Star Trek: Armada Units

The game Star Trek: Armada features quite a number of units, which are in general star ships of sorts. They are of different types/serving different roles. Each faction has more or less unique ships at its disposable, with varying strengths and weaknesses.

Faction Depiction Unit Name Role Dilithium Build Time Supply Crew Shields Shield Build Up Rate Weapon Systems Damage Rate Max Energy Energy Build Up Rate Special Abilities Cloak Source
Borg Detector Scout 120 (8.0/s) 15 2 (8/min) 30 (2/s) 120 0.90 Energy Cannon X1 1.6 - 3.0 0 0 Tachyon Detection Grid no Assembly Matrix
Borg Interceptor Destroyer 250 (8.3/s) 30 3 (6/min) 100 (3.3/s) 188 1.41 Energy Beam X2 7.5 - 8.5 1000 10 Transwarp Drive no Assembly Matrix
Borg Sphere Cruiser 500 (10/s) 50 5 (6/min) 250 (5/s) 375 2.81 Energy Beam X1 11.0 - 13.0 1000 10 Regeneration no Assembly Matrix
Borg Assimilator Cruiser 500 (10/s) 50 5 (6/min) 200 (4/s) 375 2.81 Energy Torpedo Launcher X2 9.8 - 16 1000 10 Auto-Assimilator no Assembly Matrix
Borg Cube Battleship 1200 (10/s) 120 7 (3.5/min) 1000 (8.3/s) 1125 8.44 Energy Beam X3, Energy Torpedo Launcher X3 32.2 - 46.9 1000 10 Holding Beam no Adv. Assembly Matrix
Borg Diamond Caster 1400 (10/s) 140 10 (4.3/min) 350 (2.5/s) 300 2.25 Energy Beam X1, Energy Torpedo Launcher X1 4.7 - 6.5 1000 10 Shield Remodulation / Computer Override / Nanites / Ultritium Burst no Adv. Assembly Matrix
Borg Assembler Constructor 500 (10/s) 50 2 (2.4/min) 500 (10/s) 700 3.50 - 0.00 - - Tractor Beam no Nexus
Borg Dilithium Collector Freighter 400 (10/s) 40 0 100 (2.5/s) 500 2.50 - 0.00 - - Mining Beam no Nexus / Processing Node
Federation Venture Scout 100 (6.7/s) 15 2 (4/min) 10 (0.7/s) 100 0.50 Pulse Phaser X1 1.6 - 3.0 0 0 Tachyon Detection Grid no Shipyard
Federation Defiant Destroyer 200 (8.3/s) 24 3 (7.5/min) 80 (3.3/s) 150 0.75 Pulse Phaser X2 4.9 - 9.0 1000 10 Anti-Matter Mines no Shipyard
Federation Akira Cruiser 400 (10/s) 40 5 (7.5/min) 200 (5/s) 300 1.50 Phaser Array X3 11.0 - 13.0 1000 10 Chain Reaction Pulsar no Shipyard
Federation Steamrunner Artillery 400 (8.9/s) 45 5 (6.7/min) 250 (5.6/s) 120 0.60 Tri-Cobalt Torpedo 12.0 - 17.0 1000 10 Warp Core Overload no Shipyard
Federation Sovereign Battleship 800 (10/s) 80 7 (5.3/min) 400 (5/s) 750 3.75 Phaser Array X2, Quantum Torpedo Launcher 24.6 - 35.9 1000 10 Corbomite Reflector no Advanced Shipyard
Federation Nebula Caster 1100 (10/s) 110 10 (5.5/min) 300 (2.7/s) 200 1.00 Phaser Array X1, Photon Torpedo Launcher 4.7 - 6.5 1000 10 Shield Disruptor / Gemini Effect / Point Defence Laser / Federation Repair Team no Advanced Shipyard
Federation Construction Ship Constructor 500 (10/s) 50 2 (2.4/min) 500 (10/s) 700 3.50 - 0.00 0 0 Tractor Beam no Starbase
Federation Dilithium Freighter Freighter 400 (10/s) 40 0 100 (2.5/s) 500 2.50 - 0.00 0 0 Mining Beam no Starbase / Mining Station
Klingon NuQ'Duj Scout 90 (6/s) 15 2 (8/min) 10 (0.7/s) 90 0.45 Disruptor X1 1.6 - 3.0 Tachyon Detection Grid no Shipyard
Klingon B'rel Destroyer 180 (7.5/s) 24 3 (7.5/min) 40 (1.7/s) 135 0.68 Disruptor X2 4.90 - 9.0 1000 10 Gravity Mines yes Shipyard
Klingon Vor'cha Cruiser 360 (10/s) 36 5 (8.3/min) 180 (5/s) 270 1.35 Phaser X3 11.0 - 13.0 1000 10 Polaron Torpedo yes Shipyard
Klingon SuQ'jagh Assault 400 (10/s) 40 5 (7.5/min) 350 (8.8/s) 300 1.50 Photon Torpedo Launcher X2 9.8 - 16.0 1000 10 Commando Team no Shipyard
