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Alpha Quadrant v2.0

Matt Clouser

I've had this mod on my mind since Mark Satchell and I put together the FEDERATION AND EMPIRE (FEDEMP) scenario for VGA Planets back in 1995.

While I got a charge out of doing an entire scenario from scratch, I prefer the "start your empire from a homeworld" aspect of standard VGAP games.

I put together the StarFleet Battles (SFB) race/ship mod within a year of FEDEMP being finalized - it was my best take on getting a VGAP Planets mod set in the Star Trek Original Series era.

But I really wanted to put together a mod that focused on the Next Generation & Deep Space Nine era. It took a while longer than I had planned (a LOT longer). But here it is!!

Since some of the races in AQ are different then the ones used in standard VGA PLANETS games, it is important to keep in mind which race has what special abilities (race abilities). We made sure the races that were the "same" as VGAP races (FED, GORN, ROMULANS, KLINGONS, etc ) stayed in there original race slot. These are the SFB race assignements with thier race abilities...

Race Original VGAP Scenario Ability
1 Solar Federation Federation Super Refit
2 Lizards Gorn Hiss Mission
3 The Birdmen Romulan SuperSpy
4 Fascists Klingon Plunder
5 Privateers Orion Rob Ships
6 Cyborg Borg Assimilation
7 Crystals Tholian Web Mines
8 Empire Dominion Dark Sense
9 Robots Cardassian Mine Bonus
10 Rebel Ferengi Planetary Assault
11 Colonials Maquis Fighter Sweep & Free Fighters

RACE DESCRIPTIONS and HULL SPECIFICATIONS

August 2009


Player 1 - The United Federation of Planets

The United Federation of Planets., or Federation, is a representative government of several spacefaring races, including Humans, Vulcans, Andorians, Rigelian and many other sentient races. The Federation's major strength is its versatile, robust economy - however, its idealist, pacifist tendencies are ill suited for a galaxy filled with other, more militant races. As a result, while it's Star Fleet has excellent individual ship classes, it is hard-pressed to protect its ever growing borders. 

RACE ADVANTAGES:
-  Super Refit (update tech of old ships)
-  2X income from planetary taxes
-  Crew bonus (weapons repaired in combat, shield boost)
-  Can clone captured enemy ships

FEDERATION SHIPS    B F T  E Mss  Crgo Fuel Crew  MCr Tri Dur Mol 
-----------------   - - - -- ---- ---- ---- ---- ---- --- --- --- 
1 MDSF              - - -  1   60  600  250    6   65   4   4   6
1 LARSON DD         4 - 2  1   90   50  180  190   70  50  25   7 
2 OBERTH SC         2 - 1  1   35   45  110   70   70  17  19  13 *BioScan* 
3 LDSF              - - -  2  130 2600  600  102  160   7  85   8
3 DEMETER TFORM     2 - -  1   35   30  110   78  110  17  23  15 *TForm*
3 FREYA TFORM       2 - -  1   35   30  110   78  110  17  23  15 *TForm*
3 REMORA ES         8 - -  1   90   50  140  162  100  45   5  35
4 FIGHTER XPT       2 1 -  1  140 1600  550  112  215  55  44  41 
4 HENSLEY TUG       4 - -  2  315 5880 2940  296  310  77  42  53
4 MIRANDA CL        6 - 2  2  170   80  260  356  125  57  27  53
6 CHANDLEY CV       6 6 -  2  223   85  280  370  310  45  25  49
6 EXCELSIOR BCR     8 - 6  2  450  270  460  520  350 143 140 150
8 LAS               8 - -  5  920 2700  450  120  840 250 271 134 *Alcm*
9 LOKI DD           4 - 2  2  101   80  140  228  170  20  10  43 *DeCloak*
9 NEBULA FCV        8 8 -  4  750  190  630  727  670 205 190 210
10 ALCHEMY FRT      - - -  2   70  750  500   27  265  43  39  29 *Alcm*
10 GALAXY FLG      10 - 8  4  810  555  760  910  835 243 240 250

*****************************************************************

SHIP CLASSES OF NOTE:

OBERTH Scout - has special "BioScan" equipment installed capable of detecting native life on other planets. If the OBERTH's mission is sensor sweep this ability will be activated. The range of the native life detecting is the same as the sensor sweep range. The bio scanner on the OBERTH is be able to lock onto about 20% of all planets in range per turn. The BioScan will not tell you which race, if any, owns the planet. If a planet has twenty or more defense outposts, that planet will shield a planet from BioScan. 

DEMETER Terraformer - When in orbit over a planet, this freighter will make planets warmer until climate type 50 is reached.

FREYA Terraformer - When in orbit over a planet, this freighter will make planets cooler until climate type 50 is reached.

LOKI Destroyer - The LOKI Class ships have a Cloak Deactivation Device. The LOKI emits a tachyon pulse that causes all cloaked ships within 10 light years of its' position to come out of cloak. Cloaked ships within 10 LY of a LOKI before or after the ship movement phase will uncloak. Cloaked Federation and Gorn ships are completely immune to the effects of the LOKI. The LOKI must have fuel and less than 20 points of damage in order to decloak enemy ships.

Large Alchemy Ship - The Large Alchemy ship has a Merlin Alchemy Device, which can convert supply units into minerals.

