpedo Turret.
The Borg Detection Array is an unmanned, small
satellite that provides a player with 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 at the Technology Node. A player
must possess a Nexus in order to build a Detection
Array.

Stations of
the Four Races
and Their
Functions

Stations of
the Four Races
and Their
Functions

Borg Modification Center

Borg Advanced Assembly Matrix:

The Modification Center allows the player to modify
the Detector, Interceptor, Sphere, Assimilator, and
Cube-class ships, each with their own special weapon.
When each new ship’s technology is researched, a new
pod is built onto the Modification Center. Though
they are attached to the Modification Center, each
pod has its own shields and can be targeted independently from the main structure. If the Modification
Center is destroyed, all pods on the facility are
destroyed with it. A player must possess a Nexus in
order to build a Modification Center.

The Borg Advanced Assembly Matrix has two bays, one
for repair and one for construction, like its smaller
counterpart. The Advanced Assembly Matrix can build
Cube and Diamond-class ships. A player must possess
an Assembly Matrix and Modification Center in order
to build a Borg Advanced Assembly Matrix. Once the
Advanced Assembly Matrix is constructed, the
Holding Beam Pod on the Modification Center can be
built.

Borg Technology Node:
Tachyon Detection Grid – Detector
Transwarp Drive – Interceptor
Auto-Assimilator – Assimilator
Regeneration – Sphere
Holding Beam – Cube
The Borg Technology Node allows the player to modify
the Diamond with up to four distinct special weapons.
When each new technology is acquired, a new pod is
built onto the Technology Node. Though they are
attached to the Node, each pods has its own shields
and can be targeted independently from the main
structure. If the Technology Node is destroyed, all
pods on the facility are destroyed with it. A player
must possess an Assembly Matrix and a Modification
Center in order to build a Technology Node. Once a
Technology Node is constructed, Diamonds can be built.

Stations of
the Four Races
and Their
Functions

Stations of
the Four Races
and Their
Functions

Transporting
Crew
Shield Remodulation

Transporting Crew

Computer Override

Star Trek: Armada allows the player to transport
crew from ship to ship. The purpose for transporting
from one friendly ship to another is to bolster the
complement of crew on a ship where most of the crew
has been killed. This will allow the ship to repair
and fire faster. The player can also transport crew
to derelict ships in order to gain control of an
unmanned ship.

Nanites
Ultritium Burst

Transwarp Gate
Once the shields have been lowered on an enemy ship,
a player can transport crew onto that ship. A boarding
party on an enemy ship will engage in combat with that
ship’s crew. Each race has its own proficiency in
doing this with the Borg and Klingons being the best
and the Romulans being the worst. Once the enemy
ship’s crew reaches zero, the player’s crew will take
control of the ship.
The Transwarp Gate allows the Collective to open a
Transwarp Conduit from the Gate’s origin to another
location. Any number of vessel can travel either way
through the conduit while it is open. The tremendous
energy required to maintain the conduit prevents it
from being open permenantly. A player must possess
an Advanced Assembly Matrix and a Technology Node
in order to construct a Transwarp Gate.

Map Objects
The game field may be populated by many different
types of objects. These will include well known
astrological phenomena, as well as some unique to
the Star Trek Universe.
Dilithium Moons
These Large floating rocks are the main source of
resources for the player. Each moon is capable of
being mined by freighters for Dilithium crystals. Blue
Dilithium moons have a fixed amount of dilithium. As the
moon is mined it will reduce in size and lose its blue
glow as the Dilithium supply is exhausted. Purple
moons provide an unlimited supply of Dilithium.

Map Objects

Map Objects
Nebulae
These gaseous areas of space may be used by the player
for strategic purposes depending on the type of
Nebula. There are five types of nebulae, each of
which affect ships differently. Each type may be identified
by its color or some other visual effect.
The five nebulae types are:

Metrion Nebula (red)
These dangerous Nebula shoot out volatile electric
currents and slow the movement of ships. The reddish
Metreon break down ships shields at a steady rate,
then begin damaging systems when shields are down.

Asteroid Belts
Rocks of various sizes that prevent movement of star
ships. There are two types of asteroid belts, stationary ones and moving belts.

Black Holes
Gravity wells that pull in disabled ships that fall
within its gravity. Ships will only be affected by this
if their engines are disabled.

Radioactive Nebula (yellow)
Any star ship captain knows to steer clear of the
yellowish Radioactive nebula. These nebula will kills
off the crew at a steady rate, regardless of ship status.

Metaphasic Nebula (green)
Entrance into a Metaphasic Nebula will remove all
the negative effects that an enemy’s special weapon
may have caused to a player’s ship. The Metaphasic’s
healing properties also increase shield recharge
rate.

Cerulean Nebula (blue)
The light blue Cerulean Nebula is a haven from enemy
threats. Shields do not work in Cerulean nebulas,
and all weapons, special or otherwise are non-functional.
Cloaking is also disabled within the confines of a
Cerulean nebula.

Mutara Nebula (purple)
The Mutara nebula, recognizable by its purplish, silver
hue and sparking electricity slows down any ship within
it. The Mutara also disables shields and sensors.

