Shattered Galaxy

Shattered Galaxy

14.10.2013 17:51:23
Unit Stats FAQ by Alfonse "Midnight Blaze
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=> Unit Stats FAQ 14.0 <=
By Alfonse "NiteBlaze Alfonse"
On GameFAQs As "Crystania"
Email: alfonse22@hotmail.com AND
leylia305@hotmail.com

NOTE: If you want to send information, praises, complaints or comments,
please send it to leylia305@hotmail.com, as the above mail account is
clogged full of spam mail which I need quite some time to clear it up. So,
send it to leylia305@hotmail.com, my 2nd spare mail account.

If you are lost in the myriad of text in this FAQ, use Ctrl+F in Wordpad to
find the keyword and most likely you can find what you want. If you REALLY
can't find anything, then email me, or go to the folks on GalaxyNet
#Shatteredgalaxy.

To view this file, open it up in Wordpad with Word Wrap set to "Wrap to
Window". Go to View -> Options and select the Text tab, and on the three
Word Warp options, set to Warp To Window.

If you don't, the paragraphs will appear like lines of text, as I typed it
all out without using the Enter key.

"What is love, that binds all life on earth? Does it unite a couple through
life and death?" - A sentence from a chinese love poem.

DISCLAIMER
-----------

Copyright:
© Copyright 2002 Alfonse "Midnight Blaze Alfonse" See. This FAQ and
everything
included within this file cannot be reproduced in any way, shape or
form (physical, electronical, or otherwise) aside from being placed on
a freely-accessible, non-commercial web page in it's original, unedited
and unaltered format. This FAQ cannot be used for profitable purposes
(even if no money would be made from selling it) or promotional
purposes. It cannot be used in any sort of commercial transaction. It
cannot be given away as some sort of bonus, gift, etc., with a purchase
as this creates incentive to buy and is therefore prohibited.

Furthermore, this FAQ cannot be used by the publishers, editors,
employees or associates, etc. of any company, group, business, or
association, etc., nor can it be used by game sites and the like. It
cannot be used in magazines, guides, books, etc. or in any other form
of printed or electronic media (including mediums not specifically
mentioned) in ANY way, shape, or form (including reprinting, reference
or inclusion), without the express written permission of the author,
myself. This FAQ was created and is owned by me, Alfonse See. All
copyrights and trademarks are acknowledged and respected that are not
specifically mentioned in this FAQ.

This FAQ was written for GameFAQs (www.gamefaqs.com) only. I don't
want it to be put up on any other web site and am not above explaining
this to your ad banner guys or whoever else I can get ahold of if you
decide to violate this disclaimer.

To continue, this FAQ and everything included herein is protected by
the Berne Copyright Convention of 1976, not to mention International
Copyright Law. Remember that plagiarism is a crime, and that this is a
copyrighted work--stealing from this guide is putting yourself at risk,
plain and simple, because the law is on my side. If you would like to
contribute to this FAQ (you will be credited,) please e-mail me, as
well as any questions, comments, or corrections, to the address above.

(Thanks to Brett "Nemesis" Franklin for this LOONNGGG disclaimer on his
Chrono Cross FAQ.)

The bottom line is, DO NOT DO ANYTHING to this FAQ WITHOUT MY
ACKNOWLEDGEMENT
OR PERMISSION, PERIOD. You can be sued for plagiarism. I have a contact with
a lawyer and I CAN sue you for the right price. So, EMAIL me first for my
permission before doing anything profitable with this FAQ.

If you see this FAQ on any other sites other than these:

www.gamefaqs.com
www.planetsg.net

Email me ASAP using the address above. This site should not appear anywhere
else without my permission. www.megagames.com will NEVER be allowed to have
this
FAQ on this site, permission or not, for being big scammers and FAQ-rippers.
¬_¬

VERSION HISTORY
----------------
Version 14.0 (June 10 Completed)
Another update on many sections.
Removed Cloaked Infiltrator strategy from Imp unit.
Major update on serious mistakes on many units. (E.g. Leviathans, Ghasts,
Orbus..)
A small update on the credits section.

Version 13.5 (May 17 Completed)
Very small update on various sections.

Version 13.0 (May 4 Completed)
FAQ Update for the Version 1.03 patch.
Added new unit: Volte
Added "SG Versions" section.
Did major corrections here and there.
Added a bit more info.

Version 12.5 (Mar 23 Completed)
Added in each unit description on how is the unit best used for.

Version 12.0 (Mar 12 Completed)
Added ASCII Art. Cool, huh? =]
Added a bit of info here and there.
Newbie guide can be considered completed. It'll be improved on soon enough.
- Lists will not be complete FOR NOW, they'll be soon enough. Due to the
fact Nexon never sticks to one particular list, they change it constantly
for some variety in gameplay. =|

Version 11.5 (Mar 8 Completed)
Added Disclaimer.
Expanded Newbie Guide.
Added a few more Skills And Techniques.
Made a note in the Insignia section. Check it out.

Version 11.0 (Feb 4 2002 Completed)
Added The Very Basics Of Shattered Galaxy newbie guide to the Beginners
section.
Expanded a few sections and added some more info.
Updated guide to the new Version 1.02 SG patch.
Added new units, Mantlet, Triage and Virus.
Added Section 4.5, Leveling Up
-> Lists will be done when I find the time to do it, sorry :).

Version 10.0 (Jan 1 2002 Completed)
Expanded Miscellaneous Skills.
Added partial Unit Stats List.

Version 9.0 (Unreleased)
Added For Beginners Section.
Added Contents.
Expanded Credits section.
Removed Slient Sniper strategy from Apparition; it doesn't work.

Version 8.0 (Dec 11 Completed)
Added Misc Skills section.
Added Leviathan Mystery section.

Version 7.0 (Unreleased)
Added statistics section.
Insignia section tidied up, it's pretty messy at the last version.
Added the rest of the unit training sections. (Aviation and Organic)
Added How Aliens Evolve Section.
Added Q & A section.

Version 6.0 (Nov 21 Completed)
Clarified info on Slanths and Ubik's 3rd weapon. See Section 3. It's 140 not
120.
Added chassis names.
Added rank insignias.
Added mobile unit training sections.

Version 5.0 (Nov 14 Completed)
See Section 3 on clarified Info about Slanth and Ubik family's weapons.
Added Infantry's unit training section.

Version 4.0 (Nov 10 2001 Completed)
Did some tidying up on the infantry strategies.
Added influence needed.

Version 3.0 (Nov 8 2001 Completed)
Completed strategies on every unit.

Version 2.0 (Nov 7 2001 Completed)
Added some Mobile strategies and descriptions.

Version 1.0 (Unreleased)
Only has Infantry and Organic strategies and descriptions. More to come.

CONTENTS

1. Introduction
2. Unit List
-Infantry
- Geo-Frame
> Imp (a.k.a. Skirmisher)
> Deava (a.k.a. Javeliner)
> Mephit
- Gaia-Frame
> Ghast
> Revenant (a.k.a. Brutes)
- Aero-Frame
> Shade
> Banshee (a.k.a. Vednette)
> Phantom
- Ghost-Frame
> Spirit
> Apparition
- Cyclo-Frame
> Wraith (a.k.a Footman)
> Spectre
> Liche
- Sci-Frame
> Sapper
> Medic
> Virus
-Mobile
- Sci-Rig
> Triage
> Mantlet
> Volte
- Aero-Rig
> Pegasus
> Gryphon
- Geo-Rig
> Behemoth
> Leviathan
- Cyclo-Rig
> Manticore
> Chimera (a.k.a Gryphon (!))
> Hydra
- Gyro-Rig
> Gear Doc
> Red Eye
> Orbus
- Flak-Rig
> Arbalest
> Ballista
> Trebuchet
-Aviation
- Geo-Raptor
> Pelican
> Vulture
> War Pigeon (a.k.a. Pigs)
- Cyclo-Raptor
> Hawk
> Falcon
> Owl
- Gaia-Raptor
> Eagle
> Condor (a.k.a. Condoms)
- Gyro-Raptor
> Roc
> Albatross
-Organic
- Xeno-Ventus
> Ubik, Tyr, Haltyr
- Xeno-Humus
> Slanth, Crudgin, Rouke
- Xeno-Motus
> Poda, Kritisk, Mlortha
- Xeno-Ignus
> Oizy, Boreas, Eris, Lyssa
- Xeno-Frignus
> Manta, Onnir
- Xeno-Frame
> Abomination
3. Ubik And Slanth Weaponary
4. Rank Insignias
4.5 Leveling Up
5. Statstics and what they mean
6. Questions And Answers
7. How Aliens Evolve And How Your Stats Can Affect Aliens
8. Miscellaneous Skills And Techniques
9. Leviathan Mystery
10. For Beginners
- The Very Basics Of Shattered Galaxy
11. Unit Base Stats
12. Equipment Stats
13. Unit Abilities
14. SG Versions
15. Credits

1. Introduction
-----------------
You've probably seen a thousand of strategy games out there. But this
is the best IMHO. The graphics are incredible (even with non-3D
accelerated!),
and the gameplay is superb. This is Shattered Galaxy, Massive Online
Warfare.

INTENSE BATTLES. PERPETUAL WAR. This are the two words to describe this
great one-of-a-kind strategy game.

This FAQ gives a unit list and good descriptions for each of them, and
some strategies.

If you want to find me on Shattered Galaxy, look for Alfonse on faction
"Talis". (After merge 17/5/02, I'm on faction "Mu". Yes, a faction named
Mu.)

DO NOTE THAT, Despite what this strategy guide says, the real way to find
your favorite strategies on SG is to play the game itself and be creative.
Following a guide far too long ain't good.

Some of this info may be obsolete when a new patch comes up. Therefore,
remember to collect updated versions from gamefaqs.com frequently.

Most of these info is collected from fellow players, my personal experience,
and the in-game manual themselves. (The equipment stats and unit stats. ^_^)

ABBREVATIONS:

AA - Anti-Air OR Air-To-Air
GA - Ground-To-Air
AG - Air To Ground
GG - Ground To Ground
CD - Cooldown
AP - Armor Piercing

2. Unit List
--------------
(All stats are on a scale of 1 to 7, and sometimes may differ from
unit to unit.)

WHAT STATS MEAN

Weapons - Types of weapons that this unit can equip
Firepower - Average attack power of weapon
Speed - How fast unit can move
Armor - How much damage can this unit withstand and defend against
Manverability - How easy is it to control this unit, in terms of speed, size
and bulk
Range - Average range of weapon
Overall - Averaged value on how good is this particular unit
Best For - How is the unit best used at.

NOTE: At the best for section, I'LL RARELY or NOT put the most stupid "best
for" a unit can get -- POC Defense, it's the dumbest thing ever -- any unit
can defend a POC.

===========
Infantry
===========

- GEO-FRAME -

IMP (Influence: 1)
----
Weapons: Machine Gun or Flamethrower
Firepower: *** (Gun) or ***** (Flame)
Speed: ***
Armor: ****
Manuverability: *****
Range: **** (Gun and Flame)
Overall: ****
Best For: Ground To Ground Firepower (Flamethrower highly recommended)
Description: An all-around unit. Does powerful fire damage that can singe
multiple targets at a time. Do not overlook this advantage. It also has the
ability to disguise as enemies. Get into squads of flame imps and you can
turn the battlefield into a baptism ceremony. Note that flamethrowing is
what Imps are for - don't ever give them a machine gun - let them deal some
carnage among tight groups of enemy ground with the flamethrower.

Favorite Strategies -

POC Guard: Have your Imps surround (yes, SURROUND) a POC. Make sure they are
equipped with flamethrowers. Imps has very short range, but relatively
useful at clearing "poc rushers", which is to mass-place units on a
particular POC. Flamethrowers will spread the same damage to every unit
attempting to poc (minus their armor, of course! =P). Provided that your Imp
is strong enough, you can suffer minimal casualties while burning the
poccers to ashes.

Infiltrator Trick: This needs the coordination of three rocs, one which can
be phasic. Ok, this infil trick has tricked many people before, causing
severe losses. To do it, you must have infiltrator imps (preferably armored,
anti-gravity harnessed and phasic), and rocs to carry them. This trick
requires some teamwork if your tactics isn't that high (6 imps and 3 rocs
need 60 tactics). First find a POC which is not guarded well. Then, carry
two imps onto two Rocs, and move the two transporter rocs and the phasic roc
over to the poc. Drop your Imps and turn on Disguise immediately. It will
start POCing. One by one, phase the rest of the infiltrator imps over to the
POC, and turn on Disguise too. Then, your Rocs MUST COVER the infiltrator
Imps. Yes, you got me -- COVER. This way, unless the enemy has a detector,
it's near impossible to click on your infils to target them, unless of
course they have AA to blast your rocs down. In that case, have an escort of
anti-air just in case. If earthquakers come, turn on anti-gravity for 5 of
your 6 imps. Once he starts earthquaking, watch your life bars carefully.
Once the non-harnessed imp is dying, turn off the anti-gravity of another
Imp. Then repeat till the POC is captured. You might want to flame the
revenants/aboms, but it would need more work than expected. (Note: This can
be done without 60 tactics, but teamwork and knowledge in this trick is
needed to pull it off.)

Unit Training:

- This unit is mainly for the purpose of rushing into enemy lines, and
supported with an infiltrator device, this makes it much harder to target
you.

- Always equip your squad of Imps a flamethrower, even if a machine gun
happens to do more damage. The flamethrower flames multiple targets,
spreading damage among large groups instead of just targeting a single
individual.

- Some newbies prefer to put machine guns because "because my imps can hit
air units and scare them off instead of being free food to air units", for
the sole purpose of destroying air units, it ain't worth to put machine
guns. Honestly. Always put a flamethrower, and have air support you in case
of aerial mobs.

- Infiltrated Imps CAN POC! This increases the usefulness of this great
little infantry unit. Enemies will sometimes leave the poc for a while
because they thought it's defended by their imps when they see yellow dots
on the minimap - well, if they hover over those infil imps and discover it
isn't theirs (infiltrators will not have their status bars show up to
enemies), they would discover, but the main purpose is that they are
tricked, and infiltrators have to be manually targeted unless detected.

- If you can sneak up on enemy lines and kill their strategic units, even
better. Flame their arbs, spectres and so on so fourth. Make sure to check
corners, behind trees for any strategic unit hiding. Also have a Red Eye
scan for any strategic unit.

- Imps are natural poc-clearers, especially when at defending pocs. Their
weapons can make sure carnage will be left when enemy poccers have been
flamed to death by their flames. The flamethrower can burn all enemies on
poc, enhancing the damage that is spread.

- Infil Imps CAN'T TARGET enemies on their own, you need to manually select
the target for them to flame.

- The Imp IS AT IT'S BEST AGAINST tight, bunched up groups of enemies. Abuse
it's flame weapon and you'll literally own the enemy ground units.

- The weakness of the Imp is their weapon's limited range. Otherwise, in
other aspects, the Imp is great for damage.

DEAVA (Influence: 34)
------
Weapons: Laser Gun or Slienced Rifle
Firepower: **** (Laser) or *** 1/2 (Rifle)
Speed: ****
Armor: ****
Manuverability: *****
Overall: *****
Best For: Ground To Ground Firepower
Description: An elite infantry unit. Only one or two of the Deava's
weaponary can target air, so the Deava is best suited for ground-to-ground
firepower. Can lob Grenades or EMP Grenades to do some damage or to disable
mechanical units (using EMP Grenades). This balanced infantry unit can do
damage using both the laser gun or rifle. Rush in and deal some damage! If
you want slient hits, use the rifle, or if you want ranged firepower, use
the laser gun. Okay, so you noticed how pathetic is the damage on the Deava
guns. For one fact -- THEY have low cooldown! Also, their long range allows
them to pick on other low-range threats (e.g. Imps) without much trouble.

Favorite Strategies -

Ghost Gunner:
Equip (at minimum) a Mutated Biodrive/Terminus Biodrive or a
Personal/Compact Cloak. Then give the Deava a slienced rifle. What's best
about this is that the almost invisible Deava has invisible bullet flares
and impacts! Works very well.

Grenade Spam:
Works better if you concentrate on tactics. Equip all your javs with
grenades. Now place a finger on your grenade button. When you see an enemy,
press G and target the ground enemy and repeat fast. Your Deavas will start
pouring out tons of grenades - dealing extreme damage! Extremely useful!
Remember that grenades are armor-piercing and they do spread damage around a
certain radius.

Laser Trooper: Give a long-ranged laser gun. Then start blasting opponents
from a distance. It's far by the best way to use Deavas.

Unit Training:

- Mostly like the Imp. If Cloaked, training can be much easier. Go with
allies to the front line and deal some damage. This is a powerful unit.

- If possible, can also sneak to the back lines of the enemy, and backstab
units. Works even better with a cloaking device.

- Even at defending, the Deava is a versatile unit at doing so. Guard around
the poc and shoot any enemies that comes near it.

- Grenades can be thrown over walls! This can be a good advantage to you,
especially when against Behemoths - you can't target them through a wall,
neither can they, but you can throw grenades up the walls and hit them.

- A good advantage of the Deava is that it's high damage low cooldown
weapons can apply damage to adversaries very quickly. Another advantage is
it's long range to allow it to pick off enemies from a distance.

- Deavas have a new usefulness during the V 1.02 patch -- give them
explosive grenades and use them to kill Mantlets! Abuse the armor-piercing
damage of the grenade! Whooo! =)

- Abuse the Deava's range. In fact you can literally own enemy imps by
shooting them, waiting for them to walk towards you, run away, and shoot
again, and repeat. You can totally be an annoying player just by being a
expert in hit-and-run. (Rather, being a great big coward. :P)

MEPHIT (Influence: 55)
-------
Weapons: Missile Gun
Firepower: ***** 3/4 (Missile Gun)
Speed: ** 1/2
Armor: *****
Manuverabiltity: *** 1/4
Overall: **** 2/5
Best For: Ground To Ground Firepower, Poccing
Description: Mephits have the almost same speed as a Wraith, and has
long-range missiles that decimate enemies from afar. Not to be
underestimated at all costs. However, it's slow speed enables fast and very
ranged units to strike it and run away and repeat without much fear of it
shooting back. Beware of it's deadly rocket launcher's range! Mephits are
good frontline units, if you can find a faster way of transporting these
slowpokes.

Unit Training:

- Best for POC Defending, as it's slow speed make it bad for movement. Also
his missile gun can allow you to blast adversaries to pieces from a great
range.

- Phasic Mephits are best for poccing, due to their heavy armour.

- This may sound stupid, but ALWAYS give Mephits good AA protection! They
are totally defenseless against air units!

- GAIA-FRAME -

GHAST (Influence: 3)
------
Weapons: Laser Sword
Firepower: ***** 1/2
Speed: *****
Armor: ***
Manuverability: ******
Range: * (Sword)
Overall: *****
Best For: Ground To Ground Firepower (That's all it can do =p)
Description: Fast-walking infantry wielding laser swords that heavily
damages anything that gets sliced by it's metal shearing blades. Very
deadly, although it's low armor can cause it's death in most gang-bang
situations. Cloaked Ghasts (Min Requirement: Tech 40 Mutated Biodrive) can
prove to be extremely deadly. (Fast, stealthy ninjas, what do you expect?)
It also as a device for Sensor Evade. (Rare item) Note that unless you have
high MA (and if possible, Clout), don't expect to put both good armor and a
good blade. I recommend that you have a balance between a good blade and
armor.

Favorite Strategies -

Spirit Samurai: Equip a Mutated Biodrive or anything that allows you to
cloak your Ghasts and try to give a good blade. The speed of the ghast makes
it difficult to target, along with it's small size, and enemies can't attack
you easily, or worse, can't even click on you! Meanwhile, you can slash
enemies to death while keeping almost out of sight. However, if you are
Detected, this strategy can be foiled.

Unit Training:

- With proper ally support, Ghasts can be a good anti-behemoth unit, as it's
blades have 1-2 second cooldown, making it deal faster damage compared to
Behemoths' 3-4 second cooldown. However, the Ghast, if not properly armored,
can succumb to Behemoth cannons. If so, do as much damage as possible.

- Spirit Samurais are far by the best way to use the Ghast. Trust me, it
works so well that your Ghasts will level extremely easily.

- The Ghast is a perfect unit to cleave fleeing or dying units, as it's
speed overruns almost any ground unit (but not all). Also looks cool with
it's lightsabers =D.

- Charge into the front lines of the enemy and deal damage. Seriously, this
unit isn't quite a good unit for defending pocs. (Alone anyways, you could
try defending with behemoths or imps.)

- Don't walk into hot spots (e.g. arbalest fire) with uncloaked Ghasts. You
will regret it. However, please do if you think you can outrun their
artillery fire and/or their artillery fire is weak, and go cut up their
arbalests.

- Be advised, if you use the Spirit Samurai strategy, the energy drain can
be VERY large. Most likely, you'll use a battery or cell (Unrechargeable
Battery) instead of a methane reactor for fast recharges of energy instead
of getting your methane reactor drained out and it takes ages for it to
recharge itself.

- There are three types of ghast blades: Balanced Blade, High-Damage Blade
and Low-Cooldown Blade. Balanced blades has medium cooldown, medium damage
and usually a lower energy drain. High-Damage blades do more damage, but has
higher cooldown and energy drain. Low Cooldown blades do lower damage, but
has a much lower cooldown, usually below the 1.2 second average of the other
two types.

- There's a strange bug about the Ghasts' Tech Level 111 lightsabre, the
H-C-Plasma Edge (Heavy-Charged Plasma Edge), the most powerful ghast blade
amongest all. Apprantly it seemed to be armor piercing, as my ghasts
(personally) murdered three 650 armor mantlets with the weapon, despite for
the fact it only does 523 damage. Use this AP bug to your advantage, while
you still can, and while Nexon can't sniff it out yet.

- The same bug also resides in the H-C-Plasma-Edge's weaker brothers, the
Plasma Edge, H-Plasma Edge, and the C-Plasma Edge. (Tech Level 90, 91 and
110 respectively.) Oh well.. just humiliate them by saying "weak mantlet" on
public =P.

REVENANT (Influence: 48)
---------
Weapons: Metal Fist
Firepower: *****
Speed: *** 3/4
Armor: *****
Manuverability: *****
Range: * (Fist)
Overall: ****
Best For: Ground To Ground Firepower (Revenants AREN'T Abominations..),
Earthquaker
Description: Revenants are slower, but heavier melee firepower. It uses it's
powerful fists to punch anything to pieces. Has the ability to camouflage,
enabling total cloak, nothing can target it nor see it, nor even hover and
get its stats! However, it still can be detected by radar. Also can do an
Earthquake, a shockwave-attack that damages any ground units in the radius
of the blast. Note that camouflaged units, when targeted before camouflaged,
can still be shot by the predator, also, camouflaged units are NOT immune
against Self-Destructs, Nukes, splash damage (caused by allies getting hit
by artillery shells and the blast happens to hit your camouflaged revs) and
area-affecting weapons (e.g. if an ally stands on the right side of your
camoed revs, and enemy imps come from the other side and flames your ally,
your camoed revs can still get flamed.) Also, camouflaged revs can be
detected by detector units, and when camouflaged, it cannot move.

Favorite Strategies -

Camouflage Barricade: The most useful defensive strategy. First move your
revs onto a POC or a ramp leading to a poc, and stuff it to its brim, and
turn camouflage on. That way, nobody can get through unless they somehow
destroy your revs.

Tact Whore Quake: This is dangerous if a tactic whore can get 12 revs with
earthquake. Just stick the revs together and quake. It would cause massive
blast damage. Do understand that the quake does hurt each other. (Ouch!)

Shadow Fist: Camouflage a poc, and if enemies try to poc it, uncamo, and
watch your revs all hit them at the same time! It's powerful fists can
render almost any light unit dead.

Ultimate Quake: Spread your revs out far enough, and let them Earthquake!
They would not hurt each other provided they stay out of radius of each
other's blast. And you can quake a whole area into a instant wreckage
junkyard. Works even better if cloaked.

Floating Quakers: Use Revenants with Anti-Gravity. Then have them
Earthquake. They can quake close together now without fear of friendly fire.
=]

Unit Training:

- If Defending, you might want to have camouflaged Revenants. Camouflage a
whole poc or the entrances leading to the poc with Revenants. To do so, just
move your Revenants to the ramps and put 2 or so Revenants on the ramp, make
sure nothing can get through, and turn on camouflage. That way, they can't
target your revs, they're invisible, and the enemies can't get through at
all.

- Revenants move slow, so if properly armored, revs can hit the slow units,
like Leviathans and Behemoths. Or if cloaked, can move to the back lines and
punch their strategic units!

- Earthquake Revenants are a nightmare to almost any ground unit. It's
earthquake deals almost enough damage at a small radius to make sure at
least 2-4 ground units gets killed. However, dying, non-antigrav allies
caught in the blast may also get killed, so make sure you are earthquaking
at the right place!

- A very evil strategy is to walk right into the enemy portal and start
EARTHQUAKING with your Revenants!! It's cheap, but however, extremely useful
and weakens the enemy's forces. Be prepared to be spammed, though.

- In V 1.02, the Anti-Gravity ability can be used to avoid the damage the
Earthquake ability does to them. This is perfect for those who abuse the
Earthquake ability too much. Revenants themselves, can, too, have
anti-gravity, and they can Earthquake close together without taking damage
from each other.

- Earthquakes only damage any non-flying, non-antigrav units that the
Revenant can see. Sensor range solely decides how large will the affected
area be. In other words, a very good sensor allows your Earthquake radius to
be expanded much further.