Alchemy Freighter -  Developed from a joint Federation-Klingon research effort, the advanced alchemy freighter will convert minerals into Neutronium at a rate of one unit of fuel per unit of any mineral that in placed in the starships cargo holds. This process requires neither supplies or megacredits to be performed. The only way to prevent the alchemy process from occurring is to have the starships fuel tanks full. If the tank is less than full the starship will convert enough minerals to fill it until it runs out of minerals.



Player 2 - The Gorn Confederation

The Gorn Confederation consists of three sentient reptilian/humaniod races descended from a common stock who have formed a single political unit. The Gorn Fleet is a small fleet composed of very tough, high quality ships. The Gorn first contact with the Federation was a conflict at Cestus III that was eventually settled by diplomatic means. The Federation and Gorn have worked well together since and the Gorn make extensive use of several Federation designs.


RACE ADVANTAGES:

-  Ship can take 150% damage before blowing up
-  2X ore extraction rate
-  The Lizard HISSSSSS! mission (stops civil wars)
-  Can clone captured enemy ships

GORN SHIPS          B F T  E Mss  Crgo Fuel Crew  MCr Tri Dur Mol 
-----------------   - - - -- ---- ---- ---- ---- ---- --- --- --- 
1 MDSF              - - -  1   60  600  250    6   65   4   4   6
1 SERPENT SC        2 - -  1   55   20  160   35   40  33  15   5 *Cloak*
3 LDSF              - - -  2  130 2600  600  102  160   7  85   8
3 BRONTOSAUR        4 - -  2  315 2510 3550  316  235 107  56  47
3 DEMETER TFORM     2 - -  1   35   30  110   78  110  17  23  15 *TForm*
3 REPTILE DD        4 - 2  2   90   50  200  145   50  33  22  25
4 NFC               - - -  2   10    2 3500    2   20   2  10  20
4 FIGHTER XPT       2 1 -  1  140 1600  550  112  215  55  44  41 
5 LIZARD CR         7 - 3  2  180  290  400  430  190  81  42  40
6 SAURIAN CR        5 - 3  2  120  150  260  336  285  87  52  63 *Cloak*
8 LAS               8 - -  5  920 2700  450  120  840 250 271 134 *Alcm*
9 NRS               6 - -  5  712 1050  800  190  970 150 125 327 *Alcm*
9 LOKI DD           4 - 2  2  101   80  140  228  170  20  10  43 *DeCloak*
9 GODZILLA CV       9 6 -  4  331  150  290  910  420 122 110  90 
10 T-REX BB         9 - 6  4  421  190  490  810  350 153 140 100 

*****************************************************************

SHIP CLASSES OF NOTE:

Cloaking Ships: Two of the GORN warship classes - the SERPENT-Class Scout and the SAURIAN-Class Cruiser have Cloaking Devices.  The Gorn captured several older style cloaking devices during their numerous clashes with the Romulans. The Gorn Cloaking Devices were a direct result of a joint Federation/Gorn research effort to exploit cloaking technologies. The Federation developed an effective anti-cloaking device and installed it on the advanced LOKI-Class Destroyers.  Federation and Gorn ships using cloaking devices are immune to the effects of the LOKI Class Decloaking ships.

DEMETER Terraformer - When in orbit over a planet, this freighter will make planets warmer until climate type 50 is reached.

LOKI Destroyer - The LOKI Class ships have a Cloak Deactivation Device. The LOKI emits a tachyon pulse that causes all cloaked ships within 10 light years of its' position to come out of cloak. Cloaked ships within 10 LY of a LOKI before or after the ship movement phase will uncloak. Cloaked Federation and Gorn ships are completely immune to the effects of the LOKI. The LOKI must have fuel and less than 20 points of damage in order to decloak enemy ships. 

Large Alchemy Ship - The Large Alchemy ship has a Merlin Alchemy Device, which can convert supply units into minerals.

Neutronic Refinery Ship -  The Neutronic Refinery Ship (NRS) can convert minerals plus supplies to neutronic fuel (neutronium).

Chameleon Device (RacePlus Ability) - If the RACEPLUS addon is in use, the T-REX BB and the GODZILLA CV have a "Chameleon Device" installed. The Chameleon Device allows your T-REXs and GODZILLAs to disguise themselves as other ship types when the device is active.  


Player 3 - The Romulan Star Empire

The Romulan Star Empire, while held back in the past by a technologically inferior fleet, have modernized by technology transfers, starting with the Klingon Empire and more recently through development of their own modern starships. This, coupled with their excellent intelligence gathering capability and their wide use of cloaking technology, make them a serious threat. 


RACE ADVANTAGES:

-  Cloaking ships
-  Super Spy Mission
-  Can change enemy planet Friendly Codes
-  Can clone captured enemy ships