Wormholes
A gateway that allows a starship to instantaneously
travel from one fixed point to another. When a ship
is directed into a wormhole, the wormhole and its
connecting partner opens.

Planets
If a Starbase is built close to a planet, it will receive
crew at a faster rate than otherwise.

Placing
Buildings on
the Map

Keyboard
Commands

Placing Buildings on the Map

Keyboard Commands
Hot Keys and Grouping Units

A player can only place a building on the map in certain
locations. If a building can be placed onto the map
at a given location, the ghost of the building will
appear with a green square around it. However, if a
building cannot be placed at a given location the
ghost of the building will with a red square around
it. If a blue square appears around a building a
bonus is associated with it. For example building a
starbase close to a planet increases the crew accrual
rate.

Global Keys

Function

Control F1

Minimize/Restore Minimap

Control F2

Minimize/Restore Ship Display

Control F3

Minimize/Restore Speed Rail

Control F4

Minimize/Restore Cinematic Window

Control F5

Minimize/Restore Button Menu

Control F6

Minimize/Restore Comm Menu
(Multiplayer Only)

Control F7

Minimize/Restore Resource Display

Alt F1 – F7

Minimize/Restore the above
interface elements without autohide

Alt–(Drag interface element)

Move interface element
to desired location

Control - F9
Configuration

R e s t o r e s i n t e r fa c e t o D e fa u lt

Alt – F9

Restores interface to arrangement
at the beginning of the mission

Enter

Chat message box.

Control X

Switch to main menu and pause game.

G

Grid toggle.

Pause

Pause the game.

0-9

Deselect current units and select
units in the numbered group.

Shift 0-9

Deselect current units and select
units in the numbered group. AND
Center Screen on current group

Control 0-9#

Bind a unit to a group, one unit can
be bound to more than one group.

Keyboard
Commands

Keyboard
Commands
Alt 0-9#

Bind a unit to a group, removes
units from other groups that it is
currently bound to.

Unit Selected

Function

A

Attack

E

Select All on Screen

S

Stop

N

Select next unit (Red Alert)

M

Move

Control - M

Objectives Box toggle

O

Orders

Control – Alt-Z

Save screenshot.

R

Repair and Recrew

Shift 0-9

Will center on the selected group

B

Build

Control

Holding control down when you
have a group of ships selected
makes all the ships move at the
speed of the slowest ship.

T

Transport

Tab

Hold while left clicking locations
to set a path composed of way
points, then release to finish the path.

D

Harvest Dilithium

F1-F6

Special Weapon 1-6

Camera Key

Function

Shift-S

Stand Down

Arrow Pad

Scroll camera.

F-5

Cloak

H

Center on Primary Starbase
(i.e. first one)

F-5

Fire Klingon Shockwave
(Superweapon ship only)

Keypad / and *

Rotate camera around the point
of focus.

F-5

Fire Romulan Rift
(Superweapon ship only)

Keypad + and -

Control zoom level of the camera.

Space

Toggle between last game message
position and current position of
camera.

Building Selected

Function

A

Attack

Z

Switch between Strategic Play and
Cinematic Play

B

Build (including pods)

Space

Change camera position in Cinematic
play

T

Transport

Changes the focus in Cinematic Mode

O

Orders

R

Recrew

S

Stop

Alt - left Click

Keyboard
Commands

Keyboard
Commands
Shift-T

Special Transport

P

Set Rally Point

U

Officer Upgrade (Starbase only)

F-5

Open Transwarp Gate
(Borg Superweapon building only)

F-5

Stop time
(Federation Superweapon building only)

Order Screen
Selected

Function

Shift-G

Green Alert

Shift-Y

Yellow Alert

Shift-R

Red Alert

U

Guard

Shift-S

Stand Down

P

Patrol

R

Repair

S

Scout

D

Search and Destroy

Shift-D

Decommission

B

Back

Starbase and
Function
Nexus Build Screen
Selected
C

Construction Ship (Assembler)

F

Dilithium Freighter (Collector)