- AERO-FRAME -

SHADE (Influence: 3)
------
Weapons: Twin Machine Guns, Firebolt Gun
Firepower: *** or *** 1/2
Speed: ******
Armor: ***
Manverability: *****
Range: **** (Both)
Overall: ***** 6/8
Best For: Versatile Firepower
Description: Extremely versatile infantry with fast firing twin machine guns
that is able
to attack air and ground units. Fast, too, and in groups these can even kill
the more powerful
unit types. Its weakness is that its armor is low, and the machine guns
ain't strong. The firebolt gun has higher cooldown, but considerably more
powerful and has better range.

Unit Training:

- This unit is meant to do one thing - charge into enemy lines and wreck
havoc!

- Also quite a good unit at defending pocs, but not alone of course. With
some ally support, Shades can be great units.

- It's weapons are Versatile! It can also shoot air while it's shooting
ground, and can assist your ally aircraft at shooting down enemy air.

- One nitpick about Shade weapons is that some actually PIERCES right
through a Leviathan's Ballistic Shield armor!! This can be a perfect
Levi-killer. (Provided that the shade can survive the Leviathan's deadly
double barrel rocket cannons!)

- Another nitpick is that, some Shade weapons (Firebolt types) look like
Liche energy missiles, and enemies may not fly to you when they see those
bolts fly at their air. (Works even better if your Shade is cloaked)

BANSHEE (Influence: 25)
--------
Weapons: Twin Machine Guns, Fire Gun
Firepower: **** or **** 1/2
Speed: ******
Armor: **
Manuverability: ******
Range: **** (Both)
Overall: ******
Best For: Ground-To-Ground Firepower
Description: Funny looking, but dangerous units. Delivers fast and furious
damage with it's low cooldown twin machine guns, and moves faster than the
Shade. Although lesser armor, it's speed and weapons make up for it. This
can be described as a evolved Shade. Has the ability to release scout
flares, which are visible to anybody (Yes, enemy or ally can see the flare
and whatever it has revealed).

Unit Training:

- This is a pumped up shade that moves faster, and even better if it has
cloak. At the frontlines, the Banshee has outstanding performance.

- Also good at defending pocs, backstabbing strategic units (if cloaked),
and doing hit-and-run attacks. Also can scout an area using scout flares,
although it can be spotted by enemies.

- It's weakness is that it's low armor can cause its death if you go
straight on without thinking twice. Also, air units usually clear banshees
easily.

- You might want to give it anti-air weapons, which the banshee has in
abundance. Even lower cooldown than the wraith's anti air guns, banshees can
make perfect hit-and-run anti-air if in the right hands.

PHANTOM (Influence: 45)
--------
Weapons: Shockbullet Gun
Firepower: ***
Speed: ****
Armor: ****
Manuverability: ****
Range: ***
Overall: *** 1/3
Best For: Armor-Piercing, Ground-To-Ground Firepower
Description: Nobody will ever use this pathetic unit. The only strong point
of this unit is that its Shock Bullet Gun pierces through armor and does
full damage, and all of it's weapons are Versatile. Unless you're fooling
around, try not to use this unit, it's too pathetic. It's best weapon, the
H-Terminus Rampage, does 205 damage. You probably won't invest in this unit
at all. And considering it needs quite a bit of influence, you are better
off with the Banshee.

Unit Training:

- I've used this once and I won't again. However, to train this unit..

- Use it to hit heavy armoured adversaries. It's armor piercing weapons, and
provided it's well armored (to survive the wrath of the armored adversary's
guns) and you have 6 of them, the Phantom can destroy the most armored
units.

- All of its weapons are VERSATILE, and it can be a good counter to armored
aircraft, and low armored aircraft can be shot down even easier by the
Phantom's guns.

- Another advantage is that it's weapons have low cooldown. This increases
net damage, at least pulling the Phantom out of the Lame Unit trash heap.

- Since the new patch, the Phantom has became more useful than it really is.
It's the only ground unit asides Banshees that are perfect bunker-killers.
Overall however, the War Pigeon rules in bunker-killing.

- GHOST-FRAME -

SPIRIT (Influence: 10)
-------
Weapons: Long-ranged Specialist Rifle
Firepower: ****
Speed: **** 1/2
Armor: **
Manuverability: ******
Range: ***** 1/2
Overall: *****
Best For: Ground-To-Ground Firepower (Anti-Air firepower if the spirit GA
gun is strong enough)
Description: The specialists' unit. The base weapons of the Spirit may be
weak, and the later tech level weapons aren't ultimately strong, but the
range is incredible. Best for hit-and-run attacks. Also has the ability to
do the Sensor Evasion (Enemy radar scans won't show you on screen, and enemy
will have shorter range when targeting the sensor evaded-spirit), Short
Circuit (Disables mechanical units) and Mind Warp (Confuses Biological
units).

NOTES: The spirit is auto-phasic.

Favorite Strategies -

Invisible Backstabber: Equip the Spirit with a cloaking device and a long
range ground weapon. Now you can hit enemies without them knowing exactly
what hit them.

Chaos Squadron: Split your spirits into one squad with mindwarpers and other
squad into short-circuiters. (It does not mean buy two sets of Spirits,
though) Now you can short circuit enemy mobile/aviation and totally mindwarp
away the enemy infantry and organic, causing a major crisis.

Unit Training:

- Hit-and-run. The spirit's long range and with a good weapon, the most
armored units can be slowly shot down by the spirit's guns.

- Ground guns are far by the best way to use Spirits, but sometimes, Spirits
with Ground-To-Air guns can prove to be effective against squads of enemy
air, seriously. It's really up to you, really - long-range GA firepower or
ground-to-ground hit and run firepower? Well, my recommendation is ground
guns.

- Give Spirits radar evasion and cloak if possible. It is far by the best
way to backstab enemy strategic units while still lurking in the shadows,
since they can't detect you using radar, they need their units to spot you,
and without a proper knowledge of where you are, your spirits can slowly mow
them down while keeping unscathed.

- Spirits with Short Circuit and Mind Warp grenades are best suited for the
advanced player, since they know when to use it and when not. However, a
breakdown: Short Circuit disables all Mobile and Aviation unit for a short
time. Mind Warp CONFUSES Infantry and Organic units. How far can you throw
them depends on your weapon's range. What you can see, what you can shoot at
is what you can throw at. Note that IT IS possible to fling grenades over
walls.

- Spirits, in my humble opinion, is far by one of the cheapest units to even
step on Morganian soil. Their range, abilities and not to mention the
overall usefulness and power of their weapons make them near untouchable,
and to top it all off.. IT WALKS FAST!! The only weakness of the spirit is
their weak armor, but can you chase after a spirit and literally lop its
head off fast enough?

APPARITION (Influence: 10)
-----------
Weapons: Sniper Rifle
Firepower: *****
Speed: **** 1/2
Armor: **
Manuverabilty: *****
Range: *******
Overall: *****
Best For: Ground-To-Ground Long-ranged Firepower
Description: The slient unit. Appraition has great range Sniper Rifles that
can shoot enemy units from afar with great damage. When deployed, it points
a laser sight that snipes any enemy that walks through it. The laser sight
is only visible by allies and the user. Also has the great ability to
CAMOUFLAGE!

NOTES: The App is auto-phasic.

Favorite Strategies -

Snipe-And-Hide: Camouflage when not moving. Then, aim at somewhere where the
enemy is present, uncamo and press N to snipe. Undeploy, press C to
camouflage, then immediately uncamo and deploy sniping position, and repeat.
This is like shooting-and-switching using an arctic sniper rifle in
Half-Life: Counterstrike.

POC Block: You may not want to try POC block with Apparitions. Their low
armor can render it easier destroyed than the Revenant (if discovered, that
is). But in some cases, it works quite well. Block ramps too if you want.

Unit Training:

- Stay in a invisible place and try to be undiscovered. Then aim at a nearby
POC or a path. Then watch them snipe as enemy ground rushes through the
laser sight.

- Give them camouflage! It's a good way to conceal your snipers' location,
since it's almost impossible to target you directly. Scarificing
firepower/armor for camouflaged apps is HIGHLY useful, TRUST me.

- If spotted, run to allies immediately - or turn on camouflage. Apps are
weakest when overwhelmed with fast infantry units.

- Apparitions are the spirit's strategic brother. However, they aren't as
cheap as the Spirit. For one thing, Apparitions can't snipe anything
invisible (Cloaked, Disguised.. e.g.) unlike the Spirit. Again, thin armor
is the weakness of the Ghost-Frames.

- If you have at least 20 tactics, consider having 6 apparitions and 1
Manta/Onnir. That way, you can use the Manta's detect function to sniff out
cloaks (and even Disguise/Camoflage to if your Manta/Onnir's level is high
enough), allowing your snipers to pick them off.

- If your Tech Level for your Apparitions is high enough, you might consider
giving them a gamma energy array, a sniper rifle, and camouflage. Provided
that the gamma array has a decent energy storage (by solar/gamma means) and
regeneration rate, your apps will be more useful than it has ever been.
(Seriously)

- CYCLO-FRAME -

WRAITH (Influence: 2)
-------
Weapons: Laser Blaster, Machine Gun
Firepower: **** 1/2 (Both)
Speed: ** 3/4
Armor: *****
Manuverabiltiy: ***
Range: **** 1/2
Overall: ***** 1/2
Best For: Poccing, Ground-To-Air Firepower.
Description: The heavy machine gunner, but most of it's weapons are strictly
anti-air, so it's main purpose is to provide anti-air firepower, but it
doesn't mean it can't be a poccer or a actual heavy weapons guy.

Unit Training:

- How can I put it?.. Well, if you want ground machinegunners, I guess it's
a good thing that you pump your Education, because the most powerful V-gun
is tech level 111 (or somewhere around it). However, if you can get the
H-Tinker Thingamajig gun for your Wraiths, they can be ground
machinegunners.

- Otherwise, they are far more better as aerial defense. Their large variety
of GA guns with low cooldown can make sure almost no aircraft can survive
the wrath of it's guns.

- If possible, equip a Phasic Biodrive or a Phase Faciliator, and give it
any good armor that provides a lot of protection. That way, you can have
near invincible poccers.

- This unit has another purpose of draining energy from units! It increases
it's usefulness as it's weapons can't do much damage to ground. Equip the
EMP Blaster to enable it's special ability, EMP Attack! Anything hit by the
EMP Attack will lose some of their energy reserves. Note that EMP Attack on
organic units won't do anything, as their energy is virtually infinite.

SPECTRE (Influence: 36)
--------
Weapons: Twin Missiles
Firepower: ****
Speed: **
Armor: ****
Manuverability: ***
Range: *****
Overall: ******
Best For: Ground-To-Air Firepower and/or Launching IRBMs
Description: The main purpose of the spectre it's not because of it's
missile weapons, it's because it can launch IRBMs, Infrared Ballistic
Missiles, or better known as "Nukes". Takes 5 minutes to charge, but when it
is launched, it can guarantee major destruction at anything that get's hit
by the blast. Only the strongest units can resist a IRBM explosion. (Even
the weakest nuke is bound to kill something) A siren warns of a pending IRBM
blast. Spectres are far by the most useful strategic unit around, provided
that he or she (the player) knows when to launch the 'bolts of death' and
when not. Too early and enemies may have chance to regroup, too late and
enemies may have already gone somewhere else.

Unit Training:

- At low levels which you can't equip a good IRBM yet (at this point of time
in the game, low level nukes are considered worthless), give it a good
missile weapon, either a Versatile one, a GA or an GG weapon. Spectres look
cool when they launch their missiles (especially at ground units =D).

- They have a large collection of air missiles, so you may consider
converting low level Spectres into a cheapskate squad of Liches, and watch
them wreck havoc among enemy air.

- There are four types of IRBM nukes: Stinger, Claw, Fang and Talon. All of
the IRBM nukes have H-versions, increasing variety.

- Once you get access to a Claw (for now, don't bother equipping a Stinger
nuke), it is worth scarificing armor or weapons to allow space and weight
for it. Then now concentrate on getting better Nukes, especially H-Claw, and
H-Fangs. It's really worth the trouble.

- Nukes damage anything caught in the explosion. To move out of the way your
units need to be at least 5-finger spacing away from the impact site. When
multiple nukes are launched at the same time on the same point, you'll only
see one missile and one explosion, but the damage is of the number of nukes
launched.

- Tact Whores can make full use of Sceptres, provided with a balanced
Education or Mech Apt. They may not be able to give a nuke past H-Fang or
Claw, but tact whores have the advantage of numbers. You can split your
nukers into two seperate squads due to the advantage in numbers, and if the
enemy hunts down a group, you still have another group of nukers as backup.
And imagine 10 or more nukes landing on seperate spots around the impact
site. >:)

- Uses For Spectres:

Clearing Enemy POCcers -> This is the most important way to use the missiles
of doom. (My term for Immediate Range Ballistic Missiles/Nukes) When enemies
have mass phased units on POC, launch the IRBMs. Watch the units explode to
flames. w00t.

Killing mass-strategic units -> When you spot a massive ground of arbs which
is hindering your faction attempts for winning, stick a few nukes up
straight up their candy ass! :P However, nuke strategic units if only you
need them to be killed immediately (especially during last minute poccing
^_^). If you have allies with strategic unit-hunters, save your nukes.

LICHE (Influence: 50)
------
Weapons: Long-range Anti-Air Energy Missiles
Firepower: *****
Speed: ** 1/2
Armor: ****
Manuverabiltity: ***
Range: *****
Overall: *****
Best For: Ground-To-Air Firepower (duh)
Description: The ultimate infantry in air defense. No aircraft can survive
the wrath of it's energy missiles, which are concentrated energy condensed
into missiles that causes great damage on impact. Even aircraft who escaped
from the Liches missiles will get severe wounds, left for other air units to
finish it off.

Unit Training:

- Liches are good no matter what their weapons are. Even the lowest tech
weapons do decent damage to even the most high level aircraft, and it's
range is to be feared, as it as far as the Manticore's. (Or even further.
:/)

- Against bombing raids by War Pigeons, spread out, that way, they have to
bomb one Liche at a time, and they can't spread their damage well compared
to when Liches are bunched up together. Then, you can shoot them more
safely. However, it does not stop them from bunching up and bombing one
Liche at a time.

- Considering their speed, they are best for defense purposes. Liches are
far too slow to walk into enemy lines to destroy enemy air.

- Liches has the more valuable ability of IRBM Defense, or in other words,
an anti-nuke shield that deflects nukes away when it touches it! Although it
drains tons of energy and even more when a nuke comes in contact with it,
the results are valuable, especially when your allies can't run away from a
nuke.

- SCI-FRAME -

SAPPER (Influence: 2)
-------
Weapons: Explosive Mines, Electromagnetic Pulse Mines, Self-Destruct
Firepower: **** (Explosive Mines), N/A (EMP mines), ****** (Self-Destruct)
Speed: ****
Armor: **
Manuverability: *****
Range: N/A
Overall: ****
Best For: Planting Explosive Mines
Description: This unit plants mines that detonate when any enemy unit steps
on them. The blast is very strong. Good for guarding pocs against enemy
units attempting to poc (capture) it. Also, the Sapper can plant EMP mines
that disable mechanical units if they step on them, but biological units are
unscathed by EMP mines. In desperate situations, the Sapper can also
SELF-DESTRUCT in a giant explosion that deals extreme damage to units whitin
the proximity of the blast.

Unit Training:

- Really easy. Always give mines to low level sappers and fill a POC with as
many mines as possible.

- If they can afford to equip Self-Destruct, even better. Send some sappers
among a large crowd of enemies and order them to Self-Destruct, although it
would take 5 seconds, and they can do a lot of things whitin 5 seconds.

- In actual fact, very few people would want to own Sappers, but for those
who like desperado attacks, this unit will serve you well with it's
self-destruct detonator equipped.

- UPDATE V 1.03: Mines do armor-piercing damage and explosive splash, and do
understand that mines are EXTREMELY powerful now compared to the sappers in
the past.

MEDIC (Influence: 7)
------
Weapons: Medkit, Repair Kit, Biodrive Scrambler (Mind Warp)
Firepower: N/A
Speed: ***
Armor: **
Manuverability: *****
Range: N/A
Overall: *****
Best For: Healing Injured Infantry/Organic Units (Repair Kits take longer to
repair mobile/aviation, but it's up to you)
Description: The combat medic designed to heal and repair both biological
and mechnical units to make them fresh and ready to fight again. Also can
equip the Biodrive Scrambler to confuse enemy biological units, like the
Spirit's mind warp. The flaw is that it's range is almost melee. I recommend
not to use the Mind Warp AT ALL. This is a medic!

Favorite Strategies:

Medics + Infantry Squadron: This is especially good especially if you have
medics with powerful medkits that heal a lot of HP. The medics will
automatically heal your infantry when you're in a firefight, and that will
increase their lifespan when fighting.

Unit Training:

- Just stay at a safe place and let your allies come to your team of medics
whenever they need a heal or repair.

- I recommend that, if you have a team of medics, have equal amounts of
healers and mechanics, or for better understanding - 3 with medkits for
healing and another 3 with repair, just in case your allies need both heal
and repair. It's always possible.

- If you have at least 20 tactics, you might want to include one medic with
a squad of 6 infantry, allowing immediate healing. It's better if it can
cloak, the medic can get a low tech level but effective cloak. (Note: at 20
tactics, you can bring 7 units to battle.)

VIRUS (Influence: 32)
------
Weapons: V-Virus Attack Grenade, D-Virus Kill Attack
Firepower: ******* (D-Virus Kill Attack), *** (V-Virus Attack Grenade)
Speed: ****
Armor: ***
Manuverability: *****
Range: ****
Overall: ******
Best For: D-Virus Kill Instant Death Firepower
Description: A new unit, seemingly used to throw poison grenades that slowly
drain any enemy slowly when thrown. However, do note that, although this may
be a great ability, attack grenades drain a lot of energy, in fact, you need
to recharge as soon as you throw one or two attack grenades. Thankfully, the
special energy generators recharge extremely fast. The D-Virus kill is
great, but you need to wait for about three minutes before you can attempt
using it to kill any unit. Any unit hit by the D-Virus Kill will
Self-Destruct. But you must know that it drains MUCH MORE ENERGY than the
V-Virus Attack.

Unit Training:

- Argh. Pathetic unit. If you ever want to train it, give a methane surge
generator, not a battery generator, as methane geysers are much more
abdundant than battery pads.

- Always give THE BEST ENERGY GENERATOR possible, even if you were to
sacrifice a good grenade. However, do not sacrifice a D-Virus Kill or a
V-Virus attack for a energy generator. Always have both a D-Virus Kill and a
V-Virus Attack.

- If running out of energy, run over a methane geyser/battery pad twice or
thrice to recover full energy almost instantly. It's energy source are
special "Surge" types that have an insane recharge rate and a large storage.
Well, the drawback to the energy generator is that the D-Virus Kill/V-Virus
Attack grenades drain LOTS of energy. =(

- To make it seemingly an overkill, both the V-Virus and D-virus abilties
can be used on ANYTHING, i mean, anything, from infantry to organic.

- If you ever consider using viruses, you must have a very high Education.
Low Eduers won't benefit much from Viruses, trust me.

-> SPECIAL UPDATE: If you are very patient during battles instead of
charging into enemy lines first, throw away your V Virus Attack (poison
grenade), just give a good generator and the D-Virus Kill. When it's
charged, throw it at an enemy, recharge your energy, and repeat. If you can
wait 1-3 minutes for it to be charged, that is.

- However, if you ever want to use D-Virus Kill, please understand to USE
ONLY ONE VIRUSKILL ON ONE UNIT!! You only need one to destroy a unit
instantly. KA-BOOM.

- Viruses are most vulnerable when overwhelmed by other attacking units.

- SPECIAL UPDATE 2: Virus virus-attack grenades will do damage only if the
unit has been struck by the grenade (duh) and when he moves about. It would
slowly drain it's life if it moves too much. In other words, Move as little
as possible to reach a safe spot and wait till the V-Virus Attack effects go
off.

=======
Mobile
=======

- SCI-RIG -

TRIAGE (Influence: 12)
-------
Weapons: Heal-And-Repair Pad, Teleporter
Firepower: N/A
Speed: *** 1/2
Armor: ***
Manuverability: ****
Range: N/A
Overall: ******
Best For: Mass Healing, Mobile Hospital-ServiceDepot (All units can
repair/heal on the pad, no matter what division it is)
Description: Another new unit. The Triage is a mobile heal pad that will
recover the HP of any unit that stands on it, provided that the healpad is
deployed. One advantage of the Triage is that it repairs/heals multiple
units in a row instead of one-by-one. Very useful in a lot of situations.

Favorite Strategies:

(Near) Invincible Infantry: Sit 5 or so infantry units on a powerful Triage
with a very good heal pad. Now, provided that the enemy doesn't shoot the
heal pad, your infantry will never die as they fight, because the damage is
always healed right back ^_^. However, unless the person is a retard, they
may shoot the heal pad instead of your infantry, so this strategy might not
work very well. This can be done with mobile/aviation units too, but another
weakness is that the Triage heals very slowly.

Unit Training:

- Make one square your makeshift hospital by deploying a Triage on it, and
letting your allies retreat to you when they're injured, and sent them back
to the frontlines fresh. That's about it.

- If enemy units hunt you down, UNDEPLOY AND RUNN!! Run to help if possible,
and if not, retreat. If you die, well, with an effort of trying to retreat,
I guess it's forgivable. :)

- Triages can PHASE units, provided they have a phaser device. This opens up
the way to even more strategies for the Triage! You can have, like, phasic
wraiths and when fighting, and one of them is crippled, phase them to the
Triage's deploy heal pad! It's a great strategy :).

MANTLET (Influence: 50)
--------
Weapons: Varies (Read on)
Firepower: Varies
Speed: ***
Armor: *******
Manuverability: *** 1/2
Range: Varies
Overall: ****** 1/2
Best For: POC Defense
Description: A small little thick armored vehicle that deploys into a bunker
whom 4 infantry units can hide inside and fire from the inside, protected by
the bunker's extremely thick armor. Also a great POC defender, due to it's
size when it's deployed. Bascially your walking shelter. An intresting fact
is that deployed Mantlets (called bunkers), if infantry is inside them and
the bunker is killed, the infantry will always survive and come out of the
destroyed bunker. One weakness is that bunkers have low HP despite the thick
armor, and armor-piercing attacks (nukes, pig bombs, falcon thunderguns,
phantom shockbullets, etc, etc.) can render it's thick armor useless and it
can be destroyed easily.

Favorite Strategies:

Ultimate POC Defender: Place a few anti-air units into a bunker that is
deployed on a POC, this way, you need not worry much about pigs bothering
you too much, and it's sheer size blocks the POC totally, disallowing any
attempt of capturing the POC. But do note that this way, bunkers are not
invincible - they are just given some antiair firepower against anti-air
armor piercers.

Ultimate POC Capturer: Drive a Mantlet to a enemy POC and poc it. Unless
they have AP units, they shouldn't do too much damage to the mantlet.
Otherwise, this strategy may be foiled.

Unit Training:

- Deploy on a POC and defend it. Don't run, if AP units come, try to get
help.

- You might want to deploy a bunker in a path and place some units in it,
and they'll be perfect pathblockers with weapons equipped, and they can
block their progress or even soften them, allowing your allies to finish
them off!

- Mantlets are not INVINCIBLE towards all non APing weapons - mantlets that
lack high armor can be destroyed by weapons that do more damage than what
their armor can protect from from.

VOLTE (Influence: 25)
------
Weapons: Refueling Station
Firepower: N/A
Speed: **** 1/2
Armor: ****
Manuverability: ****
Range: N/A
Overall: ******
Best For: Mobile Recharge Station
Description: This is the triage's brother. Voltes are mantlet-lookalike
vehicles that deploy into power stations that refuel the energy of any unit
standing beside or flying above it. It's just a triage that refuels instead
of healing units. Unfortunately, the energy that is used for refueling is
the energy reserves of the Volte itself. =P. It's common sense, somehow.
Also, the Volte moves fast unlike it's two brothers, the Triage and the
Mantlet.

Unit Training:

- Just deploy somewhere a bit away from your frontline and let drained
allies come to you for a refuel just in case they can't find a recharge pad
in time.

- Like the Triage, if you're spotted, undeploy and run for your life.

- AERO-RIG -

PEGASUS (Influence: 1)
--------
Weapons: Twin Missiles, Laser Cannon and Machine Gun
Firepower: **** 1/2 (All)
Speed: ***** 3/4
Armor: ***
Manuverability: *****
Range: ****** (Twin Missiles), ***** (Laser Cannon), *** (Machine Gun)
Overall: *******
Best For: Ground-To-Ground Firepower, Frontline Firepower Assistance and
Backstabbing. (However, Anti-Air weapons are a trend for most peg-users.)
Description: This lightly armored trike is one of the best assault and
backstab units available, especially with a good sensor and a long ranged
laser. Also has the GRREEAATT ability to cloak! This enables a whole lot of
oppounities! Cloaked pegs are a nightmare for arbs, spectres and most
strategic units that can't attack directly, or even for units that are too
slow to get near and shoot them!

Unit Training:

- Don't rush to the front lines. Try an alternate route and backstab their
units and strategic units.

- Always give a good sensor for pegs. This will make their weapons range
increase and make this unit EVEN more useful than it actually is.