ROMULAN SHIPS       B F T  E Mss  Crgo Fuel Crew  MCr Tri Dur Mol
-----------------   - - - -- ---- ---- ---- ---- ---- --- --- --- 
1 MDSF              - - -  1   60  600  250    6   65   4   4   6
2 BIRD OF PREY CL   2 - 4  2  180  255  430  257  180  61  32  81 *Cloak *
3 LDSF              - - -  2  130 2600  600  102  160   7  85   8
3 MILITARY FRT      2 1 -  1  130 1500  440  126  205  75  35  42 
3 DWARFSTAR XPT     4 - -  2  190  320  230  122  280  43  62  15 *Cloak*
4 NFC               - - -  2   10    2 3500    2   20   2  10  20
4 STORMBIRD CR      4 - 4  2  190  240  330  322  120  71  42  53 *Cloak*
5 VESPERA XPT       4 - -  2  235 5742 3250  357  290 125  81  91 
5 FIRESTORM CA      4 - 6  2  150  240  360  300  180  81  52  63 *Cloak*
6 AERIE CV          6 6 -  2  180   72  290  322  380  55  52  77 *Cloak*
7 LANORA ADV SCOUT  2 - -  1   29   20  220   38  195  17   9  23 *Cloak/Grav*
7 NOREXAN BCR      10 - 4  2  230  280  480  348  380  81  72  93 *Cloak+*
8 LAS               8 - -  5  920 2700  450  120  840 250 271 134 *Alcm*
9 NRS               6 - -  5  712 1050  800  190  970 150 125 327 *Alcm*
10 WARBIRD BB       8 - 10 4  841  450  990  812  850 183 170 210 *Cloak+*

*****************************************************************

SHIP CLASSES OF NOTE:

Cloaking Ships:  All of the ROMULAN warships have a Cloaking Device installed.
- Two ROMULAN ships, the NOREXAN Class Battlecruiser and the D'DERIDEX Class Warbird have an advanced model of cloaking device - they do not burn any extra fuel to cloak as all other cloaking ships do. This advanced cloaking device also allows these ships to remain cloak in ion storms. 
- The LANORA ADVANCED SCOUT is fitted with advanced "gravitonic cloaking" technology derived from the Romulan NOREXAN and D'DERIDEX Class ships.  Placed on these much smaller hulls, the range and effectiveness of these SCOUT ships are effectively doubled.

Large Alchemy Ship - The Large Alchemy ship has a Merlin Alchemy Device, which can convert supply units into minerals.

Neutronic Refinery Ship -  The Neutronic Refinery Ship (NRS) can convert minerals plus supplies to neutronic fuel (neutronium).

Transporter Bomb (RacePlus Ability) - If the RACEPLUS addon is in use, the WAR EAGLE CM has the ability to sabotage, or to transport a bomb onboard an enemy ship.  

 


Player 4 - The Klingon Empire

Klingons are aggressive, warlike humaniods with pronounced forehead and brow ridges. Their society is organized along extended family lines, and pride themselves on their sense of honor and martial skill. The Klingon Empire holds the singular distinction of having fought against every major empire it borders at one time or another. Contrary to popular belief, Klingons do not necessarily use force as their "first, last and only option", but will fight with enthusiasm and abandon if they feel the situation warrants. The Klingon Fleet is a capable, balanced fleet armed with an eye towards swift, decisive actions.


RACE ADVANTAGES:

-  Plunder natives and colonists for money and supplies
-  Can clone captured enemy ships

KLINGON SHIPS       B F T  E Mss  Crgo Fuel Crew  MCr Tri Dur Mol
-----------------   - - - -- ---- ---- ---- ---- ---- --- --- --- 
1 MDSF              - - -  1   60  600  250    6   65   4   4   6
1 DK'TAGH FF        6 - -  1   75   20  180  216   60  27  12  45 
2 D'VISOR CR        6 - 2  2  190  120  230  362  110  71  42  43 *Glory-*
3 LDSF              - - -  2  130 2600  600  102  160   7  85   8
3 MILITARY FRT      2 1 -  1  130 1500  440  126  205  75  35  42 
4 K'TINGA CA        8 - 2  2  320  240  470  373  270  71  42  91 *Cloak*
5 T'MEL XPT         6 - -  2  251 5890 3190  390  370 135  94  91 
5 RISKADH BCR      10 - 4  2  275  260  480  525  320  91  82  93
6 B'RELL SC         2 - 1  1   45   65  240   44   75  22  16  35 *Cloak*
6 K'VORT CR         6 - 4  2  153  165  340  340  195  45  25  89 *Cloak*
6 D'KA CV           7 6 -  2  205   78  250  326  340  88  72  70
8 LAS               8 - -  5  920 2700  450  120  840 250 271 134 *Alcm*
9 VOR'CHA ATCR      8 - 8  4  490  190  490  510  410 193 170 105 *Cloak*
10 ALCHEMY FRT      - - -  2   70  750  500   27  265  43  39  29 *Alcm*
10 NEQ'VAR ASCR    10 - 10 4  691  300  510  910  510 213 210 275 

*****************************************************************

SHIP CLASSES OF NOTE:

Cloaking Ships - Four Klingon Warships, the K'TINGA Class Cruiser, the K'VORT CLASS Cruiser, the B'RELL Class Scout and the VOR'CHA Class Attack Cruiser have a Cloaking Device installed. << The KLINGONS got cloaking technology from the ROMULANS in exchange for plans for their older D6 D'VISOR Cruisers ... both sides are convinced the KLINGONS got the much better end of that bargain.>>

Glory Device  - D'VISOR Cruiser - When the KLINGONS replaced their older D'VISOR Cruisers with the more advanced K'TINGA Cruiser, the older ships were refitted with a "Glory Device". When the D'VISOR explodes, it does 1 mine hit of damage to all ships at the same point in space. The glory device only does 10% of a mine hit to other Klingon enemy ships at the same location. If the explosion takes place over a planet it can also kill a large number of enemy colonists and natives as well as destroy objects on the ground, such as factories. Siliconoid, Reptiles, Bovinoids are immune to Glory Devices' effects. The Glory Device will kill ALL Amorphous life on a planet that occupies the same point in space as the exploding starship. This will cause all of the Amorphous natives to be converted directly into supplies at a rate of 1 supply unit per 1000 natives.