Shift-C

Cancel

B

Back

Federation
Shipyard Build
Screen Selected

Function

V

Venture-class Scout

D

Defiant-class Destroyer

S

Steamrunner-class Torpedo
Cruiser

A

Akira-class Phaser Cruiser

B

Back

Shift-C

Cancel

Klingon Shipyard
Build Screen
Selected

Function

D

NuQ’Duj-class Scout

P

Bird of Prey (B’rel-class) Destroyer

V

Vor’cha-class Cruiser

S

SuQ’Jagh-class Assault Ship

B

Back

Shift-C

Cancel

Keyboard
Commands

Keyboard
Commands
Romulan Shipyard
Build Screen
Selected
Function

Klingon Imperial
Shipyard Build
Screen Selected

Function

L

Talon-class Scout

V

Negh’Var-class Battleship

S

Shrike-class Destroyer

F

Fek’Lhr-class Science Ship

R

Raptor-class Cruiser

B

Back

F

Griffin-class Phaser Cruiser

Shift-C

Cancel

B

Back

Shift-C

Cancel
Romulan Advanced
Shipyard Build
Screen Selected Function

Borg Assembly
Matrix Build
Screen Selected

W

Warbird-class Battleship

Function

S

Shadow-class Infiltration Ship

D

Detector

B

Back

I

Interceptor

Shift-C

Cancel

A

Assimilator

S

Sphere

B

Back

Shift-C

Cancel

Federation Advanced
Shipyard Build
Screen Selected Function
S

Sovereign-class Battleship

L

Nebula-class Research Ship

B

Back

Shift-C

Cancel

Borg Advanced Assembly
Matrix Build
Screen Selected Function
C

Cube

D

Diamond

B

Back

Shift-C

Cancel

Keyboard
Commands

Keyboard
Commands
Federation Research
Facility Build
Screen Selected Function

Romulan Covert-Ops
Facility Build
Screen Selected Function

A

Anti-matter Mines

S

Romulan Spy

C

Chain Reaction Pulsar

J

Sensor Jammer

O

Engine Overload

M

Myotronic Inhibitor

R

Corbomite Reflector

I

Shield Inversion Beam

D

Tachyon Grid

D

Tachyon Detection Grid

B

Back

B

Back

Shift-C

Cancel

Shift-C

Cancel

Klingon Weapons
Center Build
Screen Selected Function

Borg Modification
Center Build
Screen Selected Function

P

Poleron Torpedo

W

Transwarp Drive

O

Klingon Commando Team

L

Holding Beam

M

Gravity Mines

R

Regeneration

C

Ion Cannon

A

Auto-Assimilating Bore

D

Tachyon Detection Grid

D

Tachyon Detection Grid

B

Back

B

Back

Shift-C

Cancel

Shift-C

Cancel

Keyboard
Commands

Keyboard
Commands
Federation Science
Station Build
Screen Selected Function

B

Back

Shift-C

Cancel

M

Gemini Effect

S

Shield Disruptor

R

Engineering Team

P

Point Defense Phaser

Borg Technology
Node Build
Screen Selected Function

B

Back

A

Nanites

Shift-C

Cancel

C

Computer Override

U

Ultritium Burst

R

Shield Remodulation

B

Back

Shift-C

Cancel

Klingon Gre’thor
Armory Build
Screen Selected Function
I

Ion Storm

D

Death Chant

S

Energy Dissipator

R

Repulsion Wave

Federation Construction
Ship Build
Screen Selected Function

B

Back

S

Starbase

Shift-C

Cancel

D

Dilithium Mining Station

Y

Shipyard

V

Advanced Shipyard

Romulan Tal Shiar
Facility Build
Screen Selected Function

R

Research Facility

C

Science Station

L

Holo-emitter

P

Pulse Cannon

P

Psychonic Blast

U

Torpedo Turret

S

Shield Projector

M

Temporal Research Facility

C

Phase Cloak

A

Sensor Array

Keyboard
Commands

Keyboard
Commands
B

Back

Shift-C

Cancel

Romulan
Construction
Ship Build
Screen Selected

Function

S

Starbase

D

Dilithium Mining Facility

Y

Shipyard

Klingon
Construction
Ship Build
Screen Selected

Function

V

Advanced Shipyard

S

Starbase

R

Covert-ops Facility

D

Dilithium Refinery

C

Tal Shiar Facility

Y

Shipyard

P

Plasma Cannon

V

Imperial Shipyard

U

Torpedo Turret

R

Weapons Center

X

Phoenix Facility

C

Gre’thor Armory

A

Spy Satellite

P

Disruptor Cannon

B

Back

U

Torpedo Turret

Shift-C

Cancel

I

Shockwave Station

A

Sensor Array

B

Back

Shift-C

Cancel

Borg
Construction
Ship Build
Screen Selected

Function

S

Nexus

D

Processing Node

Y

Assembly Matrix

V

Advanced Assembly Matrix

R

Modification Center

C

Technology Node

P

Energy Cannon

Keyboard
Commands

Multiplayer/
Instant Action
U

Torpedo Turret

W

Transwarp Gate

A

Detection Array

B

Back

Shift-C

Cancel

Multiplayer/Instant Action

Multiplayer Connection Screen
From the main shell screen (shown above) a player
can enter multiplayer by clicking in the upper right
multiplayer quadrant. From there a screen appears
letting the player pick which mode of multiplayer they
wish to participate in. (Shown below.)

This screen also prompts the pl ayer to enter a
screen name, which acts as the pl ayer’s alias
throughout each multiplayer experience. There are
three modes in multiplayer: Internet, Local Area
Network (TCP/IP), and Instant Action. Once a screen
name and mode of play are chosen, the player moves
to either the WON Login screen (when choosing
Internet), the Game Creation and Joining screen (for
Local area network play), or directly to the game
Setup screen (if selecting instant action).