Klingon Negh'Var Battleship 720 (10/s) 72 7 (5.8/min) 360 (5/s) 675 3.38 Phaser X2, Photon Torpedo Launcher X3 24.6 - 35.9 1000 10 Ion Cannon no Imperial Shipyard
Klingon Fek'lhr Caster 1300 (10/s) 130 10 (4.6/min) 270 (2.1/s) 180 0.90 Phaser X1, Photon Torpedo Launcher X1 4.7 - 6.5 1000 10 Death Chant / Repulsion Wave / Ion Storm / Energy Dissipator no Imperial Shipyard
Klingon Construction Ship Constructor 500 (10/s) 50 2 (2.4/min) 500 (10/s) 700 3.50 - 0 0 0 Tractor Beam no Starbase
Klingon Dilithium Freighter Freighter 400 (10/s) 40 0 100 (2.5/s) 500 2.50 - 0 0 0 Mining Beam no Starbase / Dilithium Refinery]]
Klingon Jach'eng Super Weapon 3500 (10/s) 350 5 (0.9/min) 50 (0.1/s) 300 1.50 - 0 1000 10 Shockwave no Shockwave Station
Romulan Talon Scout 100 (6.7/s) 15 2 (8/min) 10 (0.7/s) 100 0.50 Plasma Cannon X1 1.6 - 3.0 1000 15 Tachyon Detection Grid yes Shipyard
Romulan Shrike Destroyer 200 (8.3/s) 24 3 (7.5/min) 80 (3.3/s) 135 0.68 Plasma Cannon X2 4.9 - 9.0 1000 15 Romulan Spy yes Shipyard
Romulan Griffin Cruiser 400 (10/s) 40 5 (7.5/min) 200 (5/s) 270 1.35 Phaser Array X3 11.0 - 13.0 1000 15 Sensor Jammer yes Shipyard
Romulan Raptor Artillery 450 (11.3/s) 40 5 (7.5/min) 250 (6.3/s) 110 0.55 Tri-Cobalt Torpedo 12.0 - 17.0 1000 15 Myotronic Inhibitor yes Shipyard
Romulan D'Deridex Battleship 800 (10/s) 80 7 (9.3/min) 400 (5/s) 675 3.38 Phaser Array X2, Photon Torpedo X2 24.6 - 35.9 1000 15 Shield Inversion Beam yes Advanced Shipyard
Romulan Shadow Caster 1050 (10/s) 105 10 (5.7) 300 (2.9/s) 180 0.90 Phaser Array X1, Photon Torpedo X1 4.7 - 6.5 1000 15 Holo-Emitter / Psychonic Blast / Energy Shield Converter / Phase Cloak no Advanced Shipyard
Romulan Construction Ship Constructor 500 (10/s) 50 2 (2.4/min) 500 (10/s) 700 3.50 - 0 0 0 Tractor Beam no Starbase
Romulan Dilithium Freighter Freighter 400 (10/s) 40 0 100 (2.5/s) 500 2.50 - 0 0 0 Mining Beam no Starbase / Mining Facility
Romulan Phoenix Super Weapon 3000 (10/s) 300 5 (1/min) 50 (0.2/s) 400 2.25 - 0 1000 0 Rift Creator no Phoenix Facility

About the Damage Rate column: Most things in Armada 1 are mono causal. Shields and energy restored are at a specific rate, tied to the respective values. Crew accumulation for a starbase follows the same rules. But damage dealt is a bit different, due to the fact, that torpedoes don't always hit, and pulse weapons of ships may also miss and on top of that comes a damage variation for a specific weapon. Also one ship may possess both, phasers and torpedoes. So the damage is actually the sum of all deterministically hitting weapons (phasers and station pulse cannons mostly) as well as the statisticaly expected value of the non deterministic weapons.

Example: A torpedo launcher with a firing rate of 1 shot a second, 100 damage per hit but 80% hit change makes 80 damage per second on average. A phaser with a 150 damage per shot and a firing rat of 1 per 1.5 seconds makes 100 damage per second. A ship with both weapons has an effective damage rate of 180 per second. The actual damage values are mostly a lot less, but the chosen values should illustrate the idea behind the Damage Rate column.


Star Trek: Armada ] [ Game Play ] [ Technical Support ]

[ Units ] [ Hero Ships ] [ Campaign Ships ] [ Ship Types ] [ Stations ] [ Station Types ] [ Special Weapons ] [ Factions ]


Back to the Games Database ]