Large Alchemy Ship - The Large Alchemy ship has a Merlin Alchemy Device, which can convert supply units into minerals.

Alchemy Freighter -  Developed from a joint Federation-Klingon research effort, the advanced alchemy freighter will convert minerals into Neutronium at a rate of one unit of fuel per unit of any mineral that in placed in the starships cargo holds. This process requires neither supplies or megacredits to be performed. The only way to prevent the alchemy process from occurring is to have the starships fuel tanks full. If the tank is less than full the starship will convert enough minerals to fill it until it runs out of minerals.

Boarding Parties (RacePlus Ability) - If the RACEPLUS addon is in use, the K'TINGA CA has the ability to beam over boarding parties to enemy ships. Remember the RACEPLUS addon code looks for EXACTLY 40 supplies to be in the K'TINGA cargo hold. If the K'TINGA is carrying any more or any less supplies, this ability will not work.

  


Player 5 - The Orion Syndicate

The Orion Syndicate is a loose cartel of adventurers, thieves, plunderers and cut-throats who's main objective is to line their pockets. Each of their ships tends to be uniquely armed, but are generally weaker than warships from any other race. While they normally cannot stand toe-to-toe with any other race in a stand-up fight, this is more than made up for by their unique expertise in boarding and capturing ships. So if they can't build have a ship that can hurt you, they'll steal one that CAN !!

RACE ADVANTAGES:
-  Rob enemy ships
-  3X crew kill when using beam weapons
-  Tow Capture beam

ORION SHIPS         B F T  E Mss  Crgo Fuel Crew  MCr Tri Dur Mol
-----------------   - - - -- ---- ---- ---- ---- ---- --- --- --- 
1 MDSF              - - -  1   60  600  250    6   65   4   4   6
2 SKYFIRE RAIDER    4 - 1  1   80   40  160   22  140  22  17  15 
3 LDSF              - - -  2  130 2600  600  102  160   7  85   8
3 MILITARY FRT      2 1 -  1  130 1500  440  126  205  75  35  42 
3 DWARFSTAR XPT     4 - -  2  190  320  230  122  280  43  62  15 *Cloak*
4 NFC               - - -  2   10    2 3500    2   20   2  10  20
4 WANDERER GB       4 - -  1   57   20   80   40   70  17  22  15 *Clk/Grav*
5 STF               - - -  4  260 5600 1200  202  220  13 125  18
5 LUXURY LINER      2 - -  2  227  300  500   87  250  61  52  83 *Casino*
5 METEOR BR         4 - 4  2   90  120  285  102  250  17  22  55 *Clk/Grav*
6 B'RELL SC         2 - 1  1   45   65  240   44   75  22  16  35 *Cloak*
6 MARAUDER CR       6 - 4  2  150  250  370  270  290  67  52  86
7 BLOODFANG CV      7 4 -  2  220   80  240  222  480  61  42 133
8 LAS               8 - -  5  920 2700  450  120  840 250 271 134 *Alcm*
9 NRS               6 - -  5  712 1050  800  190  970 150 125 327 *Alcm*

*****************************************************************

SHIP CLASSES OF NOTE:

Cloaking Ships:  Four Orion warships have cloaking devices.
- The DWARFSTAR TRANSPORT has a standard cloaking device.
- The B'RELL SCOUT, a stolen KLINGON design, has a standard cloaking device.
- The Orion WANDERER and METEOR Class ships are fitted with advanced "gravitonic cloaking" technology stolen from the ROMULAN's Advanced Cloaking Program. Placed on the much smaller hulls, the range and effectiveness of the WANDERER and METEOR are effectively doubled.

Luxury Liner - The Luxury Liner is a pleasure starship used by the ORION and FERENGI. When there are clans on board this starship it will generate one megacredit per clan on board from gambling earnings.

Large Alchemy Ship - The Large Alchemy ship has a Merlin Alchemy Device, which can convert supply units into minerals.

Neutronic Refinery Ship -  The Neutronic Refinery Ship (NRS) can convert minerals plus supplies to neutronic fuel (neutronium).

Crew Replacement (RacePlus Ability) - If the RACEPLUS addon is in use, the DWARFSTAR XPT has the ability to transfer clans to other ships to replace crew losses.


Player 6 - The Borg Collective

The Borg are race of cybernetically-enhanced humanoids. Originally from a remote corner of the Delta Quadrant (at far side of the galaxy), they have spread throughout the galaxy, "assimilating" other races and technologies along the way. Their large, geometrically-shaped ships are designed for specific missions - unfortunately, they have several huge ships designed specifically for dominating and assimilating any race they encounter.