Multiplayer/
Instant Action

Multiplayer/
Instant Action
WON Login Screen
Star Trek: Armada supports Internet play exclusively
through the World Opponent Network (WON). If playing
an Internet game, the player goes directly from the
main multi-player shell screen to the WON Login
Screen. Here, the player is asked to input a name and
password. This password can be saved for future
s e s s i o n s b y c h e c k i n g t h e S av e Pa s s w o r d b o x .
Currently registered WON players may use their existing
account info to log in. New players not yet registered
with WON must click on the Create New Profile button
to create, free of charge, a new WON account. The
player must input Name, Password and (optional) E-mail
address to create an account. Once an account is
created click on the Log In button to go to the Game
Creation and Joining screen.
From this screen the player may also jump to the
Armada web page hosted on WON by selecting the
WON button in the lower-right corner. An active connection
to the Internet is required to use this feature.

Creating and Joining a Game:

From the Game Creation and Joining screen (shown
above) a player can either create a new game or join
an existing game. If playing an Internet game via WON,
the player may also create or join new rooms using
the Change Rooms button. The player can also direct
chat to other pl ayers in the room by using the
All/Private button in the lower-left corner of the
screen. While playing via WON you can also see what
players are in the room you are currently in and
choose to ignore them by right clicking over their
name and choosing "Ignore." The Game Creation and
Joining screen will show a list of games that can be
joined including the game’s name, how many players
are in the game, the game’s ping time, and the map
being played. It will also display if the game is locked
or password-protected, the quality of the connection
to the game, if the game has already launched and
whether a ping filter has been enabled.

Multiplayer Set-up Screen:
Once a player either creates or joins a game they go
to the Multiplayer Setup screen. Many of the options
on this screen allow the game’s creator to change
the game parameters before entering into a multiplayer game. If a player has joined the game, that player
can change only race, start location, alliances, team
and color.

Multiplayer/
Instant Action

Multiplayer/
Instant Action
Host Options
Select Map:
Allows the host select which map the game will take
place on.
Map Placement:
Allows the host to choose between random start
locations or fixed placement. If the start location is
random no one gets to see the start locations until
the game begins.
Show Start Locations:
Shows the start locations for all, only allies, available or none.
Mini Map:
The host can choose to reveal the Mini Map to all
players before the game.
Shroud/Fog:
Toggles both the Shroud and Fog on/off.
Normal Game Type:
Head to head or normal. Head to Head mode limits
the game to two players only.
Max Players:
The host can cap the number of players allowed into
a game.
Ping Filter:
Allows the host to prevent people with high pings
from joining a game.
Game Locked/Unlock:
The host can choose to prevent or allow other players to join the game.
Dilithium:
Sets the player’s starting Dilithium from the choices
on the pull down menu.

Crew:
Sets the player’s starting crew.
Officers:
Caps the officer limit in a game.
Standard Units:
Set the starting units of a game to three modes.
Standard (Starbase, and two construction ships),
Minimal (1 Construction Ship), Map (defaults to map
settings), and Superside, (one construction ship of
each race.)
Tech Level:
Allows the Tech Tree to be set to different levels.
This allows the host to exclude certain ships and
buildings from the game.
Teams:
Allows the host to choose between alliances and
teams. Icons will represent allies and enemies.
Allies will have a handshake icon next to them and
enemies an explosion icon.
Give Units On/Off:
The host can decide whether players have the ability
to transfer units and Dilithium to other players during the game.
Infinite Moons:
If this option is toggled all Dilithium moons on the
map have an infinite supply.
Ferengi:
The host can decide whether Ferengi can steal
derelict ships and tow them off the playing board.
Director’s Cut:
Toggles the play mode from normal play mode to
Director’s Cut. (See Options Screens – Game Settings
for explanation of the Director’s Cut feature p.94.)

Option
Screens

Option
Screens

Option Screens

Allows the player to change specific game settings.
The choices are as follows:

Graphic Settings
The graphic Settings Screen allows the user to optimize the look and performance of the game based on
the video card in their system. The following options
are broken down into display settings and performance settings:

Game Difficulty
Game difficulty can be changed from the Default medium, to easy or hard.

Display Settings
The player can choose between the following display
settings:

Game Speed
Game speed can be increased or decreased based on
player preference. note: Increasing the game’s speed
may increase the difficulty of some missions.

Display Mode
Displays the current game resolution and allows the
resolution to be changed to the following modes:
640 x 480, 800 x 600, 1024 x 768 and 1600 x
1200.
These modes are available in both 16 and 32
bit color settings.

Game Settings

Mouse Scroll Speed
Mouse scroll speed can be increased or decreased
based on player preference.
Keyboard Scroll Speed
Keyboard scroll speed can be increased or
decreased based on player preference.

Display Driver
Shows the current Display Driver installed on the
players computer and allows the player to change
drivers between primary and secondary cards. (If the
user has a secondary card installed.)

Mouse Button Interface
The player can choose between the two mouse button
interfaces

Performance Settings
The player can choose between the following performance settings:

Configuration 1: (Default) Left click to select and
right click to give orders.
Configuration 2: Left click to give orders and
select. Right click to de-select.

Cinematic Window
Turns the Cinematic Window off to optimize performance on lower-end machines.

