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    FAQ/Walkthrough by DG Dobrev

    Version: 1.0 | Updated: 06/23/02 | Printable Version | Search Guide | Bookmark Guide

           Star Trek Starfleet Command Volume II - Orion Pirates
                    =    Author: DG Dobrev             =
                    =    E-mail: iron_feather@mail.bg  =
                    =    Date: unknown yet             =
                    =    Version: 1.0                  =
    1. What you can do with this guide:
    - Make a copy for pesonal use
    - Sell this FAQ for money.
    - Post it on your website without my permision.
    - Use parts of this FAQ as your own.
    - Plagiarize this FAQ in any imaginable way.
    3. FOR ANY COMMENTS, additions, questions about the game etc.
    regarding this FAQ feel free to e-mail me. My personal mailbox
    Table of Contents:
    - The Pirates in brief
    - The Pirates' ships
    - Pirate Campaign Mission Walkthrough
    - Some tips and tricks
    - Final words
                    Part One: The Pirates in brief
    There was one thing that made SFC Volume 2 somewhat incomplete and
    this was the lack of a Pirate Cartels campaign. Although of "bad"
    alignment, always causing trouble, these brave warriors attracted
    lots or gamers' interest.
    Why? Because they don't have their own empire, roam "freely" the
    space and have very unusual ships. I must say that the Pirates
    quickly earned my respect! Imagine the Federation, with all its
    inhabited, economically powerful planets compared to the Pirate
    cartels... They look like junkmen to the Federation! Yes, maybe
    they are, but these junkmen did whatever they could to become a
    threat and make profit! Using bravery and skill, treachery and
    treason, they have managed to cripple and capture many armed
    merchant ships, freighters and cruisers, split them to parts and
    create entirely new types of warships, with entirely new
    properties and design! Yes, these brave junkmen deserve respect!
    The Pirates usually operate on the territory of a specific empire.
    They are not very warlike - they would rather hit and run, than
    fight bravely. Almost every battleship vs. battleship combat is
    lost for them, so these people have acquired a special intuition
    when to fight and wehn to run. And if you are going to be a
    Pirate, you should do your best to acquire this intuition as well.
    There are lots of cartels available in the game, each one of them
    using a specific pattern in weaponry, somewhat similar to the
    native race's territory, in which they operate. Yet, their
    weapons are not EXACTLY alike... For example, if you check out the
    Prime Industries cartel, which operates in the borders of the
    Romulan Empire, you will notice than the Pirates beside the
    Plasma torpedoes, have photons, missiles and rarely disruptors.
    So, as I mentioned, each cartel operates in a specific territory.
    This means you should review their ship's statistics well in order
    to find the cartel that best suits your "needs". After you win the
    game with one of the cartels, you may easily turn to the others.
                        Part Two: Pirates' Ships
    The Pirates' ships can be described in just two words: WEAK and
    MANEUVERABLE. Speed is somewhat fast, maybe just a little bit
    slower than the Klingon's ships.
    The weakness of the Pirates' ships is coming from the fact that
    they aren't able to form gigantic ship-building corporations and
    make high profit. This is why they have never made a Battleship -
    making such a ship is extremely pricy not only to build, but to
    support either. So, the best ship you'll see there will be the
    Dreadnought. To compensate for this, their ships are somewhat
    cheap and easy to operate. The Orion ships have very high turn
    rate and usually attack in large numbers to compensate for their
    SHIELDS: average at best. Frigates and Destroyers have the
    strength of the Mirak and Lyran shielding, which is adequate...
    Even the most powerful dreadnoughts have weak shields, so don't
    count that much on the "take damage and hit with your best
    weapons often" tactic. You may be hard pressed to run almost all
    the time to protect your ship from being hit hard.
    ENGINES: again, not that good. Don't get me wrong, their engines
    are not bad, but seem weak because of the high energy consumption
    of the various weapons aboard. A Frigate has 13 points engine
    power, the Destroyer - 20, the Heavy Cruiser - 34. As you see, it
    is not THAT bad...