RACE ADVANTAGES:

-  Assimilation of natives
-  Recover minerals and fuel from destroyed enemy ships
-  Ship repair self in space 10% per turn while stopped
-  Can clone captured enemy ships

SELTORIAN SHIPS     B F T  E Mss  Crgo Fuel Crew  MCr Tri Dur Mol
-----------------   - - - -- ---- ---- ---- ---- ---- --- --- --- 
1 BORG SCOUT        2 - -  1   30   15  220    6   30  17  12   7 *Hyper*
2 BORG FREIGHTER    - 1 -  1  110 1250 2500   70  125  16  23  17
3 BORG INTERCEPTR   3 - 3  1   86   60  160  165  130  35  24  32
4 BORG TRANSPORT    6 2 -  2  285 2850 1370  278  320 122  78  86 *Chunnel*
5 BORG SPHERE       5 - 5  2  180  185  350  236  290  47  32  64 *BioScan*
6 BORG DIAMOND      7 7 -  3  320   95  410  357  410  53  35  79
7 BORG TAC CUBE     7 - 7  3  470  138  450  306  365  93  80 125
8 LAS               8 - -  5  920 2700  450  120  840 250 271 134 *Alcm*
9 NRS               6 - -  5  712 1050  800  190  970 150 125 327 *Alcm*
10 BORG CUBE       10 10-  6  980  400 1537 2910  910 645 660 650

*****************************************************************

SHIP CLASSES OF NOTE:

Borg Scout - The Borg Scout is a Hyper-Drive capable ship

Borg Transport - The Borg Transport has the Borg Chunnel ability.

Borg Sphere - The Borg Sphere has special "BioScan" equipment installed capable of detecting native life on other planets. If the Borg Sphere's mission is sensor sweep this ability will be activated. The range of the native life detecting is the same as the sensor sweep range. The bio scanner on the Borg Sphere is be able to lock onto all the planets in range per turn. The BioScan will not tell you which race, if any, owns the planet. If a planet has twenty or more defense outposts, that planet will shield a planet from BioScan.

Large Alchemy Ship - The Large Alchemy ship has a Merlin Alchemy Device, which can convert supply units into minerals.

Neutronic Refinery Ship -  The Neutronic Refinery Ship (NRS) can convert minerals plus supplies to neutronic fuel (neutronium).

Super Tractor Beam (RacePlus Ability) - If the RACEPLUS addon is in use, the BORG TACTICAL CUBE  has a super tractor beam installed that enables it to tow targeted ships to it's position.

 


Player 7 - The Tholian Assembly

The Tholian Assembly is dominated by crystalline creatures existing on very high temperature worlds. The Tholians are enigmatic, they have a very isolationist philosophy, and they ferociously defend their territory. Their fleet, while generally inferior to other races, makes wide use of electromagnetic "web" fields that can disable opposing ships.

RACE ADVANTAGES:
-  Likes desert worlds
-  Web space mines that entrap enemy ships and drain fuel
-  A desert Terraforming ship
-  Tow Capture beam

THOLIAN SHIPS       B F T  E Mss  Crgo Fuel Crew  MCr Tri Dur Mol
-----------------   - - - -- ---- ---- ---- ---- ---- --- --- --- 
1 MDSF              - - -  1   60  600  250    6   65   4   4   6
2 OPAL DD           4 - 1  1   65   15   60   20   60  27  12  25
3 LDSF              - - -  2  130 2600  600  102  160   7  85   8
3 MILITARY FRT      2 1 -  1  130 1500  440  126  205  75  35  42 
3 RUBY CR           5 - 4  2  155  370  390  136   95  47  32  43
4 NFC               - - -  2   10    2 3500    2   20   2  10  20
4 SPINEL XPORT      4 - 1  2  150 2125  640  226  210  77  28  52
4 ONYX TFORM        2 - 1  2  141   25  150  320  260  35  25  49 *TForm*
5 STF               - - -  4  260 6000 1200  122  220  13  75  18
5 GARNET CM         4 - 6  2  120  160  120   80  110  43  32  25
6 EMERALD BCR       8 - 3  2  215  510  480  258  390  71  52  93
8 LAS               8 - -  5  920 2700  450  120  840 250 271 134 *Alcm*
9 NRS               6 - -  5  712 1050  800  190  970 150 125 327 *Alcm*
9 DIAMOND BB       10 - 6  4  451   90  400  510  410 193 170 390
10 CRYS THUNDER CV  8 6 -  4  300  120  300  422  380 161 142 233 

*****************************************************************

SHIP CLASSES OF NOTE:

Onyx Class Terraformer - When in orbit over a planet, this warship will make any planet turn into a hot boiling pool of rock and desert (temp 100).

Large Alchemy Ship - The Large Alchemy ship has a Merlin Alchemy Device, which can convert supply units into minerals.

Neutronic Refinery Ship -  The Neutronic Refinery Ship (NRS) can convert minerals plus supplies to neutronic fuel (neutronium).

 


Player 8 - The Dominion

The Dominion is an empire based in the Gamma Quadrant which has recently expanded into the Alpha Quadrant. The Dominion consists of many different races, all dominated by a race of shape-shifters called the Founders. The main fighting force of the Dominion are the Jem'Hadar, genetically engineered super-soldiers who require no sleep or food, but who are kept bound to their Dominion masters by an addiction to the drug ketracel white. The Vorta act as administrators and liasons to other races. The DOMINION has a small but powerful fleet focused on establishing domination and maintaining terror.