Mouse Camera Control
The player can toggle use of camera control via the
mouse on/off.
Director’s Cut
The player can turn the Director’s Cut on/off. With
Director’s Cut off the ships remain stationary during
combat making selections easier. With Director’s Cut
on, the ships will dogfight during combat.

Graphics Detail
A sliding bar which raises and lowers the graphics
detail to optimize performance on lower-end machines
and get the best look out of a high end machine.
Use Alternate Font
If onscreen text is difficult to read, toggle this
option to activate alternate font.
Note: To play in the software only “safe mode”, run
“Star Trek Armada safe mode” from the start menu.

Option
Screens
Sound Settings

Minimum System Requirements

This options menu adjusts the in-game sound settings. The following options are available:

Hardware Accelerated 3D Mode
• 200 MHz Pentium® processor or equivalent
• 100% DirectX 7® compliant 3D accelerator card
and drivers*

Music Volume
Raises and lowers effects volume.
Effects Volume
Raises and lowers music volume.
Voice Volume
Raises and lowers voice volume.
Sound Channels
Allows the user to change the number of sound channels.
Stereo Sound
Toggles stereo sound on/off.
Unit Speech
Toggles unit speech on/off.
Alert Audio
Toggles alert audio on/off.

Software Emulated 3D Mode
• 266 MHz Pentium II® processor or equivalent
Required for both Accelerated and Emulated 3D Modes
• US English language Windows® 95/98 operating
system
• 32 MB of RAM (64 MB Recommended)
• 600 MB of uncompressed free hard drive space
(fat 32*) – 530 MB for the game, plus 70 MB for
the Windows swap file
• A 100% Windows 95/98 compatible computer system
including:
o DirectX7 (included)
o 100% DirectX 7 compliant true 16 bit sound card
and drivers
o 100% DirectX 7 compliant 4 MB 2D-capable video
card and drivers
o 100% Windows 95/98 compatible mouse or trackball
and drivers
o 100% Windows 95/98 compatible quad speed
(600 K/sec sustained transfer rate) CD-ROM drive
and drivers
Required for Multiplayer Mode
• Internet (TCP/IP) and LAN (TCP/IP) play supported
• Internet play requires a 100% Windows 95/98
compatible 28.8 Kbps (or faster) modem and drivers
• LAN play (and high-speed Internet play over DSL
and cable modems) requires a 100% Windows 95/98
compatible network interface card and drivers.
* 3D ACCELERATOR CARD RECOMMENDED
*Please refer to “tech help” on the Star Trek: Armada
CD-Rom for more information

Minimum
System
Requirements

Minimum
System
Requirements

A 100% DirectX 7 or higher compliant 3D video card
and driver with z-buffering capability is strongly recommended. Star Trek: Armada uses Microsoft's® Direct
3D® to support 3D hardware acceleration. It has been
tested on many, but not all of the major cards incorporating the chipsets listed below. Some 3D accelerator
card brands utilizing the chipsets whose names appear
on this box may not be fully compatible with the 3D
acceleration features utilized by Star Trek: Armada.
For a list of cards and drivers that have been tested,
please visit http://www.activision.com.
Supported Chipsets for Windows 95/98**
• 3DFx Voodoo Rush
• 3DFx Voodoo
• 3DFx Voodoo 2
• 3DFx Voodoo 3
• 3DFx Banshee
• ATI Rage 128
• Matrox G200
• Matrox G400
• S3 Savage 4
• nVidia RIVA TNT
• nVidia RIVA TNT2
• nVidia GeForce
** Some, but not all of the cards with the chipsets
listed above have been tested on Windows® 2000.
For Windows 2000 3D Support, please refer to
your hardware manufacturer for 100% Windows
2000 DirectX 7 compliant Direct 3D drivers.

Installing Star Trek: Armada
How to Install
1. Before installing, close all other applications.
Also make sure Virtual Memory is on (located in
your System Control Panel). Verify that you have
650 MB of free hard drive space.
2. Insert the Star Trek: Armada CD into your
CD-ROM drive and wait a few moments until the
Star Trek: Armada title screen appears. (If the
title screen does not appear, please refer to
AutoPlay in the Troubleshooting section.)
3. On the title screen click the Install button to
begin the installation process and then follow the
on-screen instructions.
After Star Trek: Armada setup is complete; your computer
will install the Microsoft DirectX 7 drivers if you do
not already have them. When DirectX 7 installation is
complete, you will need to restart your computer for
the new drivers to take effect. For more information
on DirectX 7, see page 102 of this manual.
Now you can run Star Trek: Armada by choosing
Programs/Star Trek: Armada/Star Trek: Armada from
the Start menu or by clicking Play on the CD title
screen.
Please register your copy of Star Trek: Armada. 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 title screen
click on More, and then click on Electronic
Registration or (2) right-click on the Star Trek:
Armada CD icon and select Electronic Registration.
Title Screen Button Functions
Install – Installs the game. Once the game has been
installed, this button will change to Play.