    WEAPONS: the Pirates have lots of weapons. You can easily find
    lots of different weapons (for example, Disruptors+Fusion Beams+
    Missiles on one ship, which incorporates 3 different technologies)
    - depending on what the pirates have succeeded to steal...
    MARINES: Pirates have more marines than any other civilizations'
    ship aboard. I guess since they can't get good ships, they
    compensate in the simple manpower. If you can just get a shield
    DEFENSE: Pirates have a lot of tractor beams generally... But few
    of their ships (depending ot the cartel) are equipped with an AMD, the best
    anti-missile defense :-)
    TRANSPORTERS: Pirates' ships have more thansporters than any other
    race (maybe except for Mirak). For example, a destroyer has 3 or
    maybe 4, while the others have only 2. This is definitely a little
    compensation for their weakness in combat. And again... If only
    you get a shield down and some of your men inside the enemy!
    CONCLUSION: You best allies are your speed and your wits. In lots
    of cases, you may as well think that this game is extremely unfair
    towards you and the odds are really, really grim. Overcome this!!!
    No Pirate is afraid of this. And if he is, should he become a
    pirate in first place?
    So, be patient, always scan the enemy ships before entering the
    fray. You need to know all the time your chances for victory. If
    you think you can't win this fight, then run away and warp out of
    the system and as they say "live to fight another day!". If you
    think you have chances to beat them - then go for it. Make your
    teahers in the Astoroid belt proud!
               Part Three: Pirate Campaign Walkthrough
    Well, after we have pointed out the strengths and the weaknesses
    of the Pirates and their ships, let's turn to the main events now
    - the campaign itself. The missions for all cartels are one and
    the same, but require different tactics because of the different
    weaponry used by the cartels.
    Before you start the campaign, go to the "Vessel Library" screen.
    Here, you are able to review all cartels' ships. I am sure you
    have afavorite race in Starfleet Command - Federation, Klingon,
    Hydran, Romulan, Gorn, Mirak, ISC, Lyran, whatever! All of these
    races have certain specific weapons, and if you like that race,
    than you'll know how to use these weapons. The cartels, operating
    in the territory of that race will most likely have those weapons.
    Pick carefully. If you are fond of missiles, maybe you'll want the
    house of Korgath. They allow you to take command of pretty well
    preserved K-D6D (klingon drone battlecruiser) with 6 missile
    launchers. The second option is the Prime Industries Cartel, which
    also implies the missile technology.If you like plasmas, try the
    Syndicate. They have acquired lots of ISC technology and one of
    their ship design specs included some phaser 1, some phaser 2,
    some phaser 3 and 5xPlasma F. Nice for ramming enemy ships, right?
    If you like the Hydrans and make best use of Fusions and
    Hellbores, then pick the Beast Riders.
    So, let's get on with this.
    Mission 1. The Test
    Recommended ship: War Destroyer or better
    On entering the system, lock on the freighter, go to red alert and
    max speed at it. You actually, don't need your heavy weapons here
    - a couple of phaser shots will be sufficient to get one of his
    (preferably the back one) shields down and beam a team of marines
    to capture it. The freighter will most likely be yours even before
    the federation ship has arrived.
    When the enemy battle ship (not battleship :-)) has arrived, set
    speed to 0 and overload your weapons. A good alpha-strike will do
    wonders for you. However, it is most likely the other ship to have
    some missiles, so arm a few tractors before entering the fight.
    Defensive tractors I mean... Don't underestimate the enemy, don't
    do it ever when you play as the Pirates!
    However, shouldn't be too difficult!