- V-weapons may look great, but they really ain't. Always use either GG or
GA weapons, whichever you prefer. (GroundToGround or GroundToAir) However,
if you have a powerful V-weapon, equip it then. (145 damage at minimum)

- ALWAYS equip cloaking devices. This is the sole purpose you want a Pegasus
at the first place. Pegasuses without cloaks are free kills, and as the
opponent can just get near and fire at you instead of madly clicking all
over the place to target your pegs which are cloaked.

- Remember that a weapon with great range added with a very good sensor can
make a peg very fearsome as very few units can get near enough to the peg to
shoot it. Use this to your advantage.

- Missiles are your best weapon with pegs, as they have a longest range of
all.

- Pegasuses can double up as an EXTREMELY mobile air defense! Keep moving
around an air unit and use your GA weapons to shoot him down!! Pegasuses has
plenty of powerful air weapons around, if you think that the Manticore is
too slow and too pathetic to chase after air. However, in terms of overall
damage, the Manticore gains the upper hand.

- Pegasus, like Gryphons, can damage enemy units severely despite it's low
armor. However, don't face enemy units face to face, you might not survive.

GRYPHON (Influence: 35)
--------
Weapons: Single-barrel gatling gun, Multi-shot missiles
Firepower: **** (Gatling Gun), ****** (Multi-shot Missiles)
Speed: *******
Armor: ** 1/2
Manuverability: ******
Range: *** (Gatling Gun), ****** (Multishot Missiles)
Overall: *******
Best For: Ground-To-Ground Firepower, Backstabbing, Frontline Firepower
Assistance
Description: This is a Pegasus without cloak, but with more powerful weapons
and more speed. It is suited for hit-and-run strikes, especially with
missiles. Their armor is too weak for them to take on heavier units
face-to-face. Also can backstab strategic units like pegasuses, but note
that they can be detected easier than cloaked pegs. It's range is
incredible, outranging most units. Add on it's high damage and low cooldown,
the Gryphon is a cowardly, yet strategic unit to use in most situations.

Unit Training:

- Always give any weapon that has the longest range that you can currently
equip. If possible, also give the Gryphon Hover Device. Well, you can always
equip it, there is no excuse that you can't.

- Turn on Anti-Grav! This can prevent Gryphons from leaving tracks that can
let the pursuiting unit charge after it.

- Gryphons are always meant to hit and run. Do not face units close up, you
will not survive easily. (Ranged units, anyway)

- Their small size enables them to sneak up the back lines of enemies and
take out the strategic units easily. Their speed can make the rescuers too
late to save their strategic units from being destroyed.

- Their weapons are seriously OVERPOWERED. Gryphons can tear up a squad of
mk6 Wraiths with thick armor and high HP and live to tell about it! That's
what happened to my unfortunate Wraiths! Agghh!

- Gryphons have a new purpose - KILLING EARTHQUAKING Revenants/Abominations.
Their natural anti-grav protects them from EQ, and they're generally safe
from their fists because of their range and speed.

PEGASUS AND GRYPHON USERS: These two fast and furious trike units can
outrange almost anything -- use this to your advantage, especially against
enemy Imps or Ghasts. Shoot for a while, and if they get too near, run back
and attack. Repeat till it dies.

- GEO-RIG -

BEHEMOTH (Influence: 2)
---------
Weapons: Ballistic Cannon, Laser Cannon
Firepower: ***** (Ballistic Cannon), ******* (Laser Cannon)
Speed: **
Armor: *****
Manuverability: ***
Range: ***** (All)
Overall: ******
Best For: Ground-To-Ground Firepower, Poccing
Description: This heavy tank is best for actually defending pocs, but with
phasic or provided it's fast enough (with Booster or a high Mark Behemoth),
this tank can rush into enemy lines and leave major destruction in it's
wake. The Behemoth is a unit to be feared. Also has V-Cannons, but very
weak, don't ever use them. It's high armor can allow it to withstand a lot
of damage before yielding.

Favorite Strategies -

POC Block: Stuff a POC full of Behemoths. It would enable the enemy unable
to even stand on the POC unless they somehow destroy the moths. The downside
is that if a nuke is launched, the moth is too slow to move away unless with
booster or it's phased away (provided it's phasic). Behemoths need the
thickest armor to enable it to survive a nuke.

Unit Training:

- Rush into the frontlines if you think you are fast enough. If not, use the
POC block to stuff a poc full of Behemoths, and try to make sure there isn't
space for enemies to capture that particular POC.

- The Behemoth's heavy armor can withstand tons of punishment while
delivering painful cannon shots to enemy units.

- Don't try running away unless you have Phasic moths and somebody that can
phase you away from danger - they are too slow, and most units can chase
after them easily. Your best bet is to just deal as much damage as possible.

- The nightmare of Behemoths are: Aircraft. Yes, aircraft or flying units.
They're totally defenseless against air units, and air units usually wipe
the battlefield clean of Behemoths. Always have anti-air back up Behemoths.

LEVIATHAN (Influence: 40)
----------
Weapons: Twin Bazooka Cannons
Firepower: ******
Speed: ****
Armor: ******* (SEE DESCRIPTION)
Manuverability: ****
Range: *****
Overall: ***** 1/2
Best For: Ground To Ground Firepower, Total Immunity
Description: Leviathans are bigger and looked cooler than it's younger
brother, the Behemoth, yet much faster and powerful. Not to mention better
range. Do note that, to compensate for all these, the Leviathan is not
allowed any armor (0 space), and instead, the Leviathan has to equip
specialized shield platings that block damage from a certain type of weapon,
rendering total invincbility towards that type of weapon. Also able to turn
on "Neutron Shield", rendering totally invinciblilty. Note that Neutron
Shielded leviathans will get lots of energy drained, and they can't poc
(invincible poccers? nooooooo), just to be fair. They also can't shoot. By
the way, the Leviathan tank looks like the Apocalypse tank from RA2, with
twin cannons, missile launchers beside the cannon barrels, and look bigger.
:p

NOTE: When you equip a Leviathan shield plating, you are automatically
granted invincibility towards that type of weapon WITHOUT the need of
turning Neutron Shield on! Neutron Shield is the ability granted by the
specialized shield plating that GRANTS INVINCBILITY towards EVERYTHING! Take
note of this, I found that my friends have serious difficulty understanding
this shield plating thing about leviathans. For example: You give your
Leviathans a "Hafnium Flame Shield". Now those Leviathans with that shield
equipped is totally invincible towards any fire-based weaponary. You don't
even need to turn on Neutron Shield to enable that invincibility. Neutron is
just an ability granted by ALL specialized shield platings for total
protection towards everything. (But it may not protect against the D-Virus
Kill.)

Favorite Strategies -

Newbie Scare: Newbies will run the moment they see this big momma, because
it is fearsome. Well, rush some Leviathans to some lightly armored units and
watch the carnage. And turn on Neutron Shield and newbies will sue you for
cheating ("Hey that tank is invincible!"). And sometimes, if Neutron Shield
isn't on, and they shoot you with a weapon that you have the armor plate to
defend against, they will most likely accuse you (again). ("You ****ing
*****! How the hell did you get those tanks to be invincible?")

Imp Slaying: Leviathans are generally faster than Imps. Give Leviathans a
flame armor plating and rush into a crowd of imps and attack them. Their
fire weapons can't even scratch you, so just kill them. DO note that if you
rush into machine gun Imps, you are still gonna get hurt unless you have the
Ballistic plating, but if you meet flame Imps....

Unit Training -

- ALWAYS, UNDER ANY CIRCUMSTANCES, give a armor plating, and most likely,
the Ballistic Armor Plating. This blocks damage from all ballistic weapons
(machine guns, behemoth cannon blasts, artillery shells, etc.), enabling you
to rush into a poc without much fear of being shelled to death. However, do
have assistance, as you never know.

- Armor Platings, no matter what rumours the players spread, WILL NOT wear
away or get destroyed during battle! They stay equipped and is infinitely
durable.

- ALWAYS give Leviathans a good power supply, possibly methane, a very
powerful battery or a very good Gamma Array or Solar Cell that recharges
fast and provides a lot of energy.

- Charge into the frontlines and deal some carnage. Most likely, some of
their troops cannot do any damage to you.

- If your Leviathans has ballistic armor equipped, and there are only
machine-gun wielders, moth cannons and arbalests defending a poc, use your
Leviathans to poc that poc -- you'll not get any damage, since they're all
ballistic weapons =D.

- Leviathans drain their energy like a leaking tap. Always retreat into a
methane geyser if you are down to your last 1/5 of your energy - if you
continue fighting, you may be left there, out of energy, and a sitting duck
waiting to be killed. (That's a good thing, but the real scare is that
enemies may leave you to rot.)

- CYCLO-RIG -

MANTICORE (Influence: 3)
---------
Weapons: Anti-Air Missiles
Firepower: ***** 1/2
Speed: ** 1/2
Armor: ****
Manuverabiltity: *****
Range: ****
Overall: ***** 1/2
Best For: Ground-To-Air Firepower
Description: This little missile launching vehicle is equipped with powerful
Anti-Air missiles to decimate air squadrons. Note that they have no defense
capability against ground units. This is the prefered weapon against air
mobs, especially with it's great range and damage of this little vehicle.

Unit Training:

- Always have allies back you up against ground units. Meanwhile, you can
shoot down enemy air units pestering your ally ground.

- The Manticore is suitable for defending a POC against air units.

- Do not underestimate the Manticore's prowess against air units! In air
mobs, you will find this little missile vehicle invulable.

CHIMERA (Influence: 25)
--------
Weapons: Twin Autocannons, Laser Cannon, Missile Cannon
Firepower: ***** (Twin Autocannon and Laser Cannon), ****** (Missile Cannon)
Speed: ****
Armor: *****
Manuverability: *****
Range: **** (A/C and L/C), ***** (M/C)
Overall: ******
Best For: Versatile Firepower
Description: A balanced, powerful, and fast unit capable of destroying units
with it's deadly guns. Do not underestimate this little vehicle, when it
does damage, you'll regret it. Seriously. Most or maybe all of it's weapons
are versatile, enabling both anti-air and anti-ground capabilties. Against
ground units, it's prowess is incredible.

Unit Training:

- Rush to the frontlines and deal damage. These balanced heavy trikes with
good firepower, speed and armor is meant to deal major carnage amongest
enemies.

- In some cases, the Chimera can prove invulable against enemy air units,
using their V-weapons, they're totally safe against enemy ground and air
units.

- The Chimera also excels in POC Defense, as it has no fear from ground or
air since it can
shoot both of them down.

HYDRA (Influence: 47)
------
Weapons: Anti-Air Torpedoes
Firepower: ******
Speed: *****
Armor: *****
Manuverability: *****
Range: ***
Overall: *****
Best For: Ground-To-Air Firepower
Description: A manticore which is faster, more armored, and equipped with AA
torpedoes instead
of missiles, enabling more explosives to be built in, and also make it
easier to be reloaded, enabling a lower cooldown rate. This Ground To Air
unit that can really deal some carnage to unwary aircraft. The drawback is
it's high influence and limited range, which is shorter than the manticores.

Unit Training:

- Bascially like the Manticore.

- GYRO-RIG -

GEAR DOC (Influence: 22)
---------
Weapons: Medkit Arms, Repair Arms
Firepower: N/A
Speed: *** 1/2
Armor: ***
Manuverability: *****
Range: N/A
Overall: ******
Best For: Same as Medic.
Description: This is a wierd looking hover unit that has two mechanical arms
that heal and repair damaged allies faster than the medic itself. Also moves
faster than the conventional medic, allowing faster repairs. Also harder to
kill than the medic, and can cloak at low levels.

Unit Training:

- Similar to the Medic.

RED EYE (Influence: 1)
--------
Weapons: Radar Scanner, Detector, Identification Scanner, Radar Jammer
Firepower: N/A
Speed: * 1/2
Armor: **
Manuverability: ****
Range: N/A
Overall: ******
Best For: Recon Purposes, Radar Jamming
Description: An extremely useful strategic unit, the Red Eye can scan for
enemy units that appear in your radar map as dots, detect cloaked units and
infiltrators, display an allies' and an enemies' stats, and also the uncanny
Radar Jammer that blacks out the enemy radar, which limits the enemies'
viewing range to their own units, until the jammer needs to cool down, run
out of sufficent energy or is destroyed. If used properly, it can give your
allies a big advantage in battle.

Unit Training:

- You just need one Red Eye. This great unit can enable you to give intel to
your allies about enemy strategic units.

- When using the Radar sweep, always remember to keep your eye on the dots
that appear on the minimap, as the information only appears for about 3
seconds. Look for dots hiding in one corner or something, and tell your
allies you suspect it's an arbalest, spectre or so. You may want to check it
out yourself, though. Nothing beats scouting the battlefield for enemy
recon.

- If you are Radar Jamming, if possible, use Radar Jam on a recharge station
(methane geyser or battery pad), or if you have a Solar unit side-by-side
with your Red eye, you can tell him to coupler you with energy. But the
recharge station works better. Or if you are daring enough, why not have a
solar/gamma red eye? ^__^

- When you do the radar sweep, look at the minimap and try to see how fast
the units are moving. Those extremely fast dots are most likely aircraft.
The stationary dots are most likely spectres or artillery units. A lone dot
in front of a portal may be a red eye. A dot on a recharge station may be a
jammer.

- Note that Sensor Evaded and Cloaked units cannot be detected by a Radar
Sweep.

ORBUS (Influence: 26)
------
Weapons: Portal Link, Unit Teleport
Firepower: N/A
Speed: ***
Armor: ***
Manuverability: ****
Range: N/A
Overall: *****
Best For: Unit Teleportation (Phasing)
Description: Another strategic unit, which favorite use is to phase your
units over long distances, provided that the unit phased has the phasic
ability equipped or is automatically phasic. Also has Portal Link, but need
two or more Orbuses to teleport units from one Orbus to another. Here's a
wierd ASCII art to explain what the hell am i talking about.

Orbus 1 is here. Orbus 2 Is here.
->OO<- ->OO<-

O1 Deploys And Turns on Link Gate O2 Is closed.

<0-OO-0> The two portals open. ->OO<-

One orbus cant work on it's own, As it needs Orbus 2 to enable units to have
a destination to teleport to. So...

O1 is open. O2 turns on link gate and clicks on Orbus 1.
<0-OO-0> <0-OO-0>

Arrows will appear on both orbuses. That means that they are linked, and can
phase units from one orbus to another. Example...

<0-OO-0> <0-OO-0>
^
Behemoth enters the first orbus portal.

|| ||
<0-OO-0> <0-OO-0>
^ Behemoth is here.

The behemoth is teleported (or phased) to the other link gate on the other
orbus.

Unit Training:

- If you are teleporting units from one place to another, use two Orbuses
and make sure they are guarded well or the area is clear. But this strategy
is almost outdated.

- Best used with 20 tactics and Slanth family units. Use an Orbus with a
Unit Teleport device, (called a 'Phasic Orbus') and move towards where
reinforcements are needed and phase your slanths over. This can compensate
it from it's pathetic speed.

- A phasic Orbus can prove invulable in certain situations, as your phasic
allies may need to be phased away from danger.

- FLAK-RIG -

ARBALEST (Influence: 14)
---------
Weapons: Artillery Shells
Firepower: ******
Speed: ***
Armor: ***
Manuverability: *****
Range: *******
Overall: ****** 1/2
Best For: POC Defense, Path Defense, Long-Range Ground-To-Ground Firepower
Description: An artillery unit that dumps explosive shells and cause havoc
from afar. Very deadly, almost no unit can survive rapid bombardment from
it's deadly shells. However, this strategic unit is vulnerable if engaged
from close range, and they can't retaliate.

Unit Training:

- Try to conceal your location from enemy units, because once spotted,
arbalests are most likely dead.

- Don't Deploy and undeploy too often, as the sound can heard by enemy and
ally alike.

- Best for defending pocs. Aim your arbs at a POC. Do not rush to the front
lines and attempt to arb them from there, it's far too risky.

BALLISTA (Influence: 30)
---------
Weapons: Flak Shells
Firepower: ******
Speed: **
Armor: ****
Manverability: ***
Range: *******
Overall: ****** 1/2
Best For: Long-ranged Ground-To-Air Firepower, Anti-Air Poc Defense, Aerial
Carnage
Description: A arbalest-like unit that is a thin, long, moving cannon that
is able to launch painful flak shells from great distances, annhilating
groups of air mobs. This can be an invaulable unit against enemy air when in
desperate situations. Like arbalests, they are vulnerable at close ranges.

Unit Training:

- Best used with Arbalests for both long-ranged aerial and ground defense.

- Train it like an arbalest, but only aim at air units. This can be an
invulable defense against aerial mobs, and air splash damage is lethal.

TREBUCHET (Influence: 50)
----------
Weapons: Advanced Explosives
Firepower: *****
Speed: ***
Armor: ***
Manuverability: ****
Range: *******
Overall: *******
Best For: Arbalest + Ballista.
Description: The trebuchet is a blue-coloured arb with advanced explosive
shells that can become both flak shells and artillery shells at the same
time, allowing the flakking and arbbing of both air and ground in one. Very
invaluable in most situations, and beats buying 12 units (6 arbs and 6
ballistas), as you have a 2-in-1 unit. Again, it's vulnerable at close
ranges.

Unit Training:

- Use it like the arb and ballista in one. Try to have 3 trebs to throw flak
shells and 3 trebs throw artillery shells. These can be a good strategy.

- Refer to Arbalest and Ballista for other training strategies.

=========
Aviation
=========

- GEO-RAPTOR -

PELICAN (Influence: 4)
--------
Weapons: Air-To-Ground Missiles
Firepower: *****
Speed: **** 1/2
Armor: ***
Manuverability: *******
Range: *****
Overall: *****
Best For: Air To Ground Firepower.
Description: This not-so-fast aircraft is one of the powerful air strike
aircraft available. Low cooldown and powerful missiles make them dreaded
adversaries. However, they have absolutely no defense against air units.
(Well, one weapon, and i do mean ONE weapon, is versatile, but it only does
93 damage, and it's the H-Genus Manta.)

Unit Training:

- Since these aircraft had arrived in beta, they have been said as a serious
threat.

- It's very true. Just give these aircraft a few good missiles and charge to
the frontlines and deal some damage. They may be weak against aircraft since
they can't attack aerial units, but just do as much damage as you can.

- Sometimes, try to sneak behind enemy lines and take out any spectres or
defense units that may be lurking there.

- Give them an afterburner to compensate for their fragileness in exchange
for fast speed.

VULTURE (Influence: 55)
--------
Weapons: Artillery Cannons
Firepower: ******
Speed: **
Armor: ***
Manuverability: ****
Range: ***
Overall: *******
Best For: POC Defense, Short Ranged Artillery Fire
Description: This is a VERY slow aircraft, even with afterburners.
Nevertheless, this flying artillery unit throws merciless artillery shells
at enemy ground units, doing massive damage, and with a low cooldown, this
unit is to be feared. Almost no unit can survive the never ending artillery
shells the vulture pours down on them. However, they are weak against air
units trying to shoot it down.

Unit Training:

- ALWAYS have AA back you up. These aircraft are far too slow to move to air
defense units themselves. With proper protection, you can move it to an area
crowded with enemies and pelt them with flak shells.

- This is bascially a "flying arbalest". It may be safe against any ground
units trying to kill it like an arbalest, but it's still weak against air
units.

- If used for defensive purposes, aim your shells at a POC and try to get
air protection.

- Can also be used to seal off paths and make enemies unable to pass it
without getting some damage.

- The usual weaknesses of the Arbalest apply to the Vulture - Fragile,
Limited range of fire, etc.

WAR PIGEON (Influence: 16)
----------
Weapons: Bombardment Bombs
Firepower: *******
Speed: ***
Armor: ***
Manuverability: *******
Range: *
Overall: *******
Best For: Armor Piercing Air-To-Ground Bombardment
Description: The only unit which can drop a endless payload of carpet bombs
that ignores enemy armor and does heavy damage on anything that gets hit by
it's carpet bombs. At crowded places with no air or anti air defense, the
War Pigeon can wreck some major carnage. Again, it's helpless against air
units trying to shoot it down. In my opinion, the War Pigeon is the most
powerful Air-To-Ground air unit among the aviation.

Unit Training:

- A suicidal unit. Just rush into enemy forces and let loose your bombs. You
don't need to worry about any unit that may be heavy armored, since the
bombs explode with such force that the blast pierces through armor and deals
damage to it's health. (Even if he has 999 armor, he takes full damage.)

- Use it to weaken POC defenses. Even if there is air defense, ignore them,
and if there is AA to back you up, even better.

- If an enemy is poccing, send your pigs over and BOMBARD the poc! And have
your allies attack the poccer, too.

- They have a new purpose now -- to clear POCs of irritating Mantlets which
are near invincible to even the most powerful guns of most units.

- CYCLO-RAPTOR -

HAWK (Influence: 2)
-----
Weapons: Mounted Machine Gun, Anti-Air Missiles, Anti-Air Lasers
Firepower: *******
Speed: *****
Armor: ***
Manuverability: *******
Range: ****** (AA Missiles and Lasers), ** (Machine Gun)
Overall: ******
Best For: Air-To-Air Firepower (Lasers recommended)
Description: This fast air unit, designed for AA defense, and should be
equipped with AA missiles or lasers for some major aerial carnage. Don't
bother spending money on the machine guns, they're worthless. Anyway, best
for hit and run, and it's incredible range enables it to strike air units
from afar. AA lasers are the best AA weapons compared to the missiles.
Although with a higher energy drain, it's range is great and the cooldown
isn't that bad either. Either way, use it well and it would be a very deadly
unit. Adjust the weapons according to your playing style -- Do you want it
to do medium damage per second or so, or high damage per 3 seconds or
higher? It has anti-air weapons for both catagories.

Unit Training:

- Fast and furious AA craft. With afterburners, these are the nightmare of
all slow craft trying to escape.

- Give a good sensor and any weapon that has LONG range, preferably AA
lasers.

- If facing against enemy AA, hit-and-run is your best bet, unless your
aircraft has a lot of HP or armor to spare.

- Always give afterburners if possible. However, if you can get a better AA
hawk weapon for scarificing afterburners, do it, as the Hawk is naturally
fast to outrun almost ANYTHING. (Except Falcons?)

FALCON (Influence: 60)
-------
Weapons: Lightning Gun
Firepower: *******
Speed: *******
Armor: *
Manuverability: *******
Range: *****
Overall: ****** 1/2
Best For: Armor Piercing Firepower (No matter may it be Anti-Air Or
Versatile)
Description: This is the fastest air unit available. It's lightning gun
drains HP from bascially any unit, and it's armor piercing. The cooldown is
0.2 seconds, so don't be shocked when your falcon weapon states that it can
only do 5 damage. In fact, it's endless, allowing it to be multiplied
rapidly. Hit and run is best for these units. Also has the ability to CLOAK,
and combine it with it's incredible speed and strong weapons, the Falcon is
a slient air unit to be feared.

Unit Training:

- Equip your best weapon, no matter it may be AG, AA or V. The Falcon
desprately needs a high damage weapon to zap a enemy dry as fast as
possible. And it enables your falcon to level up much faster.

- Falcons are not meant to have armor. In fact, falcons are too thin-skinned
to have any armor, so always hit-and-run on enemy AA hunting you down.

- Always get cloak for falcons, no matter what the situation. Uncloaked
falcons stick out like a sore thumb, and the enemy doesn't need to have a
good mouse hand to target you.

- Consider the Falcon a VERY POWERFUL, yet VERY THIN air unit. (However, you
can put armor on falcons if you actually can get a Mk3+ Falcon for sufficent
space)

- If your falcon's damage is 20 or higher, 10 seconds is all you need to
kill virtually any air unit (Maybe with the exception of some organic fliers
and some really high level air units), due to it's 0.25 second cooldown, it
would do 80 damage per second-per falcon, and multiplied by 6 (Assuming you
have 19 tactics or lower), and multipled again by 10, it would be 4800
damage, enough to tear any air unit up. However, have some other AA support
you too, as most high level heroes' air units has more than a mere four
thousand eight hundred hit points. (In my case, I have 7412++ HP on my owls
=P)

- I must highly stress on this - if you are fighting enemy air in a AA-vs-AA
fight, please, target non-falcons first! Falcons have generally more HP even
at lower levels, and sometimes they are more difficult to kill. Unless you
are absolutely sure that the Falcons are used by someone with few MA (or if
you think the Falcon is just plain too weak or your weapon is far too
strong), concentrate on the other AAs (may it be Hawks Or Owls) first
instead of the Falcons.

- Cloaked falcons can be great recon for your faction, as they are difficult
to target and virtually invisible, as they don't fiddle around unlike
cloaked ground units. You can explore the map with this too. Wheeee ^___^!

OWL (Influence: 30)
---
Weapons: Versatile Laser, Anti-air cannon, Anti-air missiles
Firepower: *** (Laser), ***** (AA cannon), ****** 1/2 (AA missiles)
Speed: *** 3/4
Armor: ****
Manuverability: *******
Range: ***** 1/2 (AA cannon and missiles), *** (Laser)
Overall: ****** 1/2
Best For: Air-To-Air Firepower (Missiles Recommended)
Description: This AA unit has one weapon which is a V-laser, but totally
useless. The usefulness of the owl is to equip powerful AA cannons and
missiles to decimate whole air squadrons. It's the king of AA, tied with the
Hawks. However, the owls sacrifice speed for armor, which is in actual fact
a very worthy trade. The range of it's weaponary is lower, but trade in for
damage, it is better. Also can Detect cloaked and infiltrators, further
adding to the usefulness of the Owl.