Installing
Star Trek:
Armada

Troubleshooting

Troubleshooting
Play – If the game has already been installed to your
system, click this button to play Star Trek: Armada.

2. Select the Refresh option located in the View pull-down menu.
3. Double-click on the Star Trek: Armada CD icon in the window or
right-click on the icon and choose the AutoPlay option.

Previews and Demos – Click this button to see demos
of some exciting sof tware and a preview of the
Decipher Star Trek Customizable Card Game™.
Exit – Click this button to close the title screen and
exit Star Trek: Armada.
Help – Click this button to view the latest technical
information not found in this install guide.
Registration – Click this button to register your copy
of Star Trek: Armada over the modem.

4. After the Star Trek: Armada title screen appears, click on the
Play/Install button. If the AutoPlay feature does not function,
please check the following:
1. Make sure the CD is clean and properly placed in the CD-ROM drive.
2. Your CD-ROM driver may not be optimized for use with Windows
95/98. To verify this, perform the following steps:
a. Open the Windows 95/98 Control Panel folder and doubleclick 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, they will
be listed here with an explanation of the exact problem and
suggestions on how to fix it.
DirectX 7

Uninstall – Click this button to remove all Star Trek:
Armada files from your computer.
Links and Other Games – If you have Internet access,
clicking this button will take you to several useful
links.

Troubleshooting
Online Help
We have supplied a technical help file that can help you in troubleshooting problems. There are three ways to access this help file:
1. Right-click on the Star Trek: Armada CD icon and select
Technical Help.
2. From the title screen, click on More then Help.
3. After installation, from the Start menu, select
Programs/Star Trek: Armada/Star Trek: Armada Help.

AutoPlay
If the Star Trek: Armada title screen does not appear, try performing
the following steps:
1. Double-click on the My Computer icon on your desktop or rightclick on the icon and choose the Open option.

Upon completion of the Star Trek: Armada setup, the installation
process will continue by determining if Microsoft’s DirectX 7 needs
to be installed on your computer. If so, the appropriate files will be
installed on your computer automatically.
Q. What is DirectX 7 and why do I need it?
A. Microsoft’s DirectX 7 is a set of functions that gives Windows
95/98 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 games. Star Trek: Armada uses
Direct3D, DirectDraw, DirectSound and DirectInput, four of the
DirectX 7 functions.
Q. If I don’t have DirectX 7, will Star Trek: Armada install it for me?
A. Yes. If InstallShield does not detect DirectX 7 on your computer,
it will install DirectX 7 for you, if you choose. After the entire
installation is complete, you will need to restart your computer in
order for DirectX 7 to take effect.
Q. I already have other Windows 95/98 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 7. At that point, you will
need to restart your computer for the changes to take effect.
If, however, you already have DirectX 7 installed on your computer,
the Microsoft DirectX 7 installer will detect that and not overwrite
any DirectX 7 files. You will not need to restart your computer after
installation in order to run Star Trek: Armada.

Troubleshooting

Credits
Problems & Solutions
Intro Movie and Cinematics do not play properly
o Make sure your system meets the minimum requirements for the
program, especially your CD-ROM drive. The program requires a CDROM drive with a minimum sustained transfer rate of 600K/sec (a
quad-speed drive).
o 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 32
MB.
o 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.

Credits
PROJECT LEADS
Director
Trey Watkins

Stanley Woo
Junki Saita

Technical Director
Dr. Ian Lane Davis

2D Artist
Arlene Somers

Producer
Marc Turndorf

Additional Art
Jeff Rosencrans
Willie Rosas

Art Director
David Dalzell

PRODUCTION

Lead Game Designer
Eric 'Giz' Gewirtz

Associate Producers
Jonathan Moses
Rick Omori

PROGRAMMING
Game freezes
o Make sure your computer has at least 32 MB of RAM.
o 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
o Make sure you have a 100% DirectX 7 Windows-compatible sound
card in your computer.
o Make sure your speakers are plugged in correctly and turned on,
and make sure the volume is turned up to an audible level.
o Make sure you are using the latest 32-bit sound drivers for your
sound card.
o 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 to be
sure all are correct. See your card’s manual and your Windows
95/98 manual for details.
o Check your settings in your Control Configuration.
Game too slow
o Make sure you are running Star Trek: Armada on a Pentium 200
or higher system. A lower system usually will not run Armada satisfactorily.
o Try turning off some game options in the Graphic Options screen.
o Make sure you have no other applications running in the background.
o Make sure your screen resolution is set as low as it can be in the
Graphic Options screen.
o 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.