RACE ADVANTAGES:

-  The Dark Sense
-  Starbases build 5 free fighters per turn using minerals only.
-  Can clone captured enemy ships

DOMINION SHIPS      B F T  E Mss  Crgo Fuel Crew  MCr Tri Dur Mol
-----------------   - - - -- ---- ---- ---- ---- ---- --- --- --- 
1 MDSF              - - -  1   60  600  250    6   65   4   4   6
2 JH ATTACK SHIP    3 - 6  1  110  150  165   85  105  19  28  27 *Glory+*
3 LDSF              - - -  2  130 2600  600  102  160   7  85   8
4 NFC               - - -  2   10    2 3500    2   20   2  10  20
4 KAREMMAN FRT      4 1 -  2  195 3250 2750  285  285  85  53  49
6 JH WARCRUISER     6 - 6  2  285  265  460  312  310  92  57  73 *ImpAss*
6 JH WARSHIP        8 8 -  4  335  115  390  385  410 105  61  63
7 DOMINION PROBE    1 - -  1   24   20  180    1   30   1   1  25 *Hyper*
8 LAS               8 - -  5  920 2700  450  120  840 250 271 134 *Alcm*
9 NRS               6 - -  5  712 1050  800  190  970 150 125 327 *Alcm*
10 DOM BATTLESHIP  10 - 10 6  732  425  972  735  790 382 304 368 

*****************************************************************

SHIP CLASSES OF NOTE:

Jem'Hadar Attack Ship - The Jem'Hadar Attack Ships have been refitted with a "Glory Device", similar to the same device on the Klingon D'VISOR Class Cruisers. When detonated (using ship friendly code "pop"), the Jem'Hadar Attack Ship  explodes, doing 1 mine hit of damage to all ships at the same point in space. The glory device only does 20% of a mine hit to other Dominion ships at the same location. If the explosion takes place over a planet it can also kill a large number of enemy colonists and natives as well as destroy objects on the ground, such as factories. Siliconoid, Reptiles, Bovinoids are immune to Glory Devices' effects. The Glory Device will kill ALL Amorphous life on a planet that occupies the same point in space as the exploding starship. This will cause all of the Amorphous natives to be converted directly into supplies at a rate of 1 supply unit per 1000 natives.

Jem'Hadar Warcruiser - The Dominion Jem'Hadar Warcruiser  has specially designed "Imperial Assault" capablilty - it has mass transporters that can transport huge number of assault troops simultaneously to an enemy planet. To perform an "Imperial Assault" an undamaged Warcruiser  needs to drop ten clans on an enemy planet. Once this is accomplished the planet will be captured. The only defense against this is actually damaging the starship before it can drop clans - any damage at all will prevent the "Imperial Assault" from working. This will work against all planets. This starship is immune to the planetary ATT and NUK friendly codes. The assault will destroy all defense outposts.

Dominon Probe - Based on their experience with wormhole effects, the Dominion have developed their own Hyper-Drive capable ship.

Large Alchemy Ship - The Large Alchemy ship has a Merlin Alchemy Device, which can convert supply units into minerals.

Neutronic Refinery Ship -  The Neutronic Refinery Ship (NRS) can convert minerals plus supplies to neutronic fuel (neutronium).

Gravity Well Generator (RacePlus Ability) - If the RACEPLUS addon is in use, the DOMINION BATTLESHIP has the a Gravity Well Generator installed that gives it the ability to pull all ships  in range with hulls mass less than 200kt base mass to it's location.

 


Player 9 - The Cardassian Union

Cardassians are a humanoid race descended from reptilian ancestors - they prefer a hotter and more humid environment than most other humanoids. The Cardassian Union is built on conquest and expansion, occupying neighboring planets to exploit their resources. Despite a series of wars - one against the Federation, and another against the Klingons, the Cardassians still possess one of the better rounded fleets in the Alpha Quadrant.

RACE ADVANTAGES:

-  4X Space mine laying bonus (4X # of mines per torp)
-  Can build fighters in space
-  Can clone captured enemy ships

CARDASSIAN SHIPS    B F T  E Mss  Crgo Fuel Crew  MCr Tri Dur Mol
-----------------   - - - -- ---- ---- ---- ---- ---- --- --- --- 
1 MDSF              - - -  1   60  600  250    6   65   4   4   6
2 HIDEKI SC         2 - 1  1   87  120  160   76   82  18  15  12
3 LDSF              - - -  2  130 2600  600  102  160   7  85   8
3 MILITARY FRT      2 - 1  1  130 1500  440  126  205  75  35  42
3 NETEL FF          6 - -  1  110   50  190  132  123  65  33  23
4 NFC               - - -  2   10    2 3500    2   20   2  10  20
4 NEROK DD          4 - 2  2  120  250  310  257  120  57  32  25
5 LAKAT CM          4 - 6  2  270  110  365  265  190  71  42  53
6 GALOR BCR         7 - 5  2  315  140  355  348  250  63  44  55 *BioScan*
6 NETEROK CV        7 6 -  2  265   82  285  358  285  87  59  47
7 RANOL TRANSPORT   6 2 -  2  251 5215 3150  326  275 135  88 107
8 LAS               8 - -  5  920 2700  450  120  840 250 271 134 *Alcm*
9 NRS               6 - -  5  712 1050  800  190  970 150 125 327 *Alcm*
10 KELDON DN        9 - 7  4  415  358  420  433  585 143 122  85 *Cloak*

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SHIP CLASSES OF NOTE:

Keldon Class Dreadnought  - The Keldon Class Dreadnought was built with a cloaking device developed from a joint covert CARDASSIAN/ROMULAN project.