Unit Training:

- Give the best weapon you can, and whatever armor you can stick on Owls.
They are meant to be heavy duty AA.

- If possible, give Afterburners to Owls to increase it's speed.

- The higher tech owl weapons can do up to 438 damage per shot! So train
your owls up to size and watch them deal fearsome damage.

- Most hawk-users are afraid of owls. Well, try not to chase Hawks around to
often, their weapons have better range, although with lower damage.

- Have Hawks back you up as AA, and the tag team can really deal some
damage.

- GAIA-RAPTOR -

EAGLE (Influence: 7)
------
Weapons: Laser Cannon, Missile Pod
Firepower: ****** (L/C), **** (M/P)
Speed: ****
Armor: *** 1/2
Manuverability: *******
Range: **** (Laser Cannon), ** (Missile Pod)
Overall: ******
Best For: Air-To-Ground Firepower (Missiles recommended, but high-damage
lasers are still extremely useful as Versatile firepower)
Description: The eagle is designed for air to ground strikes, or in some
cases, can strike air units too. The Laser Cannon has higher cooldown but
more damage, but the Missile Pod has 1 second cooldown, and despite lower
damage, can rain an endless swarm of missiles at adversaries, decimating
them severely. Either way, it's up to you. Can equip "Megathrusters" for a
better boost of speed compared to Afterburners.

Unit Training:

- Bascially, this is a pumped up Pelican, slower but more powerful.

- ALWAYS give afterburners or megathrusters to Eagles, even if your weapon
is going to be a weak weapon.

- If you have a good power supply, equip the missiles, as they drain a lot
of energy per shot and with 1 sec cooldown, you can deplete your power
supply if you're not careful.

- If not, give a good laser cannon and deal some damage, and in some cases,
the laser cannons can shoot down enemy AA!

- All Eagle lasers are Versatile, which means they strike both air and
ground. Few missiles can attack air units, as almost all of them are only
ground-based.

CONDOR (Influence: 35)
--------
Weapons: Energy balls, Heat-seeking Missiles, Fusion Storm Beam Cannon
Firepower: **** (Energy balls and H/S missiles), ******* (Fusion Storm)
Speed: **
Armor: **** 1/2
Manuverability: ****
Range: **** (Energy balls and H/S missiles), ***** (FS)
Overall: ****** 1/2
Best For: Fusion Storm, Aerial Carnage
Description: This large, slow moving fortress exists for one thing and ONE
thing only - to use it's Fusion Storm attack. Condors without Fusion storm
are generally worthless, as their weapons have very high cooldown, despite
being V-weaps. Fusion storm is a thick plasma beam that tears any air unit
in it's path apart to bits. However, expert SG players can avoid fusion
storms well. If you are lucky enough, air units that got in the way of the
fusion storm will become a pile of metal on the ground. If not, well, too
bad. It takes 3 minutes to charge any fusion storm up.

NOTE: I consider the Fusion Storm Beam Cannon as a weapon for it's use, but
it's a Miscellaneous item if you equip it at the Unit Lab.

Unit Training:

- For goodness sake, at all costs, GIVE it FUSION STORM! Condors without FS
are generally worthless.

- Don't charge into enemy lines without FS charged. This slow air unit takes
forever to destroy ground units with it's 4 second cooldown weapons.

- Give Afterburner if possible, but never sacrifice your FS or weapon for
it. You need both a good weapon and Fusion Storm.

- Have air units support you too.

- This is the PREFERED unit against aircraft mobs, provided that Condors can
actually survive three minutes to charge up their beam of death.

- When aiming with FS, shoot the moment you see aircraft coming! Don't give
the opposition any time to spread out and avoid multiple-kill combos.

- If you face aircraft that spreads out, FS one-by-one and do it fast.
However, if you are caught in this situation, escape if you can, or just
plain get killed. (But make sure you use up your Fusion Storms before dying)

- Against War Pigeon mobs, if you can get a squadron of Condors to launch
their beams of death at the correct time when the pigs are gathered
together, you can literally turn the whole mob into a overgrown hill of junk
metal.

- ANTI CONDOR TACTICS: I feel a bit ashamed outlining this section against
the unit I'm giving tips on how to train it. But nonetheless, you can
somehow find a solution of this loophole once I outline this anti-condor
strategy to you. Ok, don't spread out yet. Just shoot the condors normally
in a normal formation. Once you hear the condors opening and gathering
energy (which means a pending fusion storm), SPREAD OUT (ALT+Q SCATTER
FORMATION) immediately. The condor would have only aimed at one or two air
units, and you will minimize your losses while destroying the condors.
However, the condor-user may not have used all of his Fusion Storms. Beware.

- GYRO-RAPTOR -

ROC (Influence: 10)
----
Weapons: Transport Hold, Phasic Generator
Firepower: N/A
Speed: ***
Armor: **** 1/2
Manuverability: *******
Range: N/A
Overall: **** (Transport), ******* (Phasic)
Best For: Unit Phasing (Phase Generator)
Description: The Roc is a flying transport unit that can carry units over
battlefields or phase phasic units on something or away from danger. If
properly armored, the roc can take punishment and drop it's cargo instead of
having the cargo die with it. A very useful unit if used properly.

Favorite Strategies:

Decoy Roc: Throw away your Roc's sensor and afterburner (damper in Roc
terms). Then equip the heaviest armor you can afford (rocs can equip
extremely heavy armor). Now give it a name like "I'm-Not-A-Phasic-Roc" and
the enemy AA will shoot you because they thought it's a deceisive measure
you've taken. Your heavily armored Roc should fly ahead of a real phasic Roc
and draw fire from enemy anti-air. But this strategy may be foiled if use
too often.

Roc with Phasic Poccers: Simple strategy. Bring 5 phasic poccers and a
phaser roc (This assumes you have 19 tactics or below), ride over to a poc
at full speed, and phase your units over it immediately. If enemy AA is
shooting at your Roc, I suggest you phase IMMEDIATELY once you are near the
POC, before your Roc dies and you have phased nobody. =/

Unit Training:

- This is a favored unit at transporting units across battlefields.

- Best used if you have at least 20 tactics. That way, you can have one
Phasic roc and 6 phasic units to phase across battlefields. (However, you
still need to have the tech level to equip phasic plating and the phase
generator =])

- Another way of using Rocs is to have 3 rocs to 3 arbs. Have the rocs carry
the arbs around and arb whereever you fancy, preferably an area that ground
units can't reach, and start arbbing. Even better if the rocs and arbs can
phase.

- It may be stupid, but sometimes, 6 rocs as a transport squadron can prove
to be a good strategy to use these units.

- NOTE: The Roc needs to be at least MK2 BEFORE it can PHASE anything, due
to space constrictions!

ALBATROSS (Influence: 25)
----------
Weapons: Anti-Ground Fireblast, Alt-charge (or air mines)
Firepower: *** (Fireblast), ****** (Altcharge)
Speed: ****
Armor: ***
Manuverability: *******
Range: *** (Fireblast), N/A for alt-charge
Overall: ******
Best For: Aerial Mining
Description: The Albatross is designed to fill the air with invisible alt
charges that explode once enemy air units crash into them. Exploding
altcharges damage anything, ally or enemy, in the blast. A good anti-air
(not directly) unit that can ram into air units and release alt-charges for
a kamikaze attack, but better suited to blanket the battlefield with deadly
air mines. Note that excessive air mining can crash the server.

Favorite Strategies -

Albatross Ram: Gather your albs together and into an enemy aircraft and let
loose air mines. They will crash into the enemy craft, causing damage to you
and him. Able to spread major carnage among enemy air squadrons.

Unit Training:

- Never give the fireblast, ever. NEVER, ever. It's far too weak.

- Give the best altcharge you can. And a good armor plating, too.

- Form a line formation and start air mining. Spread out your mines, don't
bunch them together. Layered air mines explode with the damage of one
airmine.

- As I said, excess altcharges (airmines) can crash the server, so try not
to fill 1/2 of the map with airmines, or your comrades and your enemies will
be so pissed at getting a loss for your dumb mistake. However, this can be a
good thing if your faction is losing =/.

- I don't know should I be outlining this, but DON'T STACK EXCESSIVE mines
over an ally poc, especially when your faction has powerful AG (like War
Pigeons) ready to bomb any enemy POCcers! Because enemy planes can trigger
the mines over the POC, and while your allies' War Pigeons is in the thick
blanket of mines and it gets triggered, the blast hurts the enemy hawks as
well as the pigs themselves! And it's a great tragedy if the pigs die from
the mine manipulation without stopping the poccers due to this dumb mistake.
So, I strongly critise you spread your mines, not stack them, but if you
want to stack mines over a POC, make sure enemies trigger them without ally
aircraft caught in the blast.

================================================
Organic (Organic Weapon names are all made up)
================================================

- XENO-VENTUS -

UBIK, TYR, HALTYR (Influence: 0, 40 and 80 respectively)
------------------
Weapons: Caustic Spit, Plasma Ball (50 tech level), Greater Plasma Ball
(Tech 120)
Firepower: *** (Caustic), **** (Plasma Ball), ***** (Greater Plasma Ball)
Speed: *** (Ubik), **** (Tyr), **** 1/2 (Haltyr)
Armor: *** (Ubik), *** 1/2 (Tyr), **** (Haltyr)
Manuverability: *****
Range: **** (All weapons)
Overall: ******
Best For: Versatile Firepower
Description: A series of fast and deadly units, especially when you upgrade
it's weaponary to another level. All weapons are versatile, enabling the
Ubik family to be a very good versatile weapon alien. Recommnded that you
pump your weaponary to at least the Plasma Ball for better damage and looks
=). Hard to level up, however, you need some patience at doing so.
Note: See SECTION 3 for true clarification on Ubik weapons.

Unit Training:

- Charge to the frontlines and start blasting opponents.

- This unit is meant for pure firepower. Note that it is best trained when
you put a lot of points to your EDUCATION or MECH APT, considering the fact
that these two values decide on will your current Ubik/Tyr/Haltyr weapon
change to another form. Also, Mech Apt increases your alien's HP and
Education increases damage. However, note that the cooldown is still 3.1
seconds. But considering the damage, it's worth it.

- At the start, Ubiks may seem useless, as it's 1st weapon (Caustic Spit,
better known as 'blue balls' or 'snowballs') looks weak (when it really
isn't) and it's small size makes it lame, but when you take the time and
effort to train them (as I did), they'll either eventually switch to the
plasma ball, or evolve to the meancing Tyr, or both! (In my case ^_^)

- Always try to get Ubiks to Tyrs to make it look cooler and somehow, you
will find that you will have an easier time training it, due to it's cool
looks, damage and speed. Somehow, you will get motivated when you see the
kangaroos (Tyrs) leap around and launching balls of plasma. Seriously. o_O

Weapon Identification:

Caustic Spit - Light blue-white ball. (Also known as "snowballs")

Plasma Ball - Big light pink-whitish ball.

Greater Plasma Ball - Big bright red ball. Fearsome ^_^. (A.k.a. Blood Ball)

Species Identification:

Ubik - Small little bug with one red eye. Obvious.

Tyr - Black kangaroo-like alien with one red eye.

Haltyr - A Tyr with one red eye and stands up.

- XENO-HUMUS -

SLANTH, CRUDGIN, ROUKE (Influence: 0, 40 and 80 respectively)
-----------------------
Weapons: Acid Missile, Hyper Acid Blast (50), Greater Acid Ball (120)
Firepower: *** (A/M), **** (HAP), ***** (GAB)
Speed: * 1/2 (Slanth), ** (Crudgin), **** (Rouke)
Armor: * (Slanth), *** (Crudgin and Rouke)
Manuverability: ** (Slanth and Crudgin), **** (Rouke)
IF WITH PHASIC ROC OR ORBUS: ***** (Slanth, Crudgin and Rouke)
Range: ***** (All)
Overall: *****
Best For: Long-ranged Non-restricted artillery firepower
Description: These slow-moving aliens are actually alien artillery,
launching acid balls over great distances, and it's extremely powerful.
Upgrade at least to the Hyper Acid if possible, because it is more powerful
and somehow can disgust your opponent out, especially if you are using a
Rouke with the Hyper Acid. =P. The Slanth family is automatically phasic,
allowing a compansation of it's pathetic speed.
NOTE: SEE SECTION 3 FOR TRUE CLARIFICATION ON SLANTH WEAPONS.

Unit Training:

- Best for POC defense, as their long range acid missiles strike enemy
ground from afar and alert you when an enemy is approaching a POC.

- Better used if with a phasic unit, preferably an Orbus.

- Like Vultures, use it to seal off paths and make sure enemy units cross it
while getting blasted by your Slanths / Crudgins / Roukes.

- POC Block can also be used with the fat Crudgin, however, note that
although with a ton of HP, Crudgins have NO armor.

Weapon Identifcation:

Acid Missile - Yellow ball of acid.

Hyper Acid Blast - A few white and sperm-like balls of acid. Eeewwww. =P

Greater Acid Ball - A blue ball of acid.

Species Identification:

Slanth - Small little bug with two red 'claws'. Bascially a Crudgin that
gone on a serious diet for a few months. ^_^

Crudgin - VERY fat pink bug with one red eye and two large claw-like
thingies.

Rouke - A one-eyed brown bug which has "wings" (it aint actually wings) and
shoots its weapons from his butthole. LOL =D

- XENO-MOTUS -

PODA, KRITISK, MLORTHA (Influence: 0, 40 and 80 respectively)
-----------------------
Weapons: Teeth Bite (Poda), Tentacle Whip (Kritsk), Tail Sting (Mlortha)
Firepower: *** (TB), **** (TW), ***** (TS)
Speed: **** (Poda and Kritisk), ***** (Mlortha)
Armor: *** (Poda and Kritisk), **** (Mlortha)
Manuverability: ***** (All)
Range: * (All, and it's melee)
Overall: *****
Best For: Ground-To-Ground Melee Firepower
Description: These are the melee fighters of the alien army. These attack in
a fearful CD rate, and it's so fast and furious that they can chew down a
whole army of light infantry instantly. Also moves very fast. It's weapons
are already set, so you can't change them even if you have 120 tech level.
However, the damage still increases as your alien's tech level rises.

Unit Training:

- Rush to the enemy forces and whack whatever unit you fancy. These fearsome
aliens attack with a low CD yet with high damage. (Even at low levels o.O)

- Upgrade to at least the Kritisk if possible. It's really powerful.

- Sneak to the back lines of the enemy and start biting enemy strategic
units to bits and pieces.

- One advantage of the Poda family aliens is that they have tons and tons of
HP to take hits, use this to your advatage.

- Use these units to clear mines. It's high HP can take mines and even if
it's electropulse mines, organic units would not be affected due to the fact
they are "living" and that they're not dependable on a energy generator to
continue on fighting.

Weapon Identification:

Teeth Bite - The Poda opens it's acid mouth and bites. You can see some sort
of green thingy. Treat it like a hydralisk's (Starcraft Broodwar) acid spore
attack, but it's melee, not ranged.

Tentacle Whip - The Kritsk swings its tentacles at it's enemy.

Tail Sting - The Mlortha whacks the opponent and stings it with it's tail.
It's like doing a blow job =].

Species Identification:

Poda - Brown cockroach-like bug.

Kritisk - A cockroach-like alien that has two tentacles.

Mlortha - Scorpion like alien with one green eye and very tiny footprints.
:P

- XENO-IGNUS -

OIZY, BOREAS, ERIS, LYSSA (Influence: 0, 30, 60 and 90 respectively)
--------------------------
Weapons: Flamethrower (All)
Firepower: *** (Oizy), **** (Boreas, Eris), ***** (Lyssa)
Speed: **** (Oizy, Boreas, Eris), ***** (Lyssa)
Armor: ** (Oizy), ** 1/2 (Boreas and Eris), **** (Lyssa)
Manuverability: ******* (All, because it flies, allowing free movement =])
Range: ** (All, and because it's almost melee)
Overall: **** 3/4
Best For: Flaming Air-To-Ground Firepower
Description: A series of flying aliens that burns ground units to bits with
it's deadly flames generated through it's tail. Although not that well
armored, the flames have low cooldown and deal major damage. This is the
only family of aliens to have four stages, and therefore only three
evolutions per species.

Unit Training:

- Rush to the enemy lines and flame any unit you fancy, and try to have AA
back you up, or if enemy AA is chasing you, run to any ally GA, if there is
any.

- Oizy family aliens can also fly to the backlines of enemies and start
spewing flames at vulnerable units that can't shoot aerial units.

- If your Oizy-family aliens are strong enough, you may even consider
killing enemies which are heavily armored and usually can't retaliate back
at flying attackers.

Weapon Identification: For all of it's species, is a spray of flames from
their tails.

Species Identification:

Oizy - Big red-eyed flying "snake".

Boreas - Red-eyed flying bat.

Eris - Large-winged, red-eyed flying bat.

Lyssa - A bat and some sort of an eagle combined for this red-eyed,
bat-winged alien.

- XENO-FRIGNUS -

MANTA, ONNIR (New aliens in commercialized version) (Influence: 0 and 60
respectively)
----------------------------------------------------
Weapons: Green Acid Blast, White Acid Blast (Tech Level 50), Acidball Swarm
(Tech Level 120)
Firepower: * (Green Acid Blast), ** (White Acid Blast), ** 3/4 (AcidBall
Swarm)
Speed: *** (Manta and Onnir)
Armor: ***** (Manta and Onnir)
Manuverability: ******* (Manta and Onnir)
Range: *** (Manta and Onnir)
Overall: ***
Best For: Air-To-Ground Firepower (weak though), Cloak Detect, Anti-Airminer
Description: The only reason that you want this alien is that it's main
thing it's supposed to do is a natural "Detect" function that reveals enemy
cloakers, infiltrators and camouflaged units. It's too weak to do any
attack, but the tech 50 weapon may be powerful enough to at (the very)
least, slaughter arbs, ballistas and trebuchets. Also, Mantas/Onnirs have a
better purpose of clearing enemy mines, due to their large amount of health.

Unit Training:

- Best used for it's Detect abilty that detects both Cloak and Infiltrators.
Otherwise, it's weapon is very weak, but it should do good against any unit,
since to me, they somehow can deal damage to even a squad of Mk5 Imps.

- Another good fact is that high level mantas and onnirs can own the HEAL
ability to heal any infantry or organic unit!! Wow! Guess what? Due to the
nature of organic units (unlimited energy), you can heal forever!

- Even at low levels, Mantas are fearsome. At what terms you say? You can
abuse their amount of HP to clear enemy airmines! Or when enemy Albatrosses
are mining the air, fly your Mantas/Onnirs over and delibrately detonate the
airmines! The blast may hurt your manta/onnir badly, but the Albatross will
also take the damage, and albatrosses are generally weaker than your aliens.
This strategy is called "Using The Enemy's Technique Against Itself."
Rather, it can be "Turning the Albatross mines against the miner". It can be
done with any aerial unit, but Mantas have large amounts of HP for your
abuse than any other aviation. What's more? If your Mantas/Onnirs have the
HEAL ability, you can clear mines and make your mantas heal each other
(automatically?), then you can clear again with fresh Mantas/Onnirs. w00t.

Weapon Identification:

Green Acid Blast - Like the Albatrosses' Air to Ground weapon, a green
blast, except that it rapid-fires a few green blasts instead, but counts as
one hit.

White Acid Blast - The Slanth family's 2nd weapon, from the air.

Acidball Swarm - A strand of long green balls hitting an opponentt.

Species Identification:

Manta: Flying stingray-like alien.

Onnir: Seems to be a flying alien formed totally out of dried leaves and
with a red eye. Looks like a moth (NOT BEHEMOTH).

- XENO-FRAME -

ABOMINATION (Alien only availble through renewal cards)
---------------------------------------------------------
Weapons: Claw Fists
Firepower: *****
Speed: ***
Armor: ****
Manuverability: *****
Range: * (Because of Melee)
Overall: *****
Best For: Versatile Melee Firepower, Earthquaker
Description: Abominations are mutant Revenants that are much bigger, and
extremely scary looks and weapons which deal insane damage, and can also hit
air with his fists! (But with a fraction of the ground damage, whew!) All of
it's "biodrives", or Abomination Hearts, give them natural anti-grav, making
them able to avoid mines. What's more? The Abomination can CAMOUFLAGE and
EARTHQUAKE like the Revenant themselves! SCARY! However, the usual drawbacks
of the Revenant apply to this - melee weapons that make ranged units strike
them without fear of them punching back. Unless it's too slow to avoid the
Abomination's deadly claws, the range weapon unit can avoid retaliation,
provided he moves out of the way of the Abomination's fists all of the time.

Unit Training:

- To the front lines the Abomination goes. Also a good unit at POC defense
with it's fearsome fist weapons that deal deadly damage.

- All of the Abomination's Claw Fists are Versatile, meaning that they
strike both air and ground at the same time. However, air damage is
significantly lower compared to ground damage.

- Abomination's specialized natural Anti-Gravity ability gives them NO
PROTECTION against EARTHQUAKEs, due to the fact that players will abuse the
fact of the Abomination's anti-grav and start to Earthquake like there's no
tomorrow.

Whew, that's all.

3. Ubik and Slanth Weaponary
-----------------------------

A guy on IRC, called Northy`-, claimed that you need to qualify for a
certain amount before you can get the new balls for the Ubik and Slanth's
families. If it doesn't work, find him on Galaxynet Channel #shatteredgalaxy
and his nick is Northy`-. :P

The formula is

(Education+MechApt)/2 + Unit Level

To get the second ball (Plasma Ball and Hyper Acid), you have to qualify at
a value of 80, which means that (Edu+MA)/2 + Unit Level must equal to 80.

For the third ball (Greater Plasma Ball and Greater Acid Ball), you have to
qualify at a value of 170, which means that (Edu+MA)/2+Unit Level must equal
to 140.

For example, My Edu is 60, and my MA is 50, and my Tyr is at level 20.

(EDU+MA)/2+Unit Level
= (60+50)/2+20
= (110/2)+20
= 55+20
= 75

I nearly qualify for the Plasma ball for my Tyr.

If my Edu is 120, my MA is 100, and my Tyr is at level 60.

(120+100)/2+60
= 110+60
= 170
I qualify for the Greater Plasma Ball.

If my Edu is 80, my MA is 70, and my Tyr is at level 50.
(80+70)/2+50
= 75+50
= 125
I still didn't qualify for the Greater Plasma Ball, but I get the Plasma
Ball.

If my Edu is 40, my MA is 30, and my Ubik is at level 16...
(40+30)/2+16
= 35+16
= 51
I don't qualify for anything. I need 29 more levels.

If my Edu is 60, my MA is 30, and my Ubik is at level 25...
(60+30)/2+25
= 90/2 + 25
= 45 + 25
= 65 + 5
= 70

I still need 10 more points qualify for the Plasma Ball.

Thanks to Northy`- for clarification! However, it's untested, email me if
you think it's wrong. This was revised on November 30.

UPDATE: Both the Plasma Ball/Hyper Acid and Greater Plasma Ball/Greater Acid
Ball formulas has been personally tested by me and it works as it should.
Thanks Northy`- once again. (he is xZerocoolx on SG =D)

4. Rank Insignias
------------------

INFANTRY MOBILE AVIATION ORGANIC
1 Slime Soot Puff Puddle
2 Mud Ash Draft Brook
7 Dirt Cinder Breeze Stream
12 Earth Ember Zephyr River
17 Clay Glow Wind Eddy
21 Slate Scintilla Gust Wave
25 Basalt Spark Simoom Gush
29 Granite Flash Gale Geyser
33 Scoria Flare Squall Alluvion
37 Lava Flame Storm Flood
41 Magma Fire Whirlwind Torrent
45 Obsidian Blaze Tonardo Tsunami
50 Tremor Pyrotechnic Cyclone Whirlpool
54 Landslide Conflagration Tempest Vortex
58 Avalanche Hellfire Typhoon Maelstrom
60 Earthquake* Inferno Hurricane Charybdis

* For the honor of the great infRaboy that got levels of 60/60/60/60, Nexon
has decided to change the level 60 Earthquake rank to infRaboy.

INFANTRY ranks have a relation to EARTH.
MOBILE ranks have a relation to FIRE.
AVIATION ranks have a relation to WIND.
ORGANIC ranks have a relation to WATER.

HOW THE INSIGNIAS LOOK LIKE

Level 1-12

INFANTRY: A small wedge of earth, layered per level.
MOBILE: A small explosion-like spark, more per level.
AVIATION: Horn-like blue symbol, layered per level.
ORGANIC: A puddle-like symbol, more per level.

Level 17-29

INFANTRY: A earthern wheel, more will appear per level.
MOBILE: A 7-shaped spark, more will appear per level.
AVIATION: A diamond-like blue wind symbol, more will appear per level.
ORGANIC: Wierd 8-like dark blue water symbol, more will appear per level.

Level 33-45

INFANTRY: A small earthern orb, more will appear per level.
MOBILE: Some sort of explosive fire symbol, more will appear per level.
AVIATION: Some whirlwind-like symbol, more will appear per level.
ORGANIC: A whirlpool-like symbol with some sort of X, more will appear per
level.

Level 50-60

INFANTRY: A sparkling symbol of a wheel-in-a-rectangle, more appears per
level.
MOBILE: A swirling fire symbol, more appears per level.
AVIATION: A X-shaped symbol with a cyclone in the middle, more appears per
level.
ORGANIC: A whirlpool-like symbol which is much more realistic, more appears
per level.