Lead Programming
Dr. Ian Lane Davis
John Hancock, PhD
Network & Game Core Lead
Gordon Moyes
Game Core & Interface Lead
Brian Hawkins
STORM 3D Lead
Steve Williams
Programming
Linus Chen
Dale Son
Martin C Martin
Additional Programming
Michael Douglas
Richard Meyers
Mad Doc Software, LLC
Matthew Nordhaus
Installer Programming
Alexander Rohra
GAME DESIGN
Game Designers
Ryan Kirk
Brad Santos
Jens Anderson
Linus Chen
Additional Design
James Farley
Writer
Eric 'Giz' Gewirtz
Original Game Concept
Trey Watkins
Eric 'Giz' Gewirtz
Brad Santos

Production Coordinator
Frank Stankowski
Web Designer
Stacey Drellishak
Localization Associate Producer
Brian Diggs
In special appreciation of seeing
the project from beginning to end
we would like to thank
Dr. Ian Lane Davis
Trey Watkins
Gordon Moyes
Eric 'Giz' Gewirtz
Marc Turndorf
Brian Hawkins
David Dalzell
Ryan Kirk
Steve Williams
VOICE OVER
Patrick Stewart
Michael Dorn
Denise Crosby
J G Hertzler
Judi Durand

Picard/Locutus
Worf
Sela
Martok
Computer

ADDITIONAL VOICE OVER
Paul Eckstein
Jim Jansen
Tim Harrison
Jim Hudson
Tyler Moore
Richard Penn
Noreen Reardon
Gary Schwartz
Joel Sweton
CASTING
Ron Surma
Barbara Harris Casting

ART
SOUND
Lead Artist
Robert DePalma
Concept Artist
James Mayeda
3D Artists
Frans Boehm

Sound Designer
Michael Mancini
Associate Sound Designer
Frank Stankowski
Voice Over Recording
NOVASTAR

Credits

Credits
Marketing Manager, Germany
Andreas Stock

Account Director
Andrew Shevin

John Sherwood

PR Manager, Germany
Markus Wilding

Art Director
Erick Mangali

INNERSOUND
Boyd Lefan
Gerard Shadrick
Billy Davis

Senior Project Lead /
Manager of PC Titles

Product Manager, Germany
Achim Kaspers

Matt Powers

Marketing Manager, France
Bernard Sizey

MUSIC

Testers
Alex Coleman
Sean Shaughnessy
Bryan Anderson
Thom Flood
Jeff Sedivy
Matt Nelson
Pat Bowman
Ronyie Weibel
Stephen Boisvert

INNERSOUND

QUALITY ASSURANCE

NOVASTAR
Tim Carpenter
Scott Sondereger

Project Lead

Composer
Danny Pelfrey
Additional Music by
Danny Baker
"Star Trek - Main Title" by
Alexander Courage
Copyright (C) 1966, 1970
(Renewed 1994, 1998) Bruin
Music Company (BMI)
"Klingon Battle"
by Jerry Goldsmith
Copyright (C) 1979 Ensign
Music Corporation (BMI)
INTRO MOVIE
Written and Directed by
Trey Watkins
Eric 'Giz' Gewirtz
Produced by
Marc Turndorf
Storyboard Artist
James Mayeda

CUSTOMER SERVICE

Viacom Consumer Products /
Paramount Pictures Liaisons

Customer Service Manager
Bob McPherson
Customer Service Lead
Jermaine Clarke
Technical Help
Gary Bolduc

ACTIVISION STUDIOS
VP of Production, LA Studio
Scott Lahman

BLUR STUDIOS

Executive Producers
Scott Lahman
Elisabeth Storz
Zach Norman

Animators
Jeremy Cook
Tom Dillon
Jon Jordan
Kirby Miller
David Stinnett
Jeff Weisend
Bill Zahn
Best Boy
Tim Miller

Localizations Manager
Peter Nielsen
Activate Coordinator
Sara Pelton

Manager, Interactive Product
Development
Harry Lang
Director, Interactive Product
Development
Juliet Dutton
Creative Services by IGNITED
MINDS

Sound Mix by
NOVASTAR

CG Supervisor
Aaron Powell

Marketing Director, Asia Pacific
Region
Paul Butcher
Director, Latin American
Publishing
Sandi Isaacs

CG Animation
BLUR STUDIOS

Producer
Al Shier

PR Manager, France
Diane de Domecy

Production Testers
James Coriston
Eric Lee
Luke Grannis
Brelan Duff
Chad "SCROFT" Siedhoff
Patrick "The Feds" Ratliff
David "The Brie" Stolfa
Rob "The Eagle" Hargraves

Sound Designer
Michael Mancini

Executive Producer
Stephanie Taylor

Product Manager, France
Guillaume Lairan

Studio Controler
Stacy Ytuarte
MARKETING
Global Brand Manager
Laird M. Malamed
Associate Brand Manager
Michael Webster
Sr. Manager of Corporate
Communications
Michelle Nino

Creative Director
Ron Gould
Designer
Erik Jensen
Production Artist
Ron Graening
Production Artist
Cindy Whitlock
Copywriter
Josh Lieber
Media Director
Lydia Estrada
Director of Video Production &
Event Management
Jean Powell
Account Director
Claudia Plasencia