Galor Class Battlecruiser - The Galor Class Battlecruisers have a special "BioScan" equipment installed capable of detecting native life on other planets. If the Galor's mission is sensor sweep this ability will be activated. The range of the native life detecting is the same as the sensor sweep range. The bio scanner on the Galor is be able to lock onto about 20% of all planets in range per turn. The BioScan will not tell you which race, if any, owns the planet. If a planet has twenty or more defense outposts, that planet will shield a planet from BioScan.

The Galor Class Battlecruisers are also equipped with a simple Ram Scoop as a part of its hull design. The Ram Scoop will produce 2 KT of Neutronium per light year traveled by the starship. So if the Galor traveled ten light years it would generate 20 KT of fuel. So in theory, if it used less than 20 KT of fuel to go that 10 light years the starship would experience a net gain in fuel.

Large Alchemy Ship - The Large Alchemy ship has a Merlin Alchemy Device, which can convert supply units into minerals.

Neutronic Refinery Ship -  The Neutronic Refinery Ship (NRS) can convert minerals plus supplies to neutronic fuel (neutronium).

Ship Repair (RacePlus Ability) - If the RACEPLUS addon is in use, the RANOL Class Transport  has the ability to repair other ships and replace crew at it's location.

 


Player 10 - The Ferengi Alliance

The Ferengi are a small, orangish humaniod race with over-large ears, known for their shiftiness and capitalist materialism. Ferengi can be counted on to make an appearance wherever there is even a hint of profit to be made. By nature they are a neutral race, allowing each Ferengi entrepenuer to maximize profits by dealing with whatever race will charge the least or pay the most. While the Ferengi Alliance has a well rounded fleet with large cargo capacities, individual ships will only be as well armed as its Daimon (captain) feels necessary for profitable missions.

RACE ADVANTAGES:

-  Can sabotage planetary economy  (destroy structures and start a civil war )
-  Can clone captured enemy ships

FERENGI SHIPS       B F T  E Mss  Crgo Fuel Crew  MCr Tri Dur Mol
-----------------   - - - -- ---- ---- ---- ---- ---- --- --- --- 
1 MDSF              - - -  1   60  600  250    6   65   4   4   6
2 GORONT FF         6 - -  1  100  250  350   79  170  53  28  27
3 LDSF              - - -  2  130 2600  600  102  160   7  85   8
3 MILITARY FRT      2 - 1  1  130 1500  440  126  205  75  35  42
3 N'GORT DD         2 - 4  2  160  380  380  330  240  71  42  43
4 NFC               - - -  2   10    2 3500    2   20   2  10  20
4 TOMAX FRT         4 1 -  2  199 2800 2600  226  175  40  22  38
5 STF               - - -  4  260 5600 1200  202  220  13 125  18
5 LUXURY LINER      2 - -  2  227  300  500   87  250  61  52  83 *Casino*
6 B'RELL SC         2 - 1  1   45   65  240   44   75  22  16  35 *Cloak*
6 TOKORN CR         6 - 4  2  270  310  450  438  390  71  42  92
7 VORON CV          6 5 -  2  310   98  350  458  410  71  52 102
8 LAS               8 - -  5  920 2700  450  120  840 250 271 134 *Alcm*
9 NRS               6 - -  5  712 1050  800  190  970 150 125 327 *Alcm*
9 D'KORA MARAUDER   8 - 8  4  605  305  788  578  687 125 240 162
10 BRONTA SC        2 - -  1   37   50  120    3  132  12  15  15 *Hyper*

*****************************************************************

SHIP CLASSES OF NOTE:

Luxury Liner - The Luxury Liner is a pleasure starship used by the ORION and FERENGI. When there are clans on board this starship it will generate one megacredit per clan on board from gambling earnings.

Cloaking Ship - The B'RELL SCOUT, a stolen KLINGON design, has a standard cloaking device.

Hyperdrive Scout - The older Ferengi BRONTA Class Scouts have been refitted with a Hyperdrive motor derived from a stolen Dominion Probe.

Large Alchemy Ship
- The Large Alchemy ship has a Merlin Alchemy Device, which can convert supply units into minerals.

Neutronic Refinery Ship -  The Neutronic Refinery Ship (NRS) can convert minerals plus supplies to neutronic fuel (neutronium).

 


Player 11 - The Maquis

The presence of many aggressive empires; the Klingons, Romulans, Tholians, Cardassians and Dominion - not to mention the expanding Borg Collective - has displaced billions of sentients across the Alpha Quadrant.  While some refugees have resettled in other more tolerant empires, some have banded together to fight the loss of more cultures and worlds. The Maquis take their name from the French Resistance during Earth's Second World War, and were originally founded on human worlds occupied by the Cardassians. Now, they are a loose mix of many different rebel groups from across the Quadrant. They all have one goal in common - the take back their homes and to take revenge on their oppressors!

The Maquis have an mix of good low-end starships from a variety of races. They excel at making the most of fighters and small ships of all types, but suffer from a lack of major capital ships.