4.5. Leveling Up
-----------------

When a unit levels up, you yourself will also get XP, which is the new level
of that particular unit squared.

Example: A unit levels from 4-5. The Hero will get 5 squared EXP for that
particular division, which means 25 EXP Points.

All your units which level will give that amount of XP to that particular
division. When your current XP equals or exceeds your "XP TO NEXT LEVEL",
you will level up by 1. Note that all divisions have a limit of 60 (so far)
and units have a level limit of 60, too. It is even lesser on the newbie
planets, so make sure you plan your leveling up well. Because, if you maxed
out, at let's say, infantry, and you're level 60, and you have infantry that
can still level up, you WILL NOT GAIN THE XP even if your infantry gains any
more levels, because it's already the limit.

Of course, when you level up, you gain 1 attribute point. :)

You have to know that, a double, triple or even a quadra-level up is always
possible, provided you can get so many units to actually level up. Anyway,
battles are always the sole way of gaining precious experience points
(well.. that's what XP means) for yourself and your units. Units get more
powerful as they level, so as your hero.

At level 49 onwards, you won't get anymore attribute points. Take note of
that. It's near impossible to get two stats to 120 unless you reincarnate
twice or more. (If you level from 49-50, you STILL GET the stat point, but
you won't get any after that.)

5. Statistics And What They Mean
----------------------------------

These are the stats shown when you hit F4.

MISCELLANEOUS STATS

Prestige - How prestigious you are in your battles. Battles won increase
it's value, battles lost decreases it's value. Bascially a "show off" stat.
Getting disconnected or purposely disconnecting in the middle of the battle
decreases this value too.

Honor - For every 100 honor, you get a 1% HP bonus on your units. Going into
alien caves decreases your honor by -1.

Record ###/### - Shows your number of Won Battles/Lost Battles.

Faction - Your faction, of course =p.

Title - If you are a council member, you may have a title, which will be
displayed over here.

Regiment - A sub faction, or a clan, if you belong into one, it's name will
be displayed over here.

Superior - If you served under a player, his or her name will be displayed
over here.

Reincarnation - At the time of this writing, reincarnation is not currently
available yet. Reincarnation is your hero being reborn into a new hero,
leaving their current body and becoming another freshman in the newbie
planet. However, they keep their accomplishments and they get extra stats
points. Heroes level 50 or higher can reincarnate. The value shown here
shows how many times you have reincarnated. Reincarnated heroes keep their
record, prestige, honor and medals, but they lose everything else (units,
resources, current statistics, faction status and levels). They get points
for every division at level 50 or higher.

Medals - Every time you get 1000 honor (the maximum), you get a new medal.
Being an overlord or a council may also grant you a medal, too. They can be
considered symbols of your authority.

THE FOUR IMPORTANT STATS (Note: All these stats have a limit of 120)

Tactics: How many units you can bring into battle. Every 20 tactics grants
you an extra unit to be brought into battle. When pumped to the maximum, you
can bring 12 units to battle. Also used to decide who shall be the
Battlefield Commander of the battle. Every 10 tactics give you a 5 HP bonus
too.

Clout: Your political strength. This value decides how fast you can get to
the better chassis types and upgrade your units to the higher marks. Clout
is calculated into your current "Influence" in the Unit Factory, which is
your current level in that division added to half your current clout. When
upgrading units, the U.Q. (Upgrade Quotient Or Unit Quality) is decided by
your unit's level and half your clout. When pumped to the maximum, you can
buy every unit in the factory and even upgrade your units to the maximum
marks. (Provided that their level is high enough)

Education: How educated your hero is in machinery and new technology. The
higher your education, the more advanced technology your units can be
equipped with. If pumped to the maximum, you can have access to ALL weapons
that is available, provided that your unit's level is high enough. Also used
to calculate whether does your alien have the qualification for a better
weapon.

Mech Apt (Mechanical Aptitude): How good your hero is at installing things
and maintaining weapons, power systems and so fourth on your units. Higher
Mech Apt increases your unit's weight limit, allowing heavier weapons to be
put on units. When in the maximum, your unit's weight limit will double.
Also used to calculate whether does your alien have the qualification for a
better weapon.

RESOURCES

Money: Cash. Everything you buy or upgrade requires cash. It's very common,
so shortage of money is almost impossible.

Ore: Raw metal ore. All metal objects require ore. Rare metals are created
from the fusion and fission of the metal molecules. The rarest metals
require a lot of ore to be generated, and sometimes, the amount is very
small, compared to the amount of ore used to create it, while the more
common metals require little ore. Luckily, metal ore is quite common and
cheap.

Silicon: A type of plastic. All circuitury requires silicon. The more
powerful computers and energy supplies require a large amount of silicon.
Also not as common as ore.

Uranium: Radioactive metal. This metal, with it's nuclear-like nature,
generates large amounts of energy when it's split through nuclear fission or
nuclear fusion. All power supplies need uranium. Unfourtunately, Uranium is
the rarest of all the resources.

Sulphur: This yellow substance is used to make advanced gunpowder and
ammunition for unit weapons. Also needed for targeting systems. However,
Sulphur is very common, despite it's usefulness.

!!UPDATE!!: Those who pump their education to high levels are usually those
who get their resources depleted even faster than it should be, for the fact
they'll get the more powerful, and obviously, more resource-hungry equipment
for their units, unless you prefer to stick to your lower tech weapons.

UPDATE 2: Resources are obsolete in the V 1.03 patch. The only remaining
resource is Money.

To gain resources.. there are several ways.

- Go to the Resource Exchange Market to buy resources using Money. (Obsolete
after V 1.03.)

- Get tribute. (Every 15 minutes, you will get tribute, in either Reduced
Tribute if you didn't fight a battle yet, Normal Tribute if you are fighting
in caves, and Extra Tribute if you are fighting enemy factions. The amount
you get depends on your activeness and how much land your faction currently
owns, and the amount of resources contained in that particular land.)

!! UPDATE 3 !! : Now tribute has been reduced to a mere 50 dollars per 15
minutes, provided you have fought a battle, no matter in alien caves, alien
provinces (land) or real battles. (VERSION 1.03 PATCH)

- Harvest resources using a unit with a CARGO PACK. (Usually infantry) When
a infantry with a cargo pack walks over battlefield resources, it'll collect
it and fill up. However, it is very risky -- if the infantry unit dies, the
resources it collected are disintigrated. (Obsolete After Patch 1.03?)

- Fight (and try to win) battles. An easy way to get resources, no? :)

6. Question & Answers
-----------------------

LIST OF Q&As
Q. What faction should I join?
Q. Pegasuses are no match for Leviathans? (Or anything related to this?)
Q. I equipped a GA weapon, they send ground after me, I equipped a GG
weapon, their air is after me, I equipped a V-weapon, it's far too weak...
Q. My units came in, they got mobbed, they died!
Q. If I am forced to choose between H-armor and H-weapon, which should I
choose?
Q. My arbs are hiding, no enemy spotted them yet, but why did
Gryphons/Pegasuses manage to find me and blast me to pieces?
Q. What are "Strategic Units"?
Q. What should I do with level 1 new units?
Q. If I have a level 20 unit that needs 7-8 levels to upgrade to another
chassis, but I can buy the new chassis, what should I do?
Q. Arrggh! A fusion storm wiped my whole air squad out!
Q. Why do I see a unit (no matter it may be ally nor enemy) totally
motionless on the battlefield, not shooting anything?
Q. What are those wierd white geysers?
Q. My units are walking through enemy arb shelling, and they are cloaked,
but why do they still take damage?
Q. What's with the long names on some people's units?
Q. What should I say when the time is less than 30 seconds and my faction
won?
Q. There are two kinds of arbalest shells are there? One which the Arbalest
uses and the other type the Vulture uses. How do I identify them?
Q. What is a faction?
Q. Why are Battlefield Commanders putting Auto-Reject on battles when 3
minutes are left in battles?
Q. What are the four council powers?
Q. Then, what about faction relations?
Q. Could a relation be like that forever?
Q. What's the use of Faction Relations?
Q. Could a relation be like that forever?
Q. What is Cooldown?
Q. What is Damage?
Q. What are those teleporting units and how do they do that?
Q. Are there four types of weapons?
Q. What is a POC and how long does it take to capture one?
Q. How do Attackers and Defenders win the battle?
Q. What's Engine Strain and what does power do?


Q. What faction should I join?
--------------------------------
A: It's entirely up to you. Go on an IRC channel and ask for any opinions of
the different factions. Note that no matter what the faction is, winning is
always possible, and there is no faction that never loses.

Q. Pegasuses are no match for Leviathans? (Or anything related to this?)
------------------------------------------
A: Nope, if the pegs keep the heat up, even the Leviathans can be
slaughtered. So as Ghasts vs. Behemoths.

Q: I equipped a GA weapon, they send ground after me, I equipped a GG
weapon, their air is after me, I equipped a V-weapon, it's far too weak..
------------------------------------------------------
A: This is a common problem of weapon choices. Always give a GA or GG weapon
unless your V-weap is powerful, even if their target choices are pretty
limited. You have to have your allies help you against targets you can't
hit, or pray that the enemy doesn't have air / ground that noticed your
units can't attack them.

Q: My units came in, they got mobbed, they died!
-------------------------------------------------
A: Too bad. Portal mobs are fairly common at these times.

Q: If I am forced to choose between H-armor and H-weapon, which should I
choose?
---------------------------------------------------------------------------------
A: If the armor adds good protection and health, give the armor. If the
weapon is very powerful, use the weapon. It's best that you can have both,
seriously.

Q: My arbs are hiding, no enemy spotted them yet, but why did Gryphons/Pegs
manage to find me and blast me to pieces?
-------------------------
A: It's either that they are arb hunting, or they spotted a suspicious unit
using their red eye and decided to check it out. There is no guarantee that
strategic units last through the whole 20 minutes of the battle.

Q: What are "Strategic Units"?
--------------------------------
A: Arbalests, Ballistas, Trebuchets, Spectres, or whatsoever unit that can
make a big difference in a battle without dealing damage directly through
"Attack".

Q: What should I do with level 1 new units?
---------------------------------------------
A: Train them up in alien caves till they're about 3-4, and send them out to
shoot some real units.

Q: If I have a level 20 unit that needs 7-8 levels to upgrade to another
chassis, but I can buy the new chassis, what should I do?
------------------------------------
A: Upgrade the unit to the new chassis. The upgraded unit carries over their
levels, stats and tech levels, enabling more access to the more advanced
weapons, making it more useful than newbie new chassises. (For example,
train a spirit up to an app instead of buying apps. Only buy apps if you can
buy both but own neither. I mean, if you can buy both the Spirit and the
Appraition, but don't have both, don't attempt to buy spirits to train up to
size - it's time-consuming and stupid, just buy apps.)

Q: Arrggh! A fusion storm wiped my whole air squad out!
---------------------------------------------------------
A: Just your luck. ALWAYS spread out and FLY AWAY as fast as you can when
fighting Condors to prevent their FS beam attack from catching multiple
targets in the blast.

Q: Why do I see a unit (no matter it may be ally nor enemy) totally
motionless on the battlefield, not shooting anything?
----------------------------------------
A: He's most likely out of energy. I prefer to call these units "drained".
However, it isn't impossible that the person is faking drain units.

Q: What are those wierd white geysers?
----------------------------------------
A: Just a decoration on the battlefield. It stumped me once before.

Q: My units are walking through enemy arb shelling, and they are cloaked,
but why do they still take damage?
-----------------------------
A: This is a realistic game. When your uncloaked allies get pelted by arb
shells, anything that goes through the explosions, cloak or infil, as long
as it's an enemy unit to the arbalest, gets hit by blast damage. However, if
the area clears of the uncloaked units, the cloaks and infils can travel
through without being pelted with shells.

Q: What's with the long names on some people's units?
-------------------------------------------------------
A: You can use longer names when upgrading units to higher marks or when
buying them, but not when equipping them.

Q: What should I say when the time is less than 30 seconds and my faction
won?
--------------------------------------------------------------------------------
A: Most probably, say "Good Game ". If you are bad, spam
about " ARE LOOOOSSSSEEEEEERRRRRSSSSSSS" =). However, it makes you
unpopular and gives you many enemies. That's the case with me. (Ask
xEvilchampx)

Q: There are two kinds of arbalest shells are there? One which the Arbalest
uses and the other type the Vulture uses. How do I identify them?
------------------------------------------------
A: Vulture artillery shells have low CD (about 1.5 Cooldown) while Arbalest
shells have around 2.3 CD. Estimate and see how many explosions occur whitin
a few seconds and you know it. However, Vulture range is short compared to
Arbalest range, and if it's vultures that are pouring shells, you will be
able to find them nearby. You should know how long is 1 second. =)

Q: What is a faction?
-----------------------
A: How should I say it?.. Just a country fighting for dominance for a planet
between four other factions.

Q: Why are Battlefield Commanders putting Auto-Reject on battles when 3
minutes are left in battles?
-----------------------------
A: It's not them. The battle system so far will reject any players which try
to enter at the last 3 minutes, or 180 seconds for the matter.

Q: What are the four council powers?
---------------------------------------
A: They are: Shout - Transfer a message to all faction members regardless of
location, Martial Law - Faction Members are barred from alien caves, can be
toggled, Kill/Punishment - Declares a faction member unruly to his own
faction, and he can be targeted by ally units even if his TK option is OFF,
Health Bonus - The council members get more health on their units.

Q: Then, what about faction relations?
---------------------------------------
A: They are:

Enemy - War against each other. No friendlyness. When you walk into enemy
land, you fight it, and vice versa.

We Offer Cease Fire - Two factions decide to stop attacking each other for
now. However, this is only council based, in other words, the faction
members of each faction can still attack each other.

Neutral - Like Ceasefire, two factions decide to stop attacking each other.
Also, each faction member can walk into each other's land without starting a
war, however, they can still Attack if they wanted to.

We Offer Alliance - Same as Neutral, and the one receiving the request for
an alliance can decide whether to ally with the other faction or not.

Ally - Total friendlyness. Faction members of two factions can walk into
each other's land without starting a fight (they can't), and in battle, the
allies are treated as those of the same faction, except that the Battlefield
Commander is respective for both sides. In other words, two factions as one.
Battle Size is also expanded to 32, for the fact that 16 people are
participating in a battle from each alliance side.

Here's a small chart I made:
Ally => Alliance Offered => Neutral => Ceasefire => Enemy
Peace ===========> Unstable Peace ================> War

Q: Could a relation be like that forever?
------------------------------------------
A: For the Ceasefire and above, it's impossible. For a set amount of time,
faction relations may drop by one, and eventually, you will reach Enemy
state, and it's possible to be enemies forever, though.

Q: What's the use of Faction Relations?
----------------------------------------
A: In desperate situations, like a dominant superpower is overtaking the
whole map, and the three other factions are powerless to stop it, maybe two
of the three or all of them will ally or CF with each other to take on the
superpower. This is just one example of the ever changing universe of SG,
you never know what is going to happen next.

Q: What is Cooldown?
---------------------
A: "Reloading Time" is another term for this. It is how long the weapon
needs to cool itself down for another shot to prevent wear and tear from
overheating. For example, a H-Machine Gun (fake weapon, BTW) has 120 damage
and a 2.0 sec cooldown, that means that once it shoots, it needs 2 secs to
cooldown and shoot again. Note that low cooldown weapons are actually
devastating compared to high cooldown weapons, even if the damage is much
higher.

Another theory for Cooldown is when missiles are given to Pegasuses. When it
shoots, the driver inside it reloads another missile and shoots it again.
Well, it's unreal, but who cares about all these, Cooldown is just the time
pause between weapon bursts.

Q: What is Damage?
-------------------
A: Don't you know?.. Well, it's the amount of hurt it does to an enemy unit.
The damage is subtracted from the enemy unit's health. However, damage is
reduced through armor. Once health reaches 0, the unit explodes and dies.

Q: What are those teleporting units and how do they do that?
-------------------------------------------------------------
A: That is called "Phasing" or teleporatation. To phase, you need..

Infantry: Phase Factiliator or Phasic Biodrive. However, spirits and apps
are automatically phasic without any help.

Mobile: Phasic Plating.

Aviation: Phasic Plating. (Yes, it's possible to phase aircraft, if you can
find the weight and space to put the plating.)

Organic: Only the Slanth can phase, and they are automatically phasic.

Then, you need an Orbus or a Roc with a Phase Generator.

Now use the Roc/Orbus and phase your units through large distances.

Q: Are there four types of weapons?
-------------------------------------
A: Actually, five types.

Energy Weapons: Mostly lasers, these weapons can shoot a beam of intense
radiation from great distances, and a low cooldown make them fearful
weapons. However, their energy drain is highest among all the weapons.

Missile Weapons: Missiles or rockets. These are explosives placed inside a
metal projectile that is launched forward to a target and explodes in great
force. The impact and blast adds to the damage. A high Cooldown rate is a
weakness of Missile weapons, but it makes it up for a slightly lower energy
drain, medium range and high damage. (2nd highest energy drain BTW)

Ballistic Weapons: The most common type of weapon, involving machine guns,
rifles, sniper rifles, tank cannons and maybe more. These are mostly shells
or bullets fired from it's gun and it hits the target with great damage. It
mostly relies on kinetic (movement) energy to penetrate the target's armor
and damage circuits inside the unit. Medium damage, cooldown and energy
drain. Good range too.

Flame Weapons: Mostly Flamethrowers. These fire weapons generate fire blasts
that is able to singe multiple units at a time. The intense heat of the fire
is able to melt armor and deal damage to the inner computing systems whitin
the unit, doing extra hurt. A very high damage ratio is a fearful factor of
fire weapons. Low cooldown and energy drain too, but the range is also very
low.

Melee Weapons: Fists, claws, swords, spikes, teeth, or anything that strikes
melee. (Face to face with target) Using brute physical strength, units wield
melee weapons that cuts into a unit doing extreme damage. Very, very deadly
damage is a feared factor for melee weapons, low cooldown and very low
energy drain too. But the range, prior to the fact it's melee, it's lowest,
as you need to get toe-to-toe with a target to swing your melee weapon at
it.

Q. What is a POC and how long does it take to capture one?
-----------------------------------------------------------
A. Point Of Contention that takes 45 seconds to be captured. In the v. 1.02
patch, it has been decreased to 35 seconds.

The Crater (Land 000044) has since became a bloodbath province (latest
30/4/02), and there's only one Point Of Contention, but you need 2 minutes
and 30 seconds to capture it. Difficult, but true.

Q. How do Attackers and Defenders win the battle?
--------------------------------------------------
Attacker: 1. Capture all POCs or hold the majority till the end
Defender: 1. Destroy all Attackers 2. Hold equal or majority of the POCs
till the end

As you can see, Attackers have a slight disadvantage. However, the defenders
will be kept busy as they need to recapture POCs captured by the Attackers.

Q. What's Engine Strain and what does Power do?
------------------------------------------------
It means that the engine is overworked. It happens when your engine's power
rating is lower than the unit's total weight of equippment it can currently
carry. The engine will need extra effort to push the unit along, increasing
energy drain. In other words, choose your engine wisely, especially for
chassises that are heavy e.g. Behemoths.

Power is the "Strength" of the engine, whether is it able to support the
whole laden weight of your unit. Low power can be disasterous in a lot of
situations (POWER is not ENERGY), with your energy drain increased, you can
be forced to retreat out or run to a methane/battery pad faster than usual
(without Engine Strain), or your units will run out of energy and become
free kills instead.

UPDATE: Power in V 1.03 of SG has a new purpose -- as all mobile units can
have the booster ability just by having an engine, the Power rating will
decide how fast your unit will move when you turn on booster. There's still
the Turbo Booster, but that will just consume weight, space and complexity
because your own engine has inherited the Booster ability and you don't need
another device for the booster speed. (There's no such thing as double
boosters, hell no :P)

Because of that, MOBILE and AVIATION units now have their respective
engines, instead of sharing the same types of engines. (Aviation having
autobooster? Hell no.) Although they're of the same name, picture and
provides the same HP and power (i think), their names have been seperated by
adding an "A" for aviation units. (E.g. AH-Dorian Light Drive)

7. How Aliens Evolve And How Your Stats Can Affect Aliens
-----------------------------------------------------------

As the date of this writing (Nov 30 2001, Singapore), aliens evolve when you
are offline for 3 hours. Logging on during the 3 hours will restart the
timer. Also, if your alien qualifies for a new weapon, it would also change
during the three hours. In the past, aliens evolve during server resets, but
it's different now.

Your MECH APT increases your alien's HP. The more MA you have, the more your
alien's health will increase. Your EDUCATION increases the damage your alien
does. In other words, if you pump it to a full 120, your aliens will be
extremely fearsome.

The sub-species of the aliens are Primus, Amplus, Magnus and Maximus for the
Slanth, Ubik and Poda. The oizy's sub-species are Prima, Ampla and Magna.
The last sub-species evolution is always Haltyr-Extremeus, Rouke-Extremus,
Mlortha-Extremus and Lyssa-Extrema.

Does your alien qualify for a new form? It solely depends on your alien's
U.Q. In these lists, it shows the different forms and their UQ needed.

Obvious Fact: To get the Extreme-Evolutions, you need 120 clout. (duh)

FORMAT: Name And Stage-U.Q. Needed
A reminder, UQ is 1/2 clout+Unit Level

UBIK-FAMILY SLANTH-FAMILY
Ubik-Primus-0 Slanth-Primus-0
Ubik-Amplus-10 Slanth-Amplus-10
Ubik-Magnus-20 Slanth-Magnus-20
Ubik-Maximus-30 Slanth-Maximus-30
Tyr-Primus-40 Crudgin-Primus-40
Tyr-Amplus-50 Crudgin-Amplus-50
Tyr-Magnus-60 Crudgin-Magnus-60
Tyr-Maximus-70 Crudgin-Maximus-70
Haltyr-Primus-80 Rouke-Primus-80
Haltyr-Amplus-90 Rouke-Amplus-90
Haltyr-Magnus-100 Rouke-Magnus-100
Haltyr-Maximus-110 Rouke-Maximus-110
Haltyr-Extremeus-120 Rouke-Extremeus-120

OIZY-FAMILY PODA-FAMILY
Oizy-Prima-0 Poda-Primus-0
Oizy-Ampla-10 Poda-Amplus-10
Oizy-Magna-20 Poda-Magnus-20
Boreas-Prima-30 Poda-Maximus-30
Boreas-Ampla-40 Kritisk-Primus-40
Boreas-Magna-50 Kritisk-Amplus-50
Eris-Prima-60 Kritisk-Magnus-60
Eris-Ampla-70 Kritisk-Maximus-70
Eris-Magna-80 Mlortha-Primus-80
Lyssa-Prima-90 Mlortha-Amplus-90
Lyssa-Ampla-100 Mlortha-Magnus-100
Lyssa-Magna-110 Mlortha-Maximus-110
Lyssa-Extrema-120 Mlortha-Extremeus-120

MANTA-FAMILY (May Be Wrong) ABOMINATION-FAMILY
Manta-Primus-0 Abomination-Primus-0
Manta-Amplus-10 Abomination-Amplus-30
Manta-Magnus-20 Abomination-Magnus-60
Manta-Maximus-40 Abomination-Maximus-90
Manta-Extremeus-50 Abomination-Extremeus-120
Onnir-Primus-70
Onnir-Amplus-90
Onnir-Magnus-100
Onnir-Maximus-110
Onnir-Extremeus-120

Q. What types of armor are there?
-----------------------------------

There are four types of armor: (This applies to INFANTRY ONLY)

Ablative: Provides no armor protection, but gives a lot of HP.
Kevlar: Won't give much HP, but gives superior armor.
Hybrid: Gives balanced HP and armor, and deflects laser damage by 25%. (I
think.)
Morganian: Gives a lot of HP and armor, the best type of armor.

They are further divided into five catagories:

Minimal - The lightest of the five, but gives little protection.
Light - Gives more protection, but heavier.
Standard - A basic version of that type of armor, no more light or heavy.
Heavy - Usually very heavy, but gives a lot of protection.
Ultimate - The ultimate in that type of armor. Gives most protection, but is
the heaviest, too.

They are FURTHER divided into Light, Normal and Heavy armor. (L-, No letter
and H-.)

For mobile and aviation, they have a large, large variety of armours that I
need to research for some time before putting them here. Sorry. -___-;

Q. Should I go for more armor or HP?
-------------------------------------
My recommendation is to balance both armor out. However, strongly consider
my words: do you want your units to take less damage or able to take more
damage without dying? Your answer will decide should you go for more armor
or life.

For those lighter chassises who can't put much armor, put a high HP armor
for them. But for the heavier chassises, give them more protection. But
overall, balancing HP and armor still rules. =P

8. Miscellaneous Skills and Techniques
----------------------------------------

=================
Setting/Using Formations
=================
Control+Any letter makes you set a custom formation on how your current
selected units are placed. This opens the way for endless possibilities of
formations that you like best. There are some preset ones that are good,
though.

Alt+Any letter makes your selected units go in that formation bound to that
current letter. This is how you use your formations/custom formations.

There's a not-so-well-known formation to "stack" your units. Sometimes good
for ground units who can't seem to walk in groups and needs to walk in
straight lines. To do so, select ONE of your units and bind as a formation.
Then select all of your units and use the formation you just bound. Your
units will stack together, cool eh? =) Actually, stacking only works for
aircraft, the rest can only walk one behind another, for easier
micromanagement.

To reset formations back to the normal movement range, select a group of
units with your mouse.

===============
Recommended Formations
===============
Some units are best suited if used in a proper formation, like..