Group Brand Manager, UK/ROE
Chris Lewis

Creative Services by THE BALLPARK

PR Manager, UK
James Beaven

Creative Director
Alan Berkes

PR Manager, ROE
Sarah Ricchiuti

Creative Director
Ron Luscinski

Special Thanks
Viacom Consumer Products /
Paramount Pictures
Pam Newton
Terri Helton
Andrea Hein
Gerald Kline
Rick Berman
Peter Lauritson
Dave Rossi
Shelley Taniguchi
Famous Music Publishing
Mary Beth Roberts
Irwin Z. Robinson
Special Thanks
Mom
Dad
Sandy O'Toole
Reba
Rob "Jugdesh" Canning
Heather Moses
Janine Stankowski
Debbie Hawkins
Cristian De Palma
Adrian De Palma
Diana De Palma
Mark Lamia
Joseph Donaldson
Oliver Danan
Alicia Reyes
Dena Brook
Ingrid Braverman
Raffa
Carey Chico
Robert Berger
J. Tyler Scott
Kelly Wand
Seth and Rachel Flaum
Greg and Fiona Rubel
David and Michelle Popowitz
James Tiberius Kirk
Debra Turndorf
Michael Turndorf
Luvrgirl for giving SCROFT a
beautiful daughter
and her sons for accepting
SCROFT into their family.
Ferris Bueller
The FemBots
Jason Wong
Margaret Roper
Eric Zala
Tim Vanlaw
Aaron King
Kristen Iazzetta
Matt Harris
John Wray
Kelly Chambers
Sam Nouriani
Aaron Casillas
Marietta Pashayan
Indra Gunawan
Todd Komesu
Neil Barizo
Tommy T & Joey K
Chanel Summers
Debbie Lusetti
Samantha Koehn

Credits
John Fritts
Chris Keim
Matt McClure
Tanya Langston
Horsey
Juan Valdes
Willie Bolton
Stacey Drellishak
Jenny Cassel
Bocchie
Jeff Roberts
Marti Spero
Harlow
Vinnie Bufano
Indra Gunawan
Brian Bright
Todd Jefferson
4MC Studios
Santa Barbara Studios
Chris Hepburn
George Rose
Thaine Lyman
Matt Candler
David Berenbaum
Jim Wolvington
Piere Smirnoff
Clarence Bell
Stacy Sooter
Lister of Smeg
Rebecca and Justin
Brian "QuakeGod" Malkowski
Ace Rimmer
Boys from the Dwarf
The entire Everquest team
The entire Soul Caliber team
The entire Delta Force team
The entire Team Fortess
Mike Rivera & Laird Malamed
VERY SPECIAL THANKS
Gene Roddenberry
ACTIVISION MANAGEMENT
Jill Barry
Chad Benesh
Bob Dewar
Ron Doornink
Larry Goldberg
Brian Kelly
Bobby Kotick
Mitch Lasky
Maryanne Lataif
Ehtisham Rabbani
George Rose
Ron Scott
Kathy Vrabeck
Denise Walsh
WAR ROOM TESTERS
Mark VanLommel
Michael "Wardawn" Malone
Thomas Mix
Jorge Maldonado
Scott "Zatoichini" Takano
Nathan "The Corellian Knight"
Yun
Chris Rider
Quoctruong Tan Ngo
Nathan Burrows
Doug "D-Spice McSpice" Spice
Justin 'Dark Lord Pi' Nafziger
Kimo "KK_Battousai" Koshi
Christopher Rider
Geoffrey Gan
Alex Shaw
Clifton Shaw

VISIONEER TESTERS

SOFTWARE LICENSE AGREEMENT

Jamie Badgerow
Tim Barnes
Cj Biro
Armond B. Clark
Dan Condon
Aaron Cox
Clay Culver
Seth Flaum
Randy Hanley
Don Healy
Jason Hitchens
Ben Jones
Clayton Jung
Mark W. Kaelin
Scott Kasai
Vince Leamons
Craig Lewis
Eric Lo
Mike McCurdy
Fernando Mladineo
Dan Oliver
Marco Padilla
Christopher Penney
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Mark Robertshaw
Dakota Smith
Ryan Smolar
Mark Spadavecchia
Dominick Ziccarelli

IMPORTANT - READ CAREFULLY: USE OF THIS PROGRAM IS SUBJECT TO THE SOFTWARE LICENSE TERMS SET
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and the BradyGAMES Official Strategy
Guide Will Make You Triumphant!
Our combat strategies will teach you how to fight
honorably as the mighty Klingon or use the stealth
and betrayal of the treacherous Romulans.
Learn the best way to manage your personnel and Dilithium
supplies in our Resource Management chapter.
Use the strategic analysis and situation reports to
prepare for every battle, uprising and ambush.
To the purchase BradyGAMES Star Trek: Armada™
Official Strategy Guide, visit your local electronics, book,
or software retailer or order the book via the web at
www.bradygames.com.
ISBN 1-56686-969-2
UPC 7-52073-86969-4
Price: $19.99 US / $28.95 CAN / £17.99 Net UK

www.bradygames.com

www.activision.com

S ta r
T r e k ®: A r m a d a
®

official
TM, ®, & © 2000 Paramount Pictures. All rights reserved. Star Trek and related marks are trademarks of Paramount Pictures.
© 2000 Activision, Inc. All other trademarks and trade names are the properties of their respective owners.
P/N 1000913.260.US

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