    Mission 2. The Ruse
    Recommended Ship: Destroyer or Better
    Your orders are to fend off the attackers for a short while, until
    the Kartel's ambush force arrives. Let the ISC ships approach and
    hail them. They'll order you to surrender. Of course, you're not
    going to comply, are you? So, "Stall" them (the button is on the
    Communications panel), while running away from them (no need to
    fight, keep yellow alert and maximum speed!). They'll chase you,
    but just keep the distance! A good thong to do is to switch to the
    tactical map - to see where the ISC ships are and watch out for
    Soon the Ambush force will arrive. Their ships have the same
    colour as your own, so they are easily recognizable. Carefully
    turn the course the their location (you don't want a bundle of
    ISC plasma torpedoes to hit your shields, right?) and hide behind
    them. Your friends will deal with the attackers. It is up to you whether you
    want to fight longside your friends or not. This is
    One more thing: if you want more safety, hail the ISC ship and
    start running right away. Thus you'll be away from them at all
    time. Both ways the prestige you get is 100, so... I guess risking
    your ship's health is foolish.
    Mission 3. Law and Order
    Recommended ship: Heavy Cruiser or Better
    On entering the system, you'll see the friendly freighter and a
    bit later on, the two federation ships trying to intercept you.
    Keep you position near the freighter, because there's a high
    possibility to get away without the merchndize you have for his
    captain. Now, attack the Federation ships. Arm defensive tractors
    right away, as much as possible. In my games (most of all), one of
    the Feds was a drone destroyer (6xMissile Rack B) and I had big
    troubles fighting it. However, use Alpha-Striking on the stronger
    ship of the two and try to take it out right away. Overload
    anything possible and go for it.
    After you have dealt with the two Federation ships, go to the
    freighter, capture it with you Tracktor beam for safety, order him
    to drop down his shields and beam in the drugs. That's all in
    this mission.
    NOTE: Missiles are the best thing in this mission, since you can
    launch them at no energy cost and while running away from the
    enemy. If you can get 4+ missiles in your ship, this mission will
    be the easiest one you have ver played, since enemy ships just run
    into them, rarely shooting to destroy the incoming threat. I was
    playing the Prime Industries with a P-DBR3 (4xMissile Rack B +
    2xMissile Rack C) and had absolutely no problems on this one.
    Mission 4. Big Hunt
    Recommended ship: Heavy Cruiser or better
    Arm your weapons, and overload whatever you think is neccessary.
    There are 2-4 Hydran ships, ready to attack you (the number seems
    to vary - the first time I played the mission there were two, the
    last time they vere 4). They are not anything special (the last
    time - three H-GEN and a frigate), so even if you have only one
    ship, you'll deal with them quite easily.
    Now, do some monster hunting. Destroy all monsters except for the
    Sunglider (M-SGS). Just be careful! There's an Astrominer there
    (1xPlasma R, 1xPlasma S, 2xPlasma G)!!! Kill it with utmost
    caution! You dont want that 50+30+2x20=120 pts of damage to hit
    your ship! Keep high speed, even at the price of weapon usage and
    evade the plasmas. Then attack. Killing the 2-3 monsers (excluding
    the Sunglider) will net you additional 1000 points prestige! Ain't
    that nice?
    Now, after you're done with those monsters, fly to the Sunglider,
    switch to the Communications pannel and click "Brainwash". This is
    the last thing required to complete this mission.
    Mission 5. Honor amongst Thieves
    Recommended ship: Battlecruiser or better; preferably not a
    "drone-type" cruiser!
    Ouch... This mission is taking place in a Nebula. I bet you all
    know what that means - weak shields, missiles are destroyed after
    short time, and loads of other bad, bad effects. So, if you happen to use a
    "drone" cruiser (only missiles and phasers, Korgath,
    Prime Industries and a few other have them), this mission will be
    a living hell, unless you know what to do with those missiles. The
    solution is: fly towards the enemy ship to ram it. When there are
    about 4-5k left between you two, launch the missiles. They will
    hit his front shield, and they'll hit hard.