War Pigeons: If there's only two to four enemy units on the POC that is
currently attempting to capture your faction's POC, you might consider on
"Concentrated Bombing". To do so, stack your pigs as mentioned in the
"Setting/Using Formations" above. Then your pigs will gather as one and
start dropping concentrated and thick bombs on the enemy POCCers. However,
if there is multiple units on POC, use the default formation and start
bombing.

Albatross: Use the A or X formations, which are line formations. Then you
can start mining the air equally as you move without stacking mines. Stacked
mines explode with the force of one mine.

===========
Clearing Air Mines
===========
Extremely useful technique to learn. However, this may cause you to lose one
or two air units in return. Spread out your squad of air units (preferably
Manta-family units, they have a lot of HP compared to the Aviation
chassises) and fly to whereever you think there is blanketed with air mines,
and ram into them. Once you covered an area, let a Medic/Geardoc heal you
and continue. However, do note that you can have scarifical air units to
clear air mines instead of being healed or repaired.

===========
Last Minute POC rush
===========
High-levels on Morgana has one thing in common: they know this skill of POC
rushing at 1.30, or at the last 90 seconds. In other words, this skill is to
put every thing on a POC and wish that it is captured before time runs out.
Phasing is the favorite way of doing poc rushes. Make sure you bring phasic
units if possible to let them phase on the POC, or bring something useful to
kill POC defenders or protect units that phase. (Orbus or Roc) Note that
even the weakest amount of damage helps.

============
Anti-Last Minute POC rush
============
An essential skill nowadays. You have to watch out for Rocs and Orbuses and
destroy them ASAP before they phase whatever crap they have on the POC.
Bring Imps to flame the POC defenders and war pigeons to bombard heavy
armored foes. Note that it is the exact opposite of the Last Minute Poc
Rush, and victory falls on the side with more powerful units and good
strategy.

============
Retreating Dying Units
============
I don't really mean retreat from battle. It means, when your units go into a
firefight with another squad of units, and one unit is dying, send it
retreating backwards from the firefight (not retreat into the portal!). This
is a favorite tactic if you want to conserve your units, as it minimizes
losses.

============
Anti-Condor Tactics
============
Spread out and/or fly out of range when he attempts the fusion storm blast
on you! Make sure it doesn't nail multiple units, or else you will suffer
major losses! Condors without FS/FS charged are basically free food to AA.
Do note that even with the 4 second cooldown on their weapons, there is no
guarantee that your planes can't be shot down using their weapons.

============
Vulture's Weak Point
============
Vultures, like arbs, have a certain range and it would stay this way as long
as they deploy their artillery cannons. Vultures are also very slow. In
other words, to kill a vulture using a ground unit, you must make sure it
shoots air (^_^;) and get your unit INTO its range, but not to it's
artillery target. That way, they can't pelt at you, and you can kill them.
Getting under them is also a good tactic, but if it flies over water, you
can't kill it =p. Of course, the best way of killing vultures is to use AA
units, but I am showing what you should do if you want to kill it with
ground, especially using Tyrs :).

============
Some things IN SG You HAVE to understand
============
I find that some people had failed to understand any of these things which
are a truth in the world of Shattered Galaxy:

- NOTHING is indestructible! Leviathans are indestructible IF they turn
Neutron Shield on, but they can't keep it on for ever! If you find that you
can't kill a unit, it's either he has extremely thick armor or a hell load
of HP, but it usually means that your weapon is far too weak. Even without a
twist of fate, a Level 1 Imp can burn a Level 60 Behemoth down!

- HACKING is always possible! You never know how or why - some how some way,
most people can just hack their units or resources, making them either
filthy rich or powerful, or both! Report those whom you think are hackers to
Nexon ASAP. However, Nexon doesn't give an ass about hackers, as they need
the money rolling in instead of rolling out. =/

- Hero levels are sometimes JUST FOR SHOW! Most of the time, the hero's
units have lower levels than the hero itself. Sometimes, even high level
units may even be weak. You never know.

- The only way to win a battle is to HOLD MAJORITY of the POCS on the map or
CAPTURE ALL POCS, there is no cheat or bug to winning the battle!

- This is something you ought to understand, especially in
three-way/four-way fights. There are ATTACKERS and DEFENDERS in a battle -
the Attackers are those who attack the province, Defenders are those being
attacked. ONLY one faction is a defender, the rest are counted as ATTACKERS.
Defenders have the advantage in battle. Only ONE attacking faction may hold
the province -- the rest must lose. In other words, if the DEFENDER holds
two Point Of Contentions, while the FIRST ATTACKER holds 1 POC, and the
other holds 2 POCs, the defenders win, due to the fact that NO ATTACKING
factions hold majority of the POCs. However, if any ATTACKER faction
captures majority of the POCs compared to the defenders and the attackers,
that particular ATTACKER faction wins the fight. COnfusing, but true.

- REGIMENT BATTLES. This is one factor of SG that pisses many people off, as
it only allows certain people of one regiment to enter a battle. Do not
attempt to force yourself in or spectate the battle. You will get framed and
punished. (DA SUXORS :P)

- WWW.SGALAXY.COM is the main website for Shattered Galaxy. Use the War Room
to pledge from faction to faction and do plenty of other things.

- COUNCIL PLACES. These make you the ministers of your faction. Do not abuse
your power - the Overlord can overpower you and the one being abused can ask
Nexon or the Overlord to remove your council for good.

- ALWAYS POC!!! This is important for Attackers -- you need to worry about
CAPTURING A POC at all times! Unless the faction is planning for a last
minute rush, always capture a POC if you have the chance.

- PROTECT STRATEGIC UNITS. This is one thing that most people fail to
understand. Strategic units need protection at all times to prevent War
Pigeons, Pelicans, cloaked Pegasuses, Gryphons or so fourth from killing
them!! Even better and if possible (especially nukers), HIDE THEM in a
Bunker (deployed Mantlet)!! That way, strategic units can do their stuff in
safety.

- DEFENDERS, HUNT FOR ROCS/ORBUSES!! This is very, very important, as
Morganians mostly like to use phasic rocs/orbuses for last minute poccing.
Bring powerful AA/GA and blast rocs to bits and pieces, FS works even
better. For orbuses, for god sake just damnit hunt them down with fast
ground!

- BRING ARMOR PIERCERS. The enemy fancies bunkers nowadays, and they're
overkilled experts at POCing and POC Defending. So use APs and kill them.

- ALWAYS HAVE STRONG POC DEFENDERS AND PAY ATTENTION. Especially for
defenders. Attackers may use Mlorthas as last minute POC rush even without a
ROC/ORBUS or it can be just a diversion tactic to let Rocs come into play!!
Strong POC Defenders should have powerful guns and armor to take hits and
deliver a serious dent into the enemy POC rusher. Pay attention to the
battlefield. Diversion tactics are plenty. I got a sudden surprise when I
got my GA lured away for a ROC to CAPTURE THE POC BESIDE ME!! ARRGH! DAMNIT!

- KEEP A SHARP EYE ON WHAT THE HELL'S GOING ON. Watch what your allies type
and look around the map, scouting POCs, looking at the backlines in case of
a nasty backstab, watch out for firefights between enemy and ally units, and
so on. In Shattered Galaxy, everyone can play a part, no matter the person
is a level 1 beginner or a level 60 professional.

- KNOW WHAT TO BRING AND WHAT NOT TO BRING. Attackers should start out with
fighting units first, before the real POCcers can come into play. Defenders
should set up POC Defense after knowing some recon about the opponent.
Retreat units that are crippled if there is no healers available. Bring
something else that is useful. It's near impossible to run out of all of
your 48 units in battle. (Unless you: 1. Buy less than 48 units 2. Likes
suicide strikes.) And don't bring rubbish units when your allies need
something else.

- IF YOU NEED HELP, ASK! No one is psychic! They can't read your mind and
know that you need help! Don't expect anyone to come to you automatically
when you need help - no one really knows unless you ask. So, remember to
type it out when you need it!

- ALWAYS GIVE CRITICAL INFORMATION. Examples include: "POCCERS AT A2", "KILL
THE ROC AT B4", etc. Well, not always in all caps, of course =P. Always keep
a sharp eye out and tell your allies in case they're occupied with something
else to bother about it.

===============
Mixing Squads
===============
When I mean mixing squads of units, I don't mean that you use, like, three
imps, a hawk and two wraiths or any stupid combination, I mean a mix squad
that actually proves REALLY useful in battle. Who says you must use a whole
squad of the same units? =P

(NOTE: Most of these assume you only can command 6 units, which means your
tactics are 19 or lower.)

1 PHASIC ROC + 5 PHASIC MOTHS
- Best for last-minute POC rushes. Fly your ROC to an enemy POC and QUICKLY
phase your moths ON IT and attempt to capture the POC. However, the moths
need to be armored well. Note that the moths can be subsituted with any
other unit that can be phased. (And usually, heavily armored.)

1 SPIRIT WITH MINDWARP + 6 IMPS (20 TACTS only, otherwise 5 IMPS)
- I saw a player use this. I don't know the point of a mindwarping spirit
and a squad of imps. I saw him mindwarping some enemy infantry, sending his
squad of Imps over the confused spirit, and he started flaming them to death
without much fear of them shooting back. Maybe you can follow him? Subsitute
the imps with something else and see what happens.

TELEPORTING SUICIDE SQUAD: 1 ROC+5 PHASIC SD SAPPERS
- I don't see any point in this at all. Some SG players may have used it,
just to use the roc to phase sappers to a place for self-destruct e.g.
clearing POCs. The roc can be more useful - dispose of it ASAP.

1 PHASIC ORBUS + 5/6 CRUDGINS (DEPENDS ON TACTICS)
The fastest way of moving crudgins. Rocs drain way too much energy for
crudgins -- get an orbus and you'll move fast enough. Best of all, your own
Crudgins can surround your orbus to protect it from ground hunters.

6 VULTURES/ARBALESTS/TREBUCHETS/BALLISTAS + 1 MANTA/ONNIR (20 TACTS ONLY,
OTHERWISE 5 VULTS/ARBS/TREBS/BALLS)
A great way of using artillery units. Get your Manta or Onnir over to your
arbbing spot and keep doing a tachyon sweep when a cloaked unit walks by and
he will get arbbed. The more advanced your tachyon sweep, more things can be
detected other than cloak, e.g. infiltrators, camouflaged units.

1 MANTLET+5/6 SPECTRES
Another way to hide nukers - inside the almighty bunker. What's more? You
can launch the nuke from the mantlet itself! OMG! What a great way to use
the Mantlet. Abuse it, period.

6 IMPS, 1 MEDIC AND A MINDWARPER SPIRIT (40 TACTS ONLY)
Wow. What a great squad. Imps for firepower, medics to heal damaged Imps and
a spirit to mindwarp other infantry units, allowing your imps to come and
flame 'em good.

=============
XP Divide
=============
This skill is essential for fast-level ups. Switch units occassionally
during some battles. That way, those units who just came in can get XP, and
when they level up, your hero also gains a level! Don't do it too often, as
in some battles, what matters is what units you bring to fight the battle.

1. Bring a set of units into battle.

2. Retreat and bring another set.

3. Don't attempt to switch between every unit - it wastes time, and you
never know will your faction win this battle. Switch between 2-3 sets of
units.

==============
Phasing Units
==============
There are a few things you need to get straight when phasing:

- The unit teleporting the unit gets energy drained, not the one being
phased.

- When you attempt to phase a unit and it says that the phasic requirement
(or something) is too high, it means that the unit can't phase at all! Or
either that your teleporter has no enough energy left to phase anymore
units.

- The unit will phase to whereever the teleportation unit is currently
standing, not anywhere on the battlefield, take note of that.

- To phase units, you need...

Apparitions, Slanth family aliens and Spirits - Born phasic. You don't need
anything special to phase them.
All other Infantry: Phasic Biodrive, H-Phasic Biodrive or Phase Faciliator.
Mobile: Phasic Plating or H-Phasic Plating. Unfortunately, Leviathans can't
phase.
Aviation: Phasic Plating or H-Phasic Plating. If you can fit in those, that
is.
Organic: Auto Phasic, Slanth only.

Also, one thing to note about is, for Mobile and Aviation, they depend on
Phasic Plating, an armor that gives pathetic protection and HP! Unless you
have at least mk4 moths, don't bother having phasic moths.

===============
Outranging Tactics
===============
Another thing that most newbies can't understand in Shattered Galaxy. If you
can outrange the opponent in a hit-and-run fight, DO IT!!! Don't fight head
on unless you're absolutely sure you can kill the adversary with only
injuries instead of casualties.

If the opponent outranges you instead, and it's a strong unit, don't fight
it -- just run, unless you can really take it. If so, fight it.

Hit-And-Run is a good way to use most fast units that has great range, for
example, Hawks, Pegasuses and Banshees. These units are usually quite weak
considering that they're fast and thin-skinned. So, to avoid casualties,
chicken out and not take short ranged units head on. Blast 'em from long
range and run when they attempt to get you into their target range. Then
repeat till he dies, and let the strong armor deal with the threat.

Usually, the threats are slow units or short-ranged units which suffer from
a lack of range or the speed of moving into range.

Take Owls for example. They're slower than Hawks, and you shoot those owls
from a range with your Hawks. Then they'll come after you. RUN!! At a range
he can't reach you, shoot again. However, note that the Owl STILL can chase
after you considering the delay you use to stop and shoot. Furthermore, if
the owls have afterburners, they may speed after your hawks instead and
blast them to bits when you can't outrun their speed.

Well, remember this strategy. It helps out a lot. Seriously. Try it out,
your cloaked Pegasuses blasting short-ranged Behemoths for example. ^_^

Another outranging tactic is when you're using air units and ground based
anti-air is trying to attack you. When you get shot, try to move out of
range and blast your target from another direction, which will force him to
turn back to get you in his sights. However, it can be foiled if the GA is
long-ranged with a excellent sensor. :P

=================
Sensor Range And Weapon Range
=================
These are two things that will make your units extremely good than they
really are currently, which is.. how far your weapon can shoot and how far
can your unit see.

SENSOR RANGE
- This factor decides on how far can your unit currently see. Your unit can
only shoot what it can currently see whitin it's sensor range. Sensors also
can prove useful in helping your units scout the area to allow them to see
more of the terrain.

WEAPON RANGE
- This decides on how far your weapon can shoot from. Range is an important
factor especially in hit-and-run. Sufficent sensor range is required for the
current weapon to shoot from it's maximum range.

There are some things you need to note about these... if you have a short
weapon range but incredible sensors, your weapon range WON'T BE EXTENDED --
your unit still has to get the target into it's range and shoot it. At the
fact of a short sensor range but great weapon range, your range will be
reduced due to the fact that you can't see far.

Note that, your weapon range SOLELY depends on your unit's OWN sensor view,
don't expect it to be extended by ally sensors.

===============
XP Trading
===============
A truly forbidden skill in Shattered Galaxy -- XP trading. This is the act
of you and another friend from opposing factions to fight a one-on-one
battle in any land, setting your battlefield commands to Auto-Reject or
manual, and letting one person kill the other without him shooting back.
Then it's repeated the other way round.

Bascially, to do this forbidden skill, just:

1. Tell a friend in an opposing faction
2. Go to any land
3. Initate a battle
4. The one getting the EXP should be the defender for easier purposes
(Defenders win when all attackers die out)
5. Your friend should let you kill him, since you're the one getting the XP
(for example)
6. Harvest the XP, then repeat the other way round (your friend killing you)

Note that, this forbidden skill, although great, is known to delete off
characters. So be careful.

=============================
Anti-Gravity and Earthquake
=============================
To spot whether an enemy unit has anti-gravity, just look at how it walks.
If it leaves footprints, it doesn't have anti-gravity. (Provided you have
your 'Footprints' option on!) If it walks without footprints, it's most
likely with anti-gravity, don't earthquake these units -- you won't hurt
them.

Anti-Gravity units won't leave footprints and are not hurt by Earthquakes
and won't trigger mines.

Revenant users are highly vulnerable to aerial attacks. You should armor
your revenants well, give a good fist and the best earthquaking device your
revenant can currently equip.

All aliens have no anti-gravity (except Oizy-Family and Manta-Family, they
fly), so earthquaking them is making sense. Do note that most of them has a
high base HP.

All mobile units (except the Gryphon) are vulnerable to earthquake.
Therefore, Revenants can clear a whole POC of mobile defenders (e.g.
Behemoths), allowing your allies to capture the POC. Some other units
without anti-gravity enabled can also be hurt, too.

9. Leviathan Mystery
----------------------
You are probably wondering why did I start this section. Well, it's odd
about how Leviathan's shield plating works. Nobody knows exactly how they
work, as they don't seem to block whatever they are supposed to, sometimes.
The four shield platings are as follows:

Hafnium Flame Shield - Supposedly to block all fire attacks.

Hafnium Ballistic Shield - Blocks all ballistic weapon attacks.

Hafnium Laser Shield - Blocks all energy weapon attacks.

Hafnium Missile Shield - Blocks all missile weapon attacks.

My own theory on how the shield platings work:

Hafnium Flameshield: Made of a special alloy that deflects extreme heat into
the atmosphere, making flame weapons nearly useless against it.

Hafnium Ballistic Shield: A compound of Kevlar and Titanium, these are
near-bulletproof and deflects bullets or heavy ballistc impact.

Hafnium Laser Shield: Has a reflective metal surface, totally reflecting the
intense light radiation of lasers away into the air, rendering them useless.

Hafnium Missile Shield: Made of a special metal with many small holes, the
holes stop missiles from crashing against the Leviathan. Instead, it traps
it and pushes it away, making it explode well away from the Leviathan.

From top to bottom, the lower tech shield platings to the higher tech
platings at the bottom. All the shield platings give the "Neutron Shield"
ability, which is supposed to block off all damage from any attack when on,
but a person on Shattered Galaxy (I think he is called Pendarr) says that
Neutron Shield grants an instant 450 armor protection to the Leviathan, and
that IRBMs can punch through Neutron Shield, and so do War Pigeon bombs,
which pierces armor.

I do not know much about it, as I never had the chance to lay my hands on a
Leviathan (my influence of Mobile is too low :P). However, judging on what
most players can say, shield platings are really difficult to use, as you
have to guess what your opponent is going to throw at you.

Melee weapons seemed to be impossible to block from any Shield Plating, as
there is no such thing as a Hafnium Melee Shield or whatsoever. However,
judging from what players say, most or all of the melee weaponary can be
blocked using a certain shield plating. (It is not confirmed)

Ghasts wield energy swords/laser swords, which should be blocked by the
laser shield, as it was of the same type of attack.

Revenants have fists, that are "counted as a ballistic attack", and blocked
by the ballistic shield.

High-level Poda family attacks seemed to be ballistic, and blocked by the
ballistic shield.

However, it's not the end, really. The mystery isn't quite solved. What
about low-level Poda family attacks? Are Leviathan's rocket cannons counted
as a missile attack or a ballistic attack? What about Manta's acid ball
attack? Oizy's flamethrower is blocked by the flame shield, or is it? Does
any shield block the Revenant's Earthquake attack? What about the Slanth and
Ubik family weapons? Deava's grenades? There are too many questions to this
mystery along with a myraid of unknown answers.

Another thing wierd about Leviathan's Ballstic plating. Supposedly, high
level Apparition sniper rifles can pierce right through their ballistic
plating! Even more scarier, some people claim that it can pierce through
Neutron Shield. However, this may be just a rumour.

Shade machine guns, even the lower tech ones, seem to pierce through
Leviathan's ballistic shield plating!! WIERD!!

About the Leviathan itself. It is totally impossible to put even the
smallest piece of armor on it, as it has ZERO space, even if your Leviathan
is Mk9. They have to rely on their SHIELD PLATINGS for protection. Also,
they need a extremely good power supply, even better, a H-Gamma Array! That
way, you can guarantee a nearly infinite Neutron Shield.

Please contribute information about this mystery.

10. For Beginners
------------------
First, when you are just starting on Shattered Galaxy, and chose your
appearance, and now you have 20 stat points to distribute among your base
stats of 5/5/5/5.. what should you choose, you ask?

Well, here are the advantages of disadvantages of every stat you put most
points into.

Concentrating On Clout ("Clout Whores")
=======================
When you concentrate most of your stat points on clout, it gives you faster
access to the variety of units that need more influence, and gives you an
easier time on upgrading units to higher marks and other chassises. (Also
decides should your aliens evolve)

Clout affects: Influence - Half your clout + division level.
Upgrade Quotient/Unit Quality - Half your clout + unit level.

The disadvantage of this is that although you can upgrade and get the other
chassises more easily, you won't get to equip the better items, due to your
lack of your Education points, nor can you put the more heavier items on
your units. However, Clout isn't all that important at aquiring better units
to be brought at factories. You just need your division level to be at it's
maximum (60) and you can buy everything or at least most of the more useful
units available.

Concentrating On Tactics ("Tactic Whores")
=========================
When you concentrate most of your stat points on tactics, it allows you to
bring more units into battle, increasing your XP gain and net damage. Also
increases your unit HP (5 tactics = 1 HP)

Tactics affects: Units brought into battle - 20 Tactics = 1 unit.
Unit HP - 5 tactics = 1 HP.

The disadvantage of this is that although you can bring more units into
battle, most likely, you can't buy the higher chassises nor give good items
to your units yet.

Concentrating On Education ("Education Whores")
===========================
When you concentrate most of your stat points on Education, it gives you
faster access to the more powerful equipment you can put on your units,
strengthening your units. Also decides whether should your aliens get a new
weapon. The favorite choice of most SG players.

Education affects: Tech Level - Half your Education + Unit Level.
Alien Weapon Change - Refer to "Ubik and Slanth
Weaponary" Section.

The disadvantage of this is that you can't get access to the better
chassises yet, and can't equip heavier items on your units. However, this
isn't a large disadvantage.

NOTE: This is a critical note to all SG players. 120 (MAX) education DOESN'T
GIVE you full access to ALL ITEMS! It merely gives you 60 tech level
automatically! You must boost your unit level to a full 60 to get the 120
education ITEMS!

Concentrating On Mech Apt ("MA whores")
==========================
When you concentrate most of your stat points on Mech Apt, it gives you
faster access to the heavier equippment you can put on your units, enabling
you to equip the heavier and more powerful items. Also decides should your
aliens change their weapons.

Mechanical Aptitude affects: Unit Weight - Base Weight x [1+(MA/120)]
Alien Weapon Change - Refer to "Ubik and Slanth
Weaponary" Section

The disadvantage is that although you can equip heavier items, your low
education may limit you to the low tech heavy items instead. Also can't buy
the better chassis units. Isn't a large disadvantage too.

Balanced Stats
===============
This balances you with average equipment, slightly heavier equipment, and
more unit chassises to choose from, and maybe you can bring more units into
battle. It also prepares you for being a future MA whore, Edu Whore, e.g.

For starters: begin with 20/5/10/5. This gives you access to 7 units and
some higher tech equipment.

For wannabe clouters, I recommend 5/15/15/5.

These are only some examples. You may wish to balance your MA, Education and
Clout to the same levels first before concentrating on one stat.

The disadvantage of this is that you have limited options at doing anything,
but more options at the stat you put more points into. But who cares, you
can remedy this once you are sastified with your balanced stats and start
concentrating.

However, totally concentrating on one stat is plain useless. You may
consider balanced stats before concentrating. Here are some "combos" to use
your precious stat points.

Mech Apt + Education combination
=================================
This gives you the advantage of equipping heavy items and not to mention the
higher tech heavy items, enabling you to strengthen your great units with
heavy and high tech items, making you a fearsome general leading deadly
units.

Advantages - Can equip the heavier equipment.
- Higher tech equipment is available.
Disadvantages - More difficult access to better chassis units. <- Doesn't
matter :P
- Can't upgrade units easily.
- Can't upgrade units to the highest marks. <- Especially when
you have lack of
space to put
stuff.

Clout + Education combination
==============================
This gives you access to upgrading to the highest marks, also gives you an
easier time upgrading your units. Also has access to the high tech items. In
other words, you can have units with high marks (Mks) and high tech
equipment.

Advantages - Easier access to various unit chassises.
- Higher tech equipment is available.
Disadvantages - Can't equip heavy items on units. <- Sole disadvantage, but
who cares =p

Updates soon to come on this section.

Balanced + Education combination
=================================
This is the technique I used to get my stats. First, you balance your stats
at 5/30/30/30, before you start concentrating. This is quite a good idea,
actually, you have an average number of units you can buy, heavy items you
can put, and higher tech items you can get.

Advantages - Balanced options at all aspects
- It's my way of getting my stats =p
Disadvantages - You may have a hard time strengthening your units.

See what you like and pick one stat combination to divide your stat points
among your various stats.

Then, you are faced with one option: What units should I buy? For me, I
recommend that you have Imps, Hawks, Pegasuses and Ubiks. Refer to the Unit
List and see which one you prefer. I recommend those because:

Imps - When with a flamethrower and trained well, these burn multiple units
in a row, doing serious damage.

Pegasus - A fast trike with very powerful weapons even at low tech levels,
and the easiest unit you'll ever want to train, especially for it's cloak
device.

Hawks - The best in anti-air defense, with fast speed and long-ranged
weapons.

Ubiks - The balanced unit of the organic class, with proper training, these
little guys can evolve and change their weapons and how much damage they can
do. Versatile weaponary is another strong side of the Ubik.

However, you are not forced to buy these. I can only give advice, anyways,
the other units are great ones, too! Not just these!