RACE ADVANTAGES:

-  Can use fighters to mine sweep
-  Can build fighters in space
-  Can clone captured enemy ships

MAQUIS SHIPS        B F T  E Mss  Crgo Fuel Crew  MCr Tri Dur Mol
-----------------   - - - -- ---- ---- ---- ---- ---- --- --- --- 
1 MDSF              - - -  1   60  600  250    6   65   4   4   6
1 LIBERTY RAIDER    4 - 1  1   77   35  245   24  135  16  22  12
2 OBERTH SC         2 - 1  1   35   45  110   70   70  17  19  13 *BioScan*
3 LDSF              - - -  2  130 2600  600  102  160   7  85   8
3 FREYA TFORM       2 - -  1   35   30  110   78  110  17  23  15 *TForm*
3 MILITARY FRT      2 - 1  1  130 1500  440  126  205  75  35  42
4 HENSLEY TUG       4 - -  2  315 5880 2940  296  310  77  42  53
4 PATRIOT CVL       2 6 -  1   90   30  140  172   90  45   5  35
5 STF               - - -  4  260 5600 1200  202  220  13 125  18
6 B'RELL SC         2 - 1  1   45   65  240   44   75  22  16  35 *Cloak*
6 MARAUDER CR       6 - 4  2  150  250  370  270  290  67  52  86
6 VICTORY CV        4 8 -  2  180   72  390  226  235  75  35  42
8 LAS               8 - -  5  920 2700  450  120  840 250 271 134 *Alcm*
10 ALCHEMY FRT      - - -  2   70  750  500   27  265  43  39  29 *Alcm*

*****************************************************************

SHIP CLASSES OF NOTE:

Oberth Scout - This ship design was "aquired" from the Federation through Maquis sympathizers in Star Fleet. It has special "BioScan" equipment installed capable of detecting native life on other planets. If the Oberth's mission is sensor sweep this ability will be activated. The range of the native life detecting is the same as the sensor sweep range. The bio scanner on the Oberth is be able to lock onto about 20% of all planets in range per turn. The BioScan will not tell you which race, if any, owns the planet. If a planet has twenty or more defense outposts, that planet will shield a planet from BioScan.

B'Rell Scout - The B'RELL SC has a cloaking device - it's a KLINGON design the MAQUIS acquired from the ORIONS.

Large Alchemy Ship - The Large Alchemy ship has a Merlin Alchemy Device, which can convert supply units into minerals.

Alchemy Freighter -  Developed from a joint Federation-Klingon research effort, the advanced alchemy freighter will convert minerals into Neutronium at a rate of one unit of fuel per unit of any mineral that in placed in the starships cargo holds. This process requires neither supplies or megacredits to be performed. The only way to prevent the alchemy process from occurring is to have the starships fuel tanks full. If the tank is less than full the starship will convert enough minerals to fill it until it runs out of minerals.

Fighter Gather (RacePlus Ability) - If the RACEPLUS addon is in use, the VICTORY CV and MILITARY FREIGHTER can work together to perform a Fighter Gather mission against targeted planets.

 


Player 12 - The Crystalline Entity (Lurkers Only)

Crystalline Entities are powerful spacebourne creatures with a crystalline structure. They are capable of high-warp speeds and are extremely dangerous. They thrive on "consuming" organic matter and converting it energy. They are a major hazard to planet-based and orbital communities, and have been known to attack starships.  

Crystalline Entities were first encountered in 2336, when it destroyed a Federation colony. Since then, there have been several sighting of the same or similar entities throughout the Alpha Quadrant. More recently, several smaller versions of the Entity, codenamed "Ravager" and "Mauler" have been sighted.  In earlier encounters with a Crystalline Entity, a ships shields alone were sufficient enough to protect its crew from the Entity.  They can be engaged in combat and destroyed, however in recent years these crystalline creatures have developed more deadly weaponry and have become more resistant to enemy weapons fire.

CRYSTALLINE SHIPS    B F T  E Mss  Crgo Fuel Crew  MCr Tri Dur Mol
-----------------   - - - -- ---- ---- ---- ---- ---- --- --- --- 
8 CRYSTAL MAULER    2 - 8  2  330  245  543  327  220  82  67  82
9 CRYSTAL RAVAGER   8 - 2  2  480  195  509  348  280  91  72  93
10 CRYSTAL ENTITY  10 -10  6  625  360  735  725 1520 241 252 196 

*****************************************************************

SHIP CLASSES OF NOTE:

LURKERS introduces new Special Abilities for LURKERS ships.

Fear Mongering (FM) - (CRYSTAL RAVAGER)  -  (used in mode 1 and 2 and 3) Registered Only
A FM equipped ship that passes within the configed range of an enemy planet will lower the happy points of the planet by the configed amount.   

 Mass Drivers (MD) - (CRYSTALLINE ENTITY)  -  (used in mode 1 and 2 and 3) (Shareware & Registered)
A MD equipped ship that closes to the (X) range can execute a mass driver attack (usually done if the ships land with in the (X) range while attempting to reach a planet). The mass drivers will deal the (X) % amount of damage to a planet per turn that the attack is executed.  The % damage equates to the % of structures destroyed from the planets surface, % of the population killed and % of natives killed.

Sinker Ability (SA)-  (CRYSTAL MAULER) -  (used in mode 1 & 2 only) (Shareware & Registered)
A SA equipped ship that begins or ends its turn in the orbit of an unowned planet (basically a planet its fleet has captured (LURKERS leave no clans) it will SINK (X)% of the minerals on the planets surface back into the ground (ALL 4 minerals).  (X) % of the structures will be destroyed by the resulting earthquakes - any native life will be reduced by (X) in population.


 
 
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