    Resistance: I had 3 ISC ships here. Not extremely powerful, so use
    high speed to avoid being hit by their Plasma torpedoes. In return
    - alpha-strike them till they're crippled. You know, you need to
    protect those freighters (SLV-class, which is good - all of them
    have nice weaponry and shielding for a freighter!), so, deal with
    your enemies as fast as you can.
    You may find this mission a bit difficult due to the fact that
    it's taking place in a Nebula. If you MUST, use an extra ship,
    otherwise, save your prestige.
    Once the ISC ships are destroyed, the mission is complete.
    Mission 6. To catch a thief
    Recommended ship: Even a Destroyer will do. However, I'm sure you
    have at least a Battlecruiser by now.
    Prepare for an easy mission. You are asked to deal with a ship of
    another cartel, which is pathetically weak. The dodgy thing here
    is that you must talk to this ship's captain before destroying it.
    First, "Taunt" him, then press "Notify" on the communications
    After he has received your "nice" message, feel free to destroy
    it. No trouble at all :-)
    Mission 7. To Hell and Back
    Recommended ship: Battlecruiser or better
    When this mission starts, be sure to decrease your game speed to
    10 or less. I want you to know, that if you play at 11, you may
    accidentally leave the map (warp out) and thus forfeit this
    mission. I am sure this ain't the thing you want.
    So, you start with some friends here! Great. They'll be a very
    valuable addition for the strike against the enemy base. So,
    first concentrate on the enmy ships. Destroy them all before
    going for the base. I can tell you, you'll need as much alive
    allies as possible! So, help them with all your skill and
    knowledge in space battles :-)
    Now, hopefully with all your allies at hand, attack the enemy
    starbase. Just keep an eye on your shielding, base's weakest
    shields, strike carefully, strike hard, strike its vital places.
    It won't be long before it's down.
    And again, just be careful not to leave the map by accident.
    Mission 8. Hard road to travel
    Recommended ship: Heavy Battlecruiser or better
    I can tell you right away: forget about pure combet in this
    mission. Go to red alert, arm only the phasers. Everything else
    should be offline, in order to keep you engines at highest
    possible efficiency. So, arm the phasers and max speed to the freighter. When
    you near it, activate your tractor beam, and shoot
    at his rear shield. It will go down right away! Beam in the
    princess, release the freighter, go to yellow alert and get away
    from here. You don't need to fight the ships that are trying to
    intercept you. You got the princess, right? Why complicating
    your life as a starship captain?
    However, if you feel really adventurous, destroy your enemies
    without any hesitation. Yet, I don't think it's good idea.
    Mission 9. Man for hire
    Recommended ship: Dreadnought or Carrier, if possible
    - Be sure to have the maximum amount of marines for this mission!
    On entering the system, go to red alert, overload anything
    possible and attack the enemy ship. Alpha-strike it! Your job is
    to take it down before the freighters come nearby. Once it's down
    - go get the freighters.
    Hit carefully! You only need to get a shield down and beam in your
    strike teams. You need ABSOLUTELY ALL freighters captured! Don't
    even think of destroying a freighter!
    That's all that is required from you.
    Mission 10. The Legend
    Recommeded ship: Carrier or Dreadnoght
    This is a pure "The Surprise Reversed" mission. Arm your weapons
    and start taking right away the enemy ships, before they have
    started to power up and prepare for combat. Use alpha-strikes.
    Don't overload your weapons - I have noticed it takes a bit
    longer to destroy the enemies this way, and you need to do so
    before a couple of ships are ready for fight. If you have to face
    a couple of ships at the same time, the only thing that saves you
    is the missiles. You don't want to fight a couple of ships at the
    time, do you?
    Once you've dealt with all your enemies, go for the rebelious
    captain's ship - he had a heavy cruiser in my game. Destroy it
    and you're done!