Now, I recommend that you go to the alien caves and train yourself and your
units till you're at least level 4 and your units are level 5 before you
wander out of your faction to experience real war and advance yourself even
more. Remember to buy various units and change your equipment every now and
then, and use your extra stat points you gain from level up to strengthen
your hero.

Once you hit your level limit, go to the www.sgalaxy.com site and pledge
yourself into a higher tier planet. And now, you are on your way to becoming
a powerful hero. There are rumors that the Star Portal in the Crater
(000044) still works, but I doubt it. Anyway, the Star Portal is a small
portal with ring-shaped energy around it.

I, Alfonse, salute you, and wish that you can become a very good player at
this great game! Anyway, for beginners, read on the next newbie guide,
written by yours truly.

==========================================================
THE VERY BASICS OF SHATTERED GALAXY: CHAPTER 1 - CAPTIAL
==========================================================
This BIG section is a cut down version of the long manual on how to play the
game. This section explains how the hell do you play this complicated game
which looks confusing. It's divided into different chapters.

To start off, well, you'll need to understand a few things in your captial
first... (Names may be a bit wrong, but these buildings REALLY do exist.)

Unit Factory - Located right in front of where your hero appears. Used to
Buy, Sell and Repair units. Faction repairs are much cheaper than those in
enemy captials, obviously :P.

Unit Development Laboratory - To the right of the factory. Used to Upgrade
units to another type or a higher Mark. Also used to equip your units with
various equipment and to check their statistics.

Resource Exchange - To the left of the factory. Here, you can buy and sell
your resources at the current rate.

Faction Headquarters - Dead center of your captial. Here, the current
faction relations, Overlord/Election and council members are displayed.
Overlords can manipulate the faction relations and council members. If in an
election, those beyond level 6 can either Support/Nominate a candidate, Put
your name on the list as a candidate, or Oppose a candidate. If you are
already running for office, you can't Support/Oppose.

Simulation Center - Left of your faction HQ, southwest of the Resource
Exchange. Here, you can engage in simulated battles with allies or enemies
from the same planet, and as simulated battles/units, your actual units
don't get damaged, nor will it spoil your record/prestiege/honor. However,
you will get 0 tribute if you're in the sim center during a tribute
distribution (every 15 minutes of game time approximately).

Cadet Combat Field - South of Lab. Same as the sim center, but on the same
plot of land everytime. This time, you don't need an ally -- you can spar
against the computer -- but they're using.. weak machine-gun imps. Consider
it barren.

Alien Caves - You can't miss these. These wormhole-like caves, where two is
in your captial, is where aliens reside. You'll get minimal XP fighting
aliens, and more will spawn if heroes come in. You can POC and win, but
alien caves CAN NEVER be taken over.

Cadet Training Facility - Near the alien caves. Where you use actual battle
units (provided by the CTF, which is one unit per type) and try to capture a
POC full of Slanth-type units which attack with a weak melee attack (I
forgot the name ^_^ Crawlers maybe). Just carry a unit with the ROC and put
it on the POC, and have the arb arb it. Simple as that, but the actual thing
is to let real newbies experiment with the units and get used to them.

Observatory - Directly south of the faction HQ. Allows you to view the Fata
Morgana solar system and see land ownage (of your own planet only, it used
to be all planets) of the planets, and resource abdundance. You can
manipulate the planets and see them in different views or different speeds.
Just an extra to whoever is intrested to know what does Fata Morgana looks
like.

Royal Rumble - Used to be there, but now, it's gone. Allows your units to
fight each other and you'll gain a lot of money though you have to pay 3
million to get in.

Now try walking to each of them. Once you're done, proceed on to the next
chapter.

---------
YOU HAVE LEARNED:
- What your captial contains
- What does each building do.
---------

=====================================================================
CHAPTER 2 - UNIT SELECTING, BUYING, SELLING, REPAIRING AND UPGRADING
=====================================================================

Okay, I know I have repeated myself.. but sorry :).

Walk to the Factory, select the unit you want and click Buy. You'll be
prompted to name it. Well, name it whatever you want.

When you start a new hero, you start with no units. What are you waiting
for.. start buying. These are recommendations, but I repeat, you are NOT
forced to choose these units. For the purpose of this exercise, we'll use
these units in battle.

For a new hero, I recommend you have a mix of ground to ground firepower,
Air to Air firepower and at least one Organic Unit.

Imps - If you have at least 10 education, buy these and go to the Laboratory
and change their weapons to the Flamethrower-type weapons, which should be
the MA Ignite or something. You can't mistake a flame thrower when you see
one. :P Make sure you have a Methane Reactor.

Ghasts - Fast and furious suiciders. I recommend you do buy these. Change
their blades into any blade for now, as long as it's not H. Give any armor
you can.

Pegasus - I highly stress that you buy Pegasuses. These will HELP you out a
LOT in battles, no kidding! ^_^; Give the H-Odin Crusher if possible. Do
equip a H-weapon if you can't get cloak yet.

Manticores - P.A.R. Pure Aerial Carnage. This is how to describe these units
which gives even the most fearsome aircraft nightmares. Give them their best
Ground-To-Air missile.

Hawks - You gotta have these babies! These hit-and-run hitters can wreck air
up and live to tell about it! The most essential air unit that everybody has
to have. Change their machineguns into a AA weapon in the Lab.

Pelicans - These are miscellaneous units, at least to me. If trained well,
Pelicans can kill ground units and perform a MAJOR slaughterfest. >:) Equip
their best missile, preferably, the one which is only AG (Air To Ground, you
should get it now), not the V-missile that does 91 damage. (H-Genus Manta)

Ubiks - If trained with effort, these little bugs can someday change their
balls into plasma balls and evolve themselves into their big bad brothers,
the Tyr and Haltyr. There's a statement that I have to make. Well, at one
time, I thought Ubiks are useless since they're weak when I fought them at
the alien caves (at that time, my mind was pretty new to the great SG game),
and Oizys are pretty deadly. So, I bought Oizys instead, and later on, I
found enemy Ubik-family aliens to be much stronger than they really seem!!
My evolved oizys (Boreas) got shot to death by plasma Tyrs and he has one
left when the rest of my bats died!! Now I use Ubiks and took the time to
train them, and they kick serious butt as Tyrs with stats of 8000+ HP, 11
armor, and their plasma balls 249 damage at a 3.1 cooldown rate.

Slanths - Long range alien artillery. I found these aliens more powerful
than they really are. Anyway, they fire acid balls that pierce armor and
makes nice defenders.

If you accidently bought an extra unit or you don't want a particular unit
no more, click on it and click Sell. If you have injured/dead units, and you
want to repair them, click Repair All to repair them all in one shot. Or if
you prefer one-by-one procedure, click on the injured/dead unit and click
Repair.

After buying your units, go to the Lab and upgrade their respective
equipment by choosing Equip Item. It's recommended that you do not fill all
48 units slots up at the start, though.

Once you're done changing equipment (the interface is easy to understand
unless you're illterate, in which case you can't even understand this FAQ
:P), click Ok or Cancel at the bottom of the screen. You're back at the
menu. Click Upgrade Unit. Click on, let's say, your Imp. You'll see your
current unit U.Q. and the various chassises it can upgrade to. Click
Imp-Mk2. You'll see Upgrade Impossible, but never mind, for now, look at the
stats which will improve. Experiment with the rest of your units.

When you're sastified, exit the Upgrade Unit screen and the Lab.

-----------------
YOU HAVE LEARNED:
- Which unit to buy.
- How to buy units.
- How to sell units.
- How to repair units.
- How to upgrade and change equipment.
-----------------

=======================================
CHAPTER 3 - IMPORTANT KEYS (NON-BATTLE)
=======================================

In this chapter, you will learn what keys are important in the game, and
what do they do. However, these are hotkeys, and you can access them by
clicking on their respective buttons, but these hotkeys make the game
better.

Now you're standing in front of your captial. Okay, fine. Try pressing F1,
you will see the in-game manual which is more detailed in the various
equipment with pictures and the like.

Click Exit and press f2. This is the most important key in the whole game --
the strategic map!! This is how you see how is your faction and the other
factions are doing. And you can see what battles are commencing. To join a
battle, right-click on a battle. However, there's a 70 second Battlefield
Communication to be set up, so you have to walk there for the meantime. Once
70 seconds are up, you can't still join the battle instantly, but you can
see the battlefield and wait for your units to reinforce. You can change
your squadron, too. For now, don't join any battles.

If you are a council member or overlord, there will be extra keys in the
strategic map, which is to tell your faction members to either avoid or
assemble at a particular land, and to force open a battle, in the case of a
biased battlefield commander.

To exit out of the strategic map, press F2 again. Now press F3. It's the
mini strategic map. An important map to see if you are preoccupied in
battle.

Now exit and press F4. You'll see your hero statistics. If you gain any
attribute points you can add them here. You'll also see what resources you
have.

Exit out of the screen and press f6. Here you can see the Hall Of Fame (the
top heroes), the Who-List (who in your planet is online) and the various
regiments of each and every faction.

Then comes F7 the Unit Deployment Screen button. Here, you select which
units to be deployed into a battle.

F8 is the key to teleport back into your faction captial when you're in
another land. This saves time walking all the way back to the captial.

F9 is to take a screenshot. Nothing much new.

Once you're done playing around, look at the buttons at your interface. At
the extreme left is the name list and ignore list. In battle, it'll turn
into the command wheel whom you can select commands for your selected units
and see their shortcut keys. You can switch between during battles though.

Okay, at the middle is the textbox whom messages you and other heroes type
are displayed. Just above the textbox is where you type your message and
just above the entry box you can see who you want to type the messages to.
Allies means any faction member whitin the same province will hear the
message. Public means that anyone in the province will hear your message.
The middle button is for private messages to a regiment or person.

To the bottom right of the text box are four buttons, as follows from top to
bottom:

Letter Box Button - Your private SG-mail inbox.
Tick button - Messages about tribute, battlefield commander manual
acceptance, and other things.
Thumbtack Button - The Shattered Galaxy BBS (Bulletin Board System).
Person Button - Unit deployment screen.
Wrench Button - Where you can check your units out, their stats, and equip
them with things in your inventory. A private warehouse or something.

Then, BESIDE THE buttons to the extreme right is the MOST important part in
the game asides the strategic map -- the MINIMAP!! It displays various info,
like enemy and ally location in the current province/battle, and the grid
squares are locators to know where your allies can locate you, etc. Red grid
squares are grid squares with a POINT OF CONTENTION.

Well, that's about all the keys. Of course, the Hero List button (F6),
Strategic Map button (F2) and Exit button are just above the minimap.

Now you're ready to learn about battle.

-------------
You have learnt:
- About the various hotkeys in non-battle mode.
-------------

=========================
CHAPTER 4 - BATTLE
=========================

In this chapter, you will learn what to do during a battle. But first, go
into a battle. ^_^; Go into your captial's alien cave. You should know where
it is, no? =] (Pay attention to the keys mentioned here.)

Battle means a confrontation between a faction versus another faction, when
they walk into each other's lands with a faction member in it. Then a
violent power struggle begins as the heroes clash using their soldiers, or
"units". The main thing about battles is to capture the Points Of
Contention. More on that later.

You'll see the name of the place you're attacking, your squadron that is
going to be deployed into a battle, who's on each side (attacking and
defending).

Well, since you're attacking, click on Attack.

WAIT!!! Check your units - what did you bring? I recommend you bring some
ground units, preferably infantry. For now, deploy your Imps. The shortcut
key to deployment is F7.

Now you're ready to fight. Okay, see your squadron? You can either click to
select on one unit, drag a whole box to select two or more, or maybe.. just
press BACKSPACE to select your whole squadron.

Now move out. You'll find some ground aliens, like Ubiks. Press A and click
on the Ubik. Your whole squadron will move forward to engage the Ubik. Watch
your Imps spray their flames at it. (Unless you're using guns..) Obviously,
the Ubik will retaliate (duh) with their acid ball attack, but it shouldn't
be too bad.

Okay, to move your squadron, select your units and just click anywhere you
want. It's an auto move command. Or if you want to change their orders,
press M and click the place you want your squadron to move to.

Since you're attacking, your priority is to scout out the POCS (point of
contentions) and capture them by standing on them for 35 seconds. You're
probably wondering: the map is so big, how do i find the pocs? Check your
minimap out - the grid squares numbered 1-4 and named A-D is essential to
help you find your way around in battles.

The grid squares with a red outline indicates a grid square with a Point Of
Contention. Well, move your units towards there.

When you select or highlight your units, you can see two status bars by
default. It's energy reserves, and HP. The green bar indicares your energy
reserves which will slowly turn blue as energy is depleted. The yellow bar
is your hit points. When you get hit by damage, this bar decreases.

If you completely run out of energy without recharging (more on that later),
your units will be IMMOBLIZED and unable to move.

If you run out of HP, that particular unit dies.

Also, if your units happen to have special abilities, their charge bar
and/or special abilties will appear on your command wheel. Use them by
either clicking on them or pressing their shortcut keys.

Okay, walk your Imps to a POC now. If a poc is revealed, you'll see it being
pinpointed on your minimap. A POC looks like a 9 slice pizza. In alien
caves, POCs are empty and without any faction symbols. Stand on POC now.
You'll slowly see it light up. It means you're in the midst of capturing it.
After 35 seconds, the POC will lit up fully and your faction symbol will
appear on it.

Then walk to the other POC. No, wait, you need to learn more.

Notice that you may run into some electric circle-like things and methane
geysers? They're the so-called recharge stations. Electric Circles refill
the energy of batteries (Examples include Edison Accumulator, SodiumSulphur
Accumulator), methane geysers refill the energy of methane reactors.
(Examples include Methane Reactor, Dual Methane Reactor) There are four more
types of energy you can put on all units except organic units (they're
natural-bred aliens not machines).

The four types are: Solar Energy - Energy from the sun is converted into
power for your unit to run. However, the recharge rate is VERY SLOW, but it
allows you UNLIMITED energy (technically anyways..) for the duration of the
battle.

Next up, is Gamma Energy - Light energy from the sun is converted into
radiation used as power. The same theory as solar energy, but recharges much
more faster than solar cells. Low storage capacities are one weakness of
gamma arrays.

Next up is Battery Cells. Don't mix Batteries and Battery Cells up. Battery
Cells can't be recharged like batteries. Nonetheless, they provide a LARGE
amount of energy. However, once drained, cell-equipped units are helpless.
They can't be refueled by couplers. They must be killed instead and you'll
need to rein another squad of units.

LAST BUT NOT LEAST, is Nuclear Reactors. Don't worry, this is Shattered
Galaxy, not Simcity 2000 - your units won't suffer any nuclear meltdown and
explode - Nuclear reactors are of the same theory as solar cells - but they
provide more energy. The drawback is the VERY SLOW recharge rate. The only
reason you would use fallout reactors is that you can TRIGGER a "nuclear
meltdown", ahem - a Self-Destruct that is sometimes more powerful than the
Sapper's self-destruct! You can make suicidial units with this reactor. It
ain't built for it's energy, anyway.

Now you've learned about battle. Now capture the POC, let's move on to MORE
ADVANCED battle. If you level up, press F4 and you will find an extra
attribute point for you to add on to your stats. :)

------
You have learned:
- The basics of battle.
------

===============================
CHAPTER 5: THE ADVANCED WAR
===============================

Now the real battle begins. Remember to repeat Chapter 4 and train in the
alien caves till you and your units are at least level 4 or higher.

Go to the Unit Development Laboratory. Give each of your 48 units (if you
bought 48 units) some good items and weapons. As you add on attribute points
to your stats (especially Edu/MA), you should be able to upgrade a few of
your units, or at least give better items.

Once you're sastified, exit. Go to the factory for last minute repairs.
After that, exit, and press F2.

This is the strategic map - the essential key to serving your faction. The
land ownage of the factions in your planet is shown. Each faction has it's
own captial and colour. The amount of land available decides on how much
tribute you will get, depending on how much resources are currently present
in that land.

Now you should see some battles going on. Battling provinces will have two
or more different coloured "figures" inside them, representing a hero from a
faction, and there will be a small plume of fire to indicate it. Faction and
faction battles which doesn't involve your faction won't show you it's
battlefield acceptance mode.

Battles involving your faction will show you it's battlefield acceptance
mode. Anyway, find a battle. Battling provinces involving your faction have
symbols that may appear on it, depending on some factors...

Battle Full - You will see a three-person icon on the province, and the
battlefield communication link won't work. It means that it's maximum battle
size has been reached.

BattleField Mode: Auto Accept - You will see a bright bluish-white target
icon on the faction. It means it's not full and you can go in without
permission from the battlefield commander. (More on that later.)

BattleField Mode: Auto Reject - The same target icon will appear, but with a
diagonal strike through it and it's red in colour. It means that no other
heroes may go in the battle. Useful if you're having regiment battles
nowadays.

BattleField Mode: Manual Select - No icon will appear, you will only see a
plume of fire on it. It means that the BC must PERSONALLY welcome (accept)
you into the battle, or else your entrance is suspended until he either
accepts or rejects you out.

BattleField Mode: Late Reject - Same icon as Auto Reject, and it
automatically kicks in during the last 3 minutes of battle. No heroes may
reinforce this battle, as it's far too late. BCs cannot override Late
Reject.

BattleField Mode: Forced AutoAccept - It's the same icon as the Auto Accept,
but it's red and blinking. A faction member has forced open that particular
battle. Good if you don't want a biased BC to lead a battle and accept
people he only likes. (And provided you're a council member. However, do
understand that forced autoaccept can piss people off, and spoil regiment
battles.)

Either way, find a battle, and go into it. If you're accepted, you will see
a "Battlefield Commander Has Accepted Your Entrance" message, and you need
to wait for the server to synchro your computer with the battle, therefore
there will be a 35-40 second countdown before you see the actual
battlefield.

After the long wait, you will see the battlefield. Pay attention to what is
going on. Now you should know what to do. Kick some enemy butt.

See the circle inside your command wheel? It's divided into parts depending
on how many POCs are there in the battle. If it's red, your faction is
DEFENDING. If it's green, your faction is Attacking. On the map, battles IN
your province are defending battles, battles in ANOTHER province are
attacking battles.

I'll leave it to you on what you want to do in the battle, but let's just
give you a few hints on battling.

- If possible, always capture a POC. Rush it like there's no tomorrow.
(Applies both to attackers and defenders.)

- Scout, give some recon, and try to kill enemy strategic units while you're
at it, too.

- Kill all enemies that stop you, of course, with some support.

- Air superiority is the key to winning 95% of the fights.

- If you have crippled units which can't be used for anything else other
than being free food, retreat them and bring a fresh squad. If all of your
units die, you automatically retreat from battle.

- If Defending, hold equal or MORE pocs than the attacker. If attacking,
it's the other way round. Hold more pocs than the defender or CAPTURE all
POCs.

That's it for the newbie guide, you should know how to play the game now.
Good luck. =] To tell the truth, I started being addicted to the game due to
the fact that I saw other players play the game. Then I started to pick up
the basics and mastered the game. Now I'm sharing my learned knowledge with
the whole lot of you guys. :)

11. Unit Base Stats
---------------------
This whole list is taken from the SG Reference on the www.sgalaxy.com,
credits go to them for compiling the HTML version.

Due to lack of time, I only can add the infantry stats and equippment, I'll
add the rest as soon as I have the time.

Influ = Influence
Slots = Slots
MaxWt = Max Weight
MaxSpc = Max Space
UWgt = Unit Weight
Type = Type (Biological = Bio, Mechanical = Mech)
BHlh = Base Health
BArm = Base Armor
Spd = Speed
VRange = View Range
VType = View Type

INFANTRY

Chassis Influ Slots MaxWt MaxSpc UWgt Type BHlh BArm Spd VRange
Imp 1 10 64 10 60 Bio 1680 6 2.6 3.5
Imp-Mk2 15 10 64 11 60 Bio 1860 10 2.8 3.5
Imp-Mk3 29 10 64 12 60 Bio 2160 15 2.8 3.5
Imp-Mk4 43 10 64 12 60 Bio 2550 19 2.8 3.5
Imp-Mk5 57 10 64 13 60 Bio 3060 24 2.8 3.5
Imp-Mk6 71 10 64 14 60 Bio 3750 28 3 3.5
Imp-Mk7 85 10 64 15 60 Bio 4590 33 3 3.5
Imp-Mk8 99 10 64 16 60 Bio 5670 37 3 3.5
Imp-Mk9 113 10 64 17 60 Bio 6930 42 3 3.5
Deava 34 10 64 12 65 Bio 1200 6 3.6 6.5
Deava-Mk2 48 10 64 13 65 Bio 1440 10 3.6 6.5
Deava-Mk3 62 10 64 14 65 Bio 1740 15 3.6 6.5
Deava-Mk4 76 10 64 15 65 Bio 2130 19 3.9 6.5
Deava-Mk5 90 10 64 16 65 Bio 2610 24 3.9 6.5
Deava-Mk6 104 10 64 17 65 Bio 3210 28 3.9 6.5
Deava-Mk7 118 10 64 18 65 Bio 3930 33 3.9 6.5
Mephit 55 10 92 19 100 Bio 2850 30 1.8 10
Mephit-Mk2 72 10 92 20 100 Bio 3630 33 1.8 10
Mephit-Mk3 90 10 92 22 100 Bio 4740 36 1.8 10
Mephit-Mk4 107 10 92 24 100 Bio 6090 40 1.9 10
Mephit-Mk5 120 10 92 25 100 Bio 7350 45 1.9 10
Shade 3 10 68 8 75 Bio 1200 9 4 7.5
Shade-Mk2 17 10 68 9 75 Bio 1350 13 4.3 7.5
Shade-Mk3 31 10 68 9 75 Bio 1560 18 4.3 7.5
Shade-Mk4 45 10 68 10 75 Bio 1830 22 4.6 7.5
Shade-Mk5 59 10 68 11 75 Bio 2220 27 4.6 7.5
Shade-Mk6 73 10 68 11 75 Bio 2730 31 5 7.5
Shade-Mk7 87 10 68 12 75 Bio 3330 36 5 7.5
Shade-Mk8 101 10 68 13 75 Bio 4110 40 5.3 7.5
Shade-Mk9 115 10 68 14 75 Bio 5040 45 5.3 7.5
Banshee 25 10 64 15 50 Bio 1200 3 4 9
Banshee-Mk2 39 10 64 16 50 Bio 1410 7 4.8 9
Banshee-Mk3 53 10 64 18 50 Bio 1680 12 4.8 9
Banshee-Mk4 67 10 64 20 50 Bio 2070 16 5.2 9
Banshee-Mk5 81 10 64 22 50 Bio 2520 21 5.2 9
Banshee-Mk6 95 10 64 24 50 Bio 3120 25 5.6 9
Banshee-Mk7 109 10 64 26 50 Bio 3810 30 5.6 9
Phantom 45 10 70 5 80 Bio 1050 5 3.6 10.5
Phantom-Mk2 52 10 70 5 80 Bio 1140 9 3.9 10.5
Phantom-Mk3 70 10 70 6 80 Bio 1500 12 3.9 10.5
Phantom-Mk4 82 10 70 6 80 Bio 1770 15 4.2 10.5
Phantom-Mk5 95 10 70 7 80 Bio 2160 18 4.2 10.5
Phantom-Mk6 107 10 70 7 80 Bio 2580 21 4.5 10.5
Phantom-Mk7 120 10 70 8 80 Bio 3090 24 4.5 10.5
Ghast 3 10 70 10 70 Bio 1200 3 5 5.5
Ghast-Mk2 17 10 70 11 70 Bio 1350 6 6 5.5
Ghast-Mk3 31 10 70 12 70 Bio 1560 6 6 5.5
Ghast-Mk4 45 10 70 12 70 Bio 1830 12 6 5.5
Ghast-Mk5 59 10 70 13 70 Bio 2220 15 6 5.5
Ghast-Mk6 73 10 70 14 70 Bio 2730 18 6.5 5.5
Ghast-Mk7 87 10 70 15 70 Bio 3330 21 6.5 5.5
Ghast-Mk8 101 10 70 16 70 Bio 4110 24 6.5 5.5
Ghast-Mk9 115 10 70 17 70 Bio 5040 27 6.5 5.5
Revenant 48 10 104 16 120 Bio 1920 18 3 5
Revenant-Mk2 63 10 104 19 120 Bio 2370 24 3.2 5
Revenant-Mk3 78 10 104 22 120 Bio 2940 30 3.2 5
Revenant-Mk4 93 10 104 25 120 Bio 3660 34 3.2 5
Revenant-Mk5 108 10 104 28 120 Bio 4590 39 3.2 5
Spirit 10 10 60 10 50 Bio 1200 0 4.8 16.5
Spirit-Mk2 24 10 60 11 50 Bio 1350 3 4.8 16.5
Spirit-Mk3 38 10 60 12 50 Bio 1590 6 4.8 16.5
Spirit-Mk4 52 10 60 12 50 Bio 1920 9 5.2 16.5
Spirit-Mk5 66 10 60 13 50 Bio 2340 12 5.2 16.5
Spirit-Mk6 80 10 60 14 50 Bio 2850 15 5.2 16.5
Spirit-Mk7 94 10 60 15 50 Bio 3510 18 5.2 16.5
Spirit-Mk8 108 10 60 16 50 Bio 4320 21 5.2 16.5
Apparition 50 10 56 11 50 Bio 1500 0 3.6 20
Apparition-Mk2 67 10 56 12 50 Bio 1890 3 3.9 20
Apparition-Mk3 85 10 56 13 50 Bio 2490 6 3.9 20
Apparition-Mk4 102 10 56 14 50 Bio 3180 9 4.2 20
Apparition-Mk5 120 10 56 15 50 Bio 4140 12 4.2 20
Wraith 2 10 92 15 80 Bio 1680 12 1.6 12.5
Wraith-Mk2 16 10 92 16 80 Bio 1860 16 1.6 12.5
Wraith-Mk3 30 10 92 17 80 Bio 2160 21 1.6 12.5
Wraith-Mk4 44 10 92 19 80 Bio 2550 25 1.8 12.5
Wraith-Mk5 58 10 92 20 80 Bio 3090 30 1.8 12.5
Wraith-Mk6 72 10 92 21 80 Bio 3790 36 1.9 12.5
Wraith-Mk7 86 10 92 23 80 Bio 4650 42 1.9 12.5
Wraith-Mk8 100 10 92 24 80 Bio 5700 48 1.9 12.5
Wraith-Mk9 114 10 92 26 80 Bio 6990 54 1.9 12.5
Spectre 36 10 88 15 90 Bio 1440 0 1.6 13
Spectre-Mk2 50 10 88 16.5 90 Bio 1710 3 1.6 13
Spectre-Mk3 64 10 88 18 90 Bio 2100 6 1.6 13
Spectre-Mk4 78 10 88 20 90 Bio 2580 9 1.7 13
Spectre-Mk5 92 10 88 22 90 Bio 3150 12 1.7 13
Spectre-Mk6 106 10 88 24 90 Bio 3870 15 1.7 13
Spectre-Mk7 120 10 88 26 90 Bio 4740 18 1.7 13
Liche 50 10 88 17 90 Bio 1500 3 1.6 22.5
Liche-Mk2 65 10 88 18 90 Bio 1860 7 1.8 13
Liche-Mk3 80 10 88 20 90 Bio 2310 12 1.8 22.5
Liche-Mk4 95 10 88 21 90 Bio 2880 18 2 13
Liche-Mk5 110 10 88 22 90 Bio 3570 24 2 22.5
Medic 7 10 56 9 60 Bio 1560 0 2.4 4.5
Medic-Mk2 21 10 56 10 60 Bio 1770 3 2.4 4.75
Medic-Mk3 35 10 56 10 60 Bio 2040 6 2.4 5
Medic-Mk4 49 10 56 11 60 Bio 2430 9 2.6 5.5



12. Equipment Stats
-----------------------



13. Unit Abilities
--------------------
OFFENSIVE ABILTIES - Air Bombard/Air Bombard-Release, Alt Charges, Attack,
Bombard/Bombard-Release, Carpet Bombing, D-Virus Kill, Deploy Mine/EMP Mine,
Earthquake, EMP Attack, EMP Grenade, Explosive/Detonate Explosive, Fusion
Storm, Grenade, IRBM, Self-Destruct, Snipe/Snipe-Release, V-Virus Attack.