    Mission 11. Eyes without a face
    Recommended ship: Carrier or Dreadnought (+ another ship, if
    This mission is much like the previous, with the "slight"
    difference that all gorn ships are active. They are nothing
    special, just keep high speed to avoid their plasma torpedoes and
    alpha-strike them in return. After you've destoyed them all, fly
    to the freighter and capture it in your tractor beam. Set speed to
    0 and start shooting at its rear shield. Get it down and start
    sending in marines until it is captured.
    That's all you need to do.
    Mission 12. Dead end
    Recommended ship: Carrier or Dreadnought (you have helpers, so you
    don't need another allied ship)
    In this mission, the "helpers" are no other but Mirak!!! Isn't
    this the best thing? You are well aware about the AI's weakness
    against missiles, right?
    So, concentrate on destroying the enemy defense force again. As
    you know, Mirak have relatively weak shielding, and may get easily
    destroyed. And since bases have quite a big bunch of defensive
    tractors, the best thing here is to have as much Mirak allies
    alive as possible.
    Once the resistance is down, attack the base. It won't be long
    before it's down, you can be sure in that :-)
    This concludes the Pirate campaign. Now, try winning the game with
    another cartel! Try increasing the difficulty. Try playing at
    "advanced" level of technology. There are lots of objectives you
    can achieve, and there's no need to be game-related. Make up your
    own! And if you want, mail me a couple of those! :-)
                       Part Four: Tips and Tricks
    -> carefully pick up the ships you're buying. Since the Pirates
    are relatively weak early on, you may have lots of troubles if
    you've chosen the wrong ship.
    -> see if frigates don't happen to have better weaponry than your
    current ship. If they do, downgrade your ship. This works
    especially well for "The Syndicate" (if I remember correctly),
    where I traded my Destroyer for a Frigate with 3xPlasma F and
    scored a considerable amount of victories with this ship.
    -> While travelling, see that there's a base or planet around your
    ship's location. Venturing in deep space with the Pirates is very,
    very dangerous. You need to have a secure repair-dock near you at
    all times.
    -> Don't forget to "restock". If you feel confident that this is
    the ship you'll be spending most of the time with, buy the largest
    amount of missiles, mines and marines.
    -> Mines are used best against incoming missiles. A single mine
    can take out from 2 to 7-8 of them if they fly in its location -
    and they will, if you carefully command your ship.
    -> Know when to fight and when to run! Since Pirates have
    relatively weak ships, you must run away if you see that the enemy
    is stronger than you. The first couple of hits scored will show
    how adequate is your ship compared to your enemy's ship.
    -> Speed is life, as is written in one of SFC manuals. This is
    absolutely true. Try to keep as high speed as possible, and in
    the same time, know that keeping high speed doesn't compensate for
    the lack of firepower. All weapons recharge at specific rate,
    which means they need considerable amounts of energy. This is the
    good thing about missiles: they don't need any energy at all to be
    armed, while fusion, photons, phasers and so on need it.
    -> Try to have at least two other types of weaponry except phasers
    - this means your ship must have flexibility in space combat. I
    am well aware that AI is weak against missiles, but there are
    certain points in the game where having only missiles is a pure
    suicide. Like the "Honor amongst thieves" mission.
    -> Having an AMD is nice. Consider this while purcasing a ship. It
    can be destroyed, so watch out for this.
    I am intended to add even more tips, but if you take a look at my
    Starfleet Command FAQ,I am sure you can use most of the tips I've
    written there. In addition, as I noticed in Kasey Chang's FAQ on
    Starfleet Command Vol.II - Empires at War, most of the tips he
    gave there can be as well used in Orion Pirates as well. I admire
    his work!
                         Part Six. Final words
    I wrote this FAQ without any help. Nobody offered me, and nobody
    helped me. I always desire any help I can get, and give it a
    proper credit.
    I want to say, that right now I'm compiling data for all Pirates'
    ships. Hopefully it will be done soon and I'll post it in a month
    or so (I have one last exam till the end).
    Good bye, and enjoy this great game!
    And many thanks for reading this FAQ.
    DG Dobrev