DEFENSIVE ABILITIES - Defensive Field, IRBM Defense/IRBM Defense-Release,
Mine Detector, Neutron Shield, Repair/Heal, Shield Install/Shield Release.

MOVEMENT BOOSTS - Afterburner, Anti-Grav Harness, Booster,
Install/Install-Release, Link Gate, Phase Enable, Move, Stop, Transport
In/Out, Teleport.

ADVANTAGE ABILTIES - Camouflage, Cloak, Disguise, Flare, Radar, Radar Evade,
Radar Jam, Tachyon Sweep, Unit Inspection.

MISCELLANEOUS - Cargo Hold, Mindwarp, Refuel, Short Curcuit.

OFFENSIVE ABILTIES
--------------------
AIR BOMBARD / AIR BOMBARD RELEASE
Used By: Ballista, Trebuchet
Description: This ability is used for Trebuchets and Ballistas to deploy at
one spot, where it will aim at a fixed location. Any enemy aircraft flying
into the location will the pelted with powerful flak shells that is powerful
and damages multiple aircraft in one shot. Exploding flak shells don't hurt
friendly air.

ALTCHARGE
Used By: Albatross
Description: Specialized air miner units can spread invisible altcharges
into the air, decimating any enemy air that crashes into them. Friendly
aircraft won't trigger altcharges and can see the area currently mined, and
you can use these evil mines as your weapon by luring enemy air into them
(!). However, exploding air mines will damage any aircraft near it, no
matter it maybe ally or enemy. Use this to your advantage when attempting to
kill Albatrosses.

ATTACK
Used By: All units that attack directly (DUH)
Description: The unit will target the unit you choose with "Attack" and will
keep attacking it till it dies or your units die. The main command of
fighting.

BOMBARD / BOMBARD RELEASE
Used By: Arbalest, Trebuchet
Description: This makes the artillery unit aim at a specific target and pelt
it with constant artillery shells when enemies pass by. This is what the
artillery is meant for. Any non-cloaked, non-disguised enemies that walk
through the bombard target will get hit by the long-range, powerful arb
shells. Exploding artillery bombs won't hurt friendly ground, but if any
cloaked or disguised enemy is hit by exploding shells that land on their
area, they'll also take damage due to the fact they're still enemy units.

CARPET BOMBING
Used By: War Pigeon
Description: The most dreaded of all attacks. Carpet bombing allows the war
pigeon to drop an unlimited supply of bombs (provided they have the energy)
on enemy ground, decimating entire groups of enemies. Plus, they're armor
piercing, making the War Pigeon a dreaded air bomber. However, their intense
energy drain forces you to recharge after a time of bombing.

D-VIRUS KILL
Used By: Virus
Description: The most powerful attack besides the Carpet Bombing. This makes
the virus throw a red-charged death grenade at a single enemy, making it
self-destruct after some time. There is NO WAY to escape or cure the unit
when it's hit with D-Viruskill. The self-destruct the unit does is weak, but
hits anything around it's impact path.

DEPLOY MINE/EMP MINE
Used By: Sapper
Description: Sappers use this command to lay mines on a specific area. EMP
mines make the sapper lay mines that zap energy when an enemy steps on it.
Mines explode with force to damage anything that steps on it. Only enemy
units may trigger mines - however, enemy-triggered mine explosions can
damage allies.

EARTHQUAKE
Used By: Revenant, Abomination
Description: The cheap-assed skill is used by muscular and big units like
the Revenant and Abomination. This ability makes it punch the ground with an
energy fist with such force to create a earth-shattering shockwave attack
that damages any nearby ground units. However, it hurts both allies, enemies
and even the Revenants themselves when they get in radius of each other's
Earthquake attacks. Earthquake attack range depends on how far the Revenant
can see. Anti-Gravity units can avoid the shockwave as their feet is off the
ground. Revenants and Abominations can earthquake when Anti-Gravity
Harnessed, preventing friendly fire damage among the Revenants.

EMP ATTACK
Used By: Wraith
Description: A special attachment attached to the gun of a Wraith. This
makes it fire electro-magnetic pulses that drain a unit of it's energy. Not
very useful, but best against pigs. Whoever you can shoot depends on your
weapon.

EMP GRENADE
Used By: Deava
Description: A special type of grenade which explodes into electro-magnetic
pulses that drains the energy of an enemy unit. However, Deavas can only
throw these at ground units.

EXPLOSIVE/DETONATE EXPLOSIVE
Used By: Sapper
Description:

FUSION STORM
Used By: Condor
Description: This ability needs 3 minutes to be charged. This ability
enables condors, when charged, release a massive plasma beam that rips any
air units that gets in contact with the blast. Very, very powerful. Any
enemy aircraft, no matter it's HP or armor, has a 90-10 chance of getting
killed by the fusion storm. And, I do mean whatever that it gets in contact
with -- in other words, if the FS catches a whole line of hawks and owls,
and provided that you aimed at the furthest hawk or owl, the blast will rip
the whole line of aircraft into bits and pieces. However, a pending FS is
easy to dodge by spreading out.

GRENADE
Used By: Deava
Description: This ability enables Deavas to fling explosive grenades that
pierce armour and deal extreme damage on impact. Again, this is only
anti-ground.

IRBM
Used By: Spectre
Description: This ability needs to be charged for 5 minutes. Anyway. This
ability allows Spectres, when charged, to launch a powerful explosive
missile (Infrared Ballistic Missile) that devastate the impact area with a
powerful explosion when it hits. It's armor piercing, and all allies,
enemies, cloaked, disguised, camouflaged or whatever units will get hit full
damage unless they get out of the way. There are many types of IRBMS, the
most powerful being H-Talon.

SELF-DESTRUCT
Used By: All units with a self-destruct mechanism and Sapper. (Fusion
Reactors)
Description: This suicidial ability allows the unit to explode in such a
great force that it damages ALL units whitin it's radius, unless it's killed
before it detonates or you managed to get out of the way. It's armor
piercing, only allowing the strongest of units to withstand it's might. The
unit that self-destruct itself is dead (duh).

SNIPE/SNIPE RELEASE
Used By: Apparition
Description: As a sniper unit, this allows the Apparition to set up a
sniping position and release a thin laser beam invisible to enemy
intelligence. The laser beam decides on the area that the Apparition will
attack at. Any enemy that passes by the laser beam will make the Apparition
open fire. Unlike Arbalests and Ballistas, where they are forced to aim at a
far area and only a far area. The Apparition's laser will SNIPE anything
from it's far range, even if it means point blank.

V-VIRUS ATTACK
Used By: Virus
Description: DUH. That's the only weapon that the Virus can use aside the
D-Virus Instant Kill. This ability makes it throw a poison grenade at the
target, slowly draining it of it's life. Unfortunately, the effect doesn't
stay for long nor is the damage great (Even tech 120 poison grenades do jack
to level 1 Arbalests). My suggestion - don't even think of using the V-Virus
Attack. Period.

DEFENSIVE ABILITIES
--------------------

DEFENSIVE FIELD
Used By: Orbus
Description:

IRBM DEFENSE / IRBM DEFENSE RELEASE
Used By: Liche
Description: OMG it just gets better and better! This great ability
generates a cybernetic energy dome-shaped targeting net at a range from
where the Liche is targeting from. This targeting net will protect anything
under it from nukes. Bascially the Liche's targeting dome is high enough to
detect any nuke before impact, and shoot it down using a anti-IRBM energy
rocket. Unfortunately, the Liche will get energy drained when the shield is
set up, and even more when an IRBM impacts against the "shield", which in
the split second the Liche will fire a lighting speed rocket that blows the
IRBM up. Also, it is rumoured that the IRBM Defense is too weak to blow
H-Talons (Tech Level 120 IRBM) out of the sky.

MINE DETECTOR
Used By: Sapper
Description: Few to none people use this ability. When switched on, the
Sapper will sweep any mines it walk over and disarm it. Isn't any bit very
useful, due to the undeniable fact that very few people use Sappers
nowadays. Wish there was a altcharge detector? Ask Nexon. ^_^;

NEUTRON SHIELD
Used By: Leviathan
Description: The Neutron Shield ability. A forbidden skill indeed. This
ability will energize the Leviathan with a red-coloured energy shield that
makes it invincible to EVERYTHING. However, the Leviathan will get a lot of
energy drained as a result, and the neutron shielded Leviathan can't fire at
opponents, due to every bit of power of the Leviathan is taken to generate
the shield, leaving next to little reserve power to make the Leviathan move,
and there will not be any more power to enable it to fire. Neutron Shielded
Leviathans also can't capture a POC. -_-

REPAIR/HEAL
Used By: Gear Doc, Medic, Manta/Onnir (Heal only for Manta/Onnir)
Description: Depending on your Gear Doc's repair arms or your Medic's first
aid kit, you may have a mechanic or a medic. Either way, the abilties work
the same way - restore HP to aviation and mobile units (repair), and restore
HP to organic and infantry units (Heal). How much is healed depends on the
power of your Medkit/Toolkit.

SHIELD INSTALL / SHIELD RELEASE
Used By: ?
Description:

MOVEMENT BOOSTS
----------------

AFTERBURNER
Used By: All Aviation With Afterburner/Intensity Afterburner/Improved
Afterburner.
Description: This ability will put the air unit's afterburner booster to
use, providing more thrust into the main engine, which in turn increases
it's speed. Very, very invulable to hawks and falcons as hit-and-run AA.
Although sometimes, you need to sacrifice a few good weapons or so to give
the Afterburner. My advice is to give afterburners whenever possible, and
even better -- let it be an intensity A/B. However, do note that they use up
space, and when turned on, the afterburner eats up energy.

ANTI-GRAVITY HARNESS
Used By: All Infantry and Abomination.
Description: Makes your infantry units walk without touching the ground.
This way, there is no worries of your infantry stepping on any land mines,
leaving footprint trails or getting hurt by Earthquake. That's the beauty of
the Anti-Gravity, which is usually considered worthless.

!!UPDATE!! There's a rare item for air units that allows it to have this
ANTI-GRAVITY ability, but this time, it avoids aerial mines. Somewhat
unrealistic o_O.

BOOSTER
Used By: All Mobile units with Turbo Booster. (UPDATE VERSION 1.03: ALL
MOBILE UNITS)
Description: Mini-boosters on mobile units which enables to move a bit
faster. However, their speed isn't really doubled like AFTERBURNERS. Very
good for most mobile units which takes ages just to walk from one spot to
another. In the new version 1.03, all mobile units with an engine (you can't
produce engineless units =P) can use the booster, giving a powerful boost of
speed depending on the POWER rating of the engine.

INSTALL/INSTALL RELEASE
Used By: Red Eye, Mantlet, Triage, Orbus.
Description: Some strategic units need to be installed to make full use (or
activate) of their abilities. When installed, they can't move.

LINK GATE
Used By: Orbus
Description: This ability allows two Orbuses to establish a link between
each other's portal gates, allowing units to teleport between the two
orbuses portal gates. Refer to Unit "Orbus" for more details on Link Gate.

PHASE ENABLE
Used By: All units with phase-providing equipment on, or units which are
born phasic.
Description: Allows units to be teleported from one place to another. Only
those with phase-providing equipment may do so. The phase-providing
equipment helps the teleporter breaks the unit's molecules up, allowing them
to fly through the air and reassembled at whereever the teleporter is. The
teleporter, when teleporting units, drain energy (duh) and the units will
appear at where the teleporter currently is.

MOVE
Used By: All units
Description: Enables to move from a location to another which you select.
The basic way of movement. (DUH!) You can just press backspace and left
click anywhere to move your units. (DUH! X2) Flying units always have free
movement above all terrains. Units can only attack while they're not moving.

STOP
Used By: All units
Description: The opposite of Move. STOP ceases all orders currently given to
the unit and it stops totally on that particular area. However, it will
shoot any nearby enemy units if any happen to pass by.

TRANSPORT IN / TRANSPORT OUT
Used By: Roc
Description: This is the Roc's transportation ability. The roc will pick one
unit up as it's cargo and carry it. Then the command turns into Transport
Out, where the Roc will drop the unit, provided it's on solid ground. You
can't drop units in water or lava, sorry =P.

TELEPORT
Used By: Roc, Orbus, Triage
Description: This allows the Roc, Orbus or Triage to teleport units which
has inherited the ability to phase. Teleported units will appear below,
beside or on the teleporter itself. (Depends, if you're using a Roc, Orbus
or Triage.) This allows great mobility for usually slow but strong and
powerful units.

ADVANTAGE ABILITIES
--------------------

CAMOUFLAGE
Used By: Apparition, Abomination, Revenant
Description: This allows the unit to blend into the surroundings, totally
hiding it's presence from any enemy unit. However, IT DOESN'T TURN the units
invincible, the units are just INVISIBLE. It can still be hurt by
area-damaging attacks, if any happens to hit the camouflaged units. This is
the perfect poc-blocking ability. Camouflaged units CAN'T POC.

CLOAK
Used By: Falcon, All Infantry, All Mobile except Gryphon, Triage, Volte,
Mantlet and Red Eye
Description: Turns the unit transparent, totally making it undetectable by
sensors. However, they can be manually targeted with a good mouse hand,
cloaked units still can be attacked. If detected, cloak units are considered
uncloaked. Cloaked units can't POC.

DISGUISE
Used By: Imp
Description: Turns the unit into an enemy unit. Actually, it makes your Imps
show up as friendly units on enemy minimaps and interface. This way, your
enemies can get confused at who to kill and who to not kill. Infiltrators
(Disguised Imps) show up as yellow dots on the enemy minimap, but on the
interface, they show up as friendly imps without status bars, and most of
the time, they stick out like a sore thumb. Infiltrators must be manually
targeted to be attacked. Pile this up with cloak. Hehehe. =P Disguised Imps
can poc, enabling a whole lot of trickery to be involved.

!!UPDATE!! Most air units can equip a rare item called the "Violator", which
gives it a disguise ability. o_O Imagine disguised air units that you have
to manually target.

FLARE
Used By: Banshee
Description: This generates two fireballs from the banshee's hand-mounted
guns which are scout flares that reveals anything in two straight lines.
Enemy units, if they see the scout flares, they'll also be able to see
what's revealed by the flares. Mostly a ability for long-range recon. Flares
disintigrate into environment heat once they burn out.

RADAR
Used By: Red Eye
Description: This allows the Red Eye to scan the minimap, and reveal all
units currently not radar-evaded, enemy or friend. Ally dots are yellow,
enemy dots are red. Radar Evaded, Camouflaged and Cloaked Units don't show
on the minimap when scanned. Enemy Infiltrators will show up as yellow dots.
DUH.

RADAR EVADE / SENSOR EVADE
Used By: Spirit
Description: This coats the spirit with a dark barrier that absorbs radar
waves and does not bounce them back, disabling radar recon using Red Eyes.
Also jams sensors, making the Spirit harder to be shot, due to the fact that
they have to get nearer due to the sensors' jammed and blurred vision.

!!UPDATE!! The Ghast has a new RARE ITEM called "Darkside Convertor", which
bestows upon the rader evasion ability on the ghast. Eee-gads.

RADAR JAM
Used By: Red Eye, Orbus
Description: This requires a LOT of energy to be put into use. The radar jam
will make the red eye release great disruption frequencies into the air,
disrupting and blacking the enemy's minimap and interface out totally.
However, all you can see on the minimap is what your units can currently see
if you are radar jammed. Friendly radar is kept in a frequency stealthed
from the disruption frequencies, so the Radar Jam won't backfire at allies.
However, Jammers can only release a disruption salvo every once in a while,
before it needs to automatically shut itself down for system cooldown before
releasing a jamming flux again.

TACHYON SWEEP (ANOTHER NAME: DETECT)
Used By: Manta, Onnir, Owl, Albatross.
Description: This reveals any cloaked, camouflaged or infiltrators whitin
the radius of the detector. However, what information can be uncovered
solely depends on the deceiver's device tech level, the detector's tech
level and what information can the detector's device can reveal. The higher
the effectiveness, the higher the chance the detector can defeat the
deceiver, or vice versa.

UNIT INSPECTION
Used By: Red Eye
Description: Argh, just a lame ability. This allows the red eye to select
ONE unit (doesn't matter which) and reveal it's current HP and energy
reserves.

MISCELLANEOUS
--------------
CARGO HOLD
Used By: All Infantry
Description: Any infantry with a cargo pack will have this ability
automatically activated and it requires no energy. This will allow the
infantry to collect resources currently on the battlefield, and repair
itself at the same time (unsure). However, the infantry must survive through
the battle or retreat out in order for you to gain the resources, and your
faction MUST WIN THE BATTLE! If the infantry is killed or if your faction
loses, all the resources in your infantry's cargo is lost.

MIND WARP
Used By: Spirit and Medic.
Description: This allows the spirit to throw a long-range psycho grenade
that will confuse any organic or infantry unit on detonation. It will
literally warp the mind of the current infantry and make it lose contact
with the hero controlling it, making it confused and it will attack any
nearby units, no matter may it be ally or enemy. Medics do the same thing,
but the problem is they do it melee instead. Mind Warp don't last long, much
to the disadvantage or advantage of the user and victim, depending on what
side you're on.

REFUEL
Used By: Infantry, Mobile and Aviation units.
Description: This enables a unit to transfer energy from one unit to
another, adding energy to it's energy reserves. However, lower tech
refuelers generally release energy into the empty air instead of the unit,
losing some of the energy in the process. Higher tech refuelers usually give
energy and the receiver receives at least 99.99% of it (if not 100%), making
it far more effective. Energy types doesn't matter - it's still electrical
energy, no matter may it be methane, solar, gamma, battery or cell.

SHORT CIRCUIT
Used By: Spirit
Description: This is like the Deava's EMP Grenade, but this time, it short
circuits the unit, disabling it from doing anything as long as it's still in
short circuit. Once it recovers, it can move again. It doesn't mean you
can't short him out again! =P Short circuit grenades can be thrown from
great distance like mind warp grenades, and unfortunately or fortunately,
like mind warp bombs, the short circuit effect isn't that long. ^_^;

Whew! That's all the abilties in Shattered Galaxy! (For now :))

14. SG Versions
-----------------
This section will list the various things in the different versions of
Shattered Galaxy (Commercialized Version).

Version 1.03
New unit: Volte.
Resources reduced to mere money.
- You can now travel to other alien planets to get rare items. However, you
need a set amount of "Mobility Points" to do so. To gain mobility points,
take the crater (Land 0044) and control it. The faction will gain MPs as
long as the crater is still in their hands. MPs are gain every minute or so
the faction has control over crater.

Version 1.02
New units: Triage, Mantlet and Virus.
Geography Damage: Units on higher ground deal more and suffer less damage
from units shooting from lower ground.

Version 1.01
Initial Version. Nothing new. (I think)
Royal Rumble non-existent.
Starting Factions: Talis, Xanteru, Ituron and Vora.

More features will be added: There are just too many =P.

15. Credits
-------------
- CJayC (owner of gamefaqs.com) for posting up this guide! And hope that he
didn't mind that I keep sending updates frequently! =)

- My faction members and regiment members. =)

- Agrias for being a retard. =P

- Thanks to the people who had helped me out a lot in my life in Shattered
Galaxy, especially these people:
-> DeadAndAlive/Smartevil (Not to mention xAstrolx) for being my best online
friend since beta. *cough* Those who want their real names PM me in SG
*cough*
-> xXLegolasXx for being a pal.
-> YxEvilicexY for being a pro =P.
-> Havock and HanselxAmber for being the only friendly Blood Angels around.
=) (Well.. ex-BA for Havock's case :P)
-> Chemisty/Kylrie for.. err.. altering my Deavas? ^_^
-> Creslin for his sense of humour.
-> xZerocoolx for being a good irc friend. =D
-> xRevenantx for being a moronic friend and inventing "Alfondick" _|_ =P
-> Astrider and |VC|Pyrokid/KraZ for being MOS-Ituron traitors. LOL.
-> SaNsEiu for being a manwhore =P.
-> Phantomlord for making me a wraith whore. :p
-> xXxChOpxXx for giving me council!
-> DIESELone for being an asshole. =X
-> Desmond (xXChiogirlXx) for leveling up slower than myself! =p
-> Clemens (YxKraZexY) for being a friend and letting me play SG at his
house :P.
-> Mercurial for being the stupidest DA regi commander around. (In the past
anyways.)
-> Fallenangel, XDeathLord (now xkittyx), xDoomtrainx for being fellow SG
players in the cybercafe.
-> Dreamers Regiment, Blood Angels Regiment, Roughnecks Regiment, Masters Of
Shadow Regiment, Troopers Regiment, Nightmare Weavers/Nightmare-Weavers
(they're different) regiment, Specialists regiment, Black Lotus regiment
members.
-> #Shatteredgalaxy channel people! =D
-> Nexon for solving my account problems.
-> Battlefield commanders for accepting me into battles.
-> xZerocoolx (Northy) and next for being the first people to blast my
wraiths to bits with their Deavas. ^-^
-> LordDreylon for letting me test out my Wraith guns on his weak oizys and
pelicans. Haha. =p
-> xmidgetboyx, Swampy, Acheron, Wicked and x|Magedon|x for giving reasons
why they can't create the regiment I wanted.
-> And those that I have forgotten or missed! ^_^

- Nexon for making such a mind-blowing game!

- My friend allowing me to use my account to play instead of hogging it most
of the time, and sharing money to buy the renewal cards.

- Northy`- for ubik/slanth weapon clarification. And being a good pal =P.

- Thanks for the IRC people for clarifying on the ubik/slanth's 3rd weapon.

- Myself for writing this guide. :P

- Brett "Nemesis" Franklin's for lending me his disclaimer.

- Cobralord (or is it xdraculax? =/) for correcting me on the Spirit's
Sensor Evasion.

- xDarenx/xTICKx and Mephosis/||Mephosis|| for being the elite players in
the faction. (Same goes to the regiments Death Angels, Strategists, Blood
Angels, ZeitGeist, SouleSS, Nightmare-Weavers, Black Lotus, Dark Knights
o_O.)

ABOVE ALL, GOODBYE - AND HAPPY SGING! =D

By the way.. my personal congratulations to the current Talis OL, InsiGnia,
who is newly elected. (Hence of 23/3/2002) And served a good term as
Overlord. And next up is HanselxAmber and now, Cobralord. ^_^.

To Neopets players who read this FAQ: Make lord_alfonse as your neofriend,
and challenge ApocalypseAnnhilator (my pet) to a battledome fight! All
right? =P

------------------------------------------------------------------------------------------------
That's the end of the guide, comment at will.
Copyright 2001-2002 by Alfonse "Legend Of Crystania" See.


 
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Unit Stats FAQ by Alfonse "Midnight Blaze
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