SHATTERED GALAXY - COMMERCIALIZED VERSION UNIT STATS FAQ 3.0
By Alfonse "Legend Of Crystania" (alfonse22@hotmail.com), on GameFAQS:
Crystania

VERSION HISTORY
----------------

Version 2.5 (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.

1. Intro

You've probably seen a thousand of strategy games out there. But this
is best. 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 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".

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

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

IMP
----
Weapons: Machine Gun or Flamethrower
Firepower: *** (Gun) or ***** (Flame)
Speed: ***
Armor: ****
Manuverability: *****
Range: **** (Gun and Flame)
Overall: ****
Description: A versatile unit. Does armor-piercing fire damage that can
singe multiple
targets at a time. Do not underestimate this. 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.

Favorite Strategies -

The Cloaked Infiltrator:
Equip (at minimum) a Trespasser and a Mutated Biodrive. Then you can
cloak and disguise at the same time. When you read it, it seemed to do
barely nothing at all,
well, try it out. It produces unexpected results.

DEAVA
------
Weapons: Laser Gun or Slienced Rifle
Firepower: **** (Laser) or *** 1/2 (Rifle)
Speed: ****
Armor: ****
Manuverability: *****
Overall: *****
Description: 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 (EMP grenades).

Favorite Strategies -

Ghost Gunner:
Equip (at minimum) a Mutated Biodrive. 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.

MEPHIT
-------
Weapons: Missile Gun
Firepower: ***** 3/4 (Missile Gun)
Speed: ** 1/2
Armor: ****
Manuverabiltity: *** 1/4
Overall: **** 2/5
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.

GHAST
------
Weapons: Laser Sword
Firepower: ***** 1/2
Speed: *****
Armor: ***
Manuverability: ******
Range: * (Sword)
Overall: ****
Description: Fast-walking infantry wielding laser swords that slices and
dices anything
that gets hit. Very deadly, although its lack of armor can cause its 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)

Favorite Strategies -

Spirit Samurai: Equip a Mutated Biodrive or any thing 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.

REVANANT
---------
Weapons: Metal Fist
Firepower: *****
Speed: *** 3/4
Armor: *****
Manuverability: *****
Range: * (Fist)
Overall: ****
Description: Slower, but heavier melee firepower. Punches anything to bits
and pieces.
Has the ability to camouflage, enabling TOTAL cloak, nothing can target it
nor even 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 at 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 revs) and
area-affecting weapons (e.g. if an ally stands on the right side of your
revs, and enemy imps come from the other side and flames it, your revs can
still get hit.). Also, Camouflaged revs can be detected by detector units.

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.

SHADE
------
Weapons: Twin Machine Guns, Fire Gun
Firepower: *** or *** 1/2
Speed: ******
Armor: ***
Manverability: *****
Range: **** (Both)
Overall: ***** 6/8
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 fire gun has higher cooldown, but considerably more
powerful.

BANSHEE
--------
Weapons: Twin Machine Guns, Fire Gun
Firepower: **** or **** 1/2
Speed: ******
Armor: **
Manuverability: ******
RAnge: **** (Both)
Overall: ******
Description: Funny looking, but dangerous units. Fires even more faster with
it's low cooldown twin machine guns, and moves faster. 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).

PHANTOM
--------
Weapons: Shock Bullet Gun
Firepower: ***
Speed: ****
Armor: ****
Manuverability: ****
Range: ***
Overall: *** 1/3
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.

SPIRIT
-------
Weapons: Long-ranged Rifle
Firepower: ****
Speed: **** 1/2
Armor: **
Manuverability: ******
Range: ***** 1/2
Overall: *****
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, and most of their weapons are armor-piercing. Best for
hit-and-run attacks. Also has the ability to do the Sensor Evasion (Enemy
radar scans won't show you on screen), 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.

APPARITION
-----------
Weapons: Sniper Rifle
Firepower: *****
Speed: **** 1/2
Armor: **
Manuverabilty: *****
Range: ******
Overall: *****
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 -

The Slient Sniper: Give an app the Camouflage ability. Deploy (Click
'Snipe') and turn camouflage on. Now as long as the sniper is not shooting,
it can't be hurt. Note that the usual camouflage rules apply.

WRAITH
-------
Weapons: Laser Blaster, Machine Gun
Firepower: **** 1/2 (Both)
Speed: ** 3/4
Armor: *****
Manuverabiltiy: ***
Range: **** 1/2
Overall: ***** 1/2
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.

SPECTRE
--------
Weapons: Twin Missiles
Firepower: ****
Speed: **
Armor: ****
Manuverability: ***
Range: *****
Overall: ******
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. A siren
warns of a pending IRBM blast.

LICHE
------
Weapons: Long-range Anti-Air Energy Missiles
Firepower: *****
Speed: ** 1/2
Armor: ****
Manuverabiltity: ***
Range: *****
Overall: *****
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.

SAPPER
-------
Weapons: Explosive Mines, Electromagnetic Pulse Mines, Self-Destruct
Firepower: **** (Explosive Mines), N/A (EMP mines), ****** (Self-Destruct)
Speed: ****
Armor: **
Manuverability: *****
Range: N/A
Overall: ****
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.

MEDIC
------
Weapons: Medkit, Repair Kit, Biodrive Scrambler (Mind Warp)
Firepower: N/A
Speed: ***
Armor: **
Manuverability: *****
Range: N/A
Overall: *****
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.

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

PEGASUS
--------
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: *******
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.

GRYPHON
--------
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: *******
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.

BEHEMOTH
---------
Weapons: Ballistic Cannon, Laser Cannon
Firepower: ***** (Ballistic Cannon), ******* (Laser Cannon)
Speed: **
Armor: *****
Manuverability: ***
Range: ***** (All)
Overall: ******
Description: This heavy tank is best for actually defending pocs, but with
phasic or provided it's fast enough (with Booster), this tank can rush into
enemy lines and leave major destruction in it's wake. Do not underestimate
this tank.

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.

LEVIATHAN
----------
Weapons: Twin Bazooka Cannons
Firepower: ******
Speed: ****
Armor: ******* (SEE DESCRIPTION)
Manuverability: ****
Range: *****
Overall: ***** 1/2
Description: Leviathans are bigger and looked cooler than it's counterpart,
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.

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?")

MANTICORE
---------
Weapons: Anti-Air Missiles
Firepower: ***** 1/2
Speed: ** 1/2
Armor: ****
Manuverabiltity: *****
Range: ****
Overall: ***** 1/2
Description: This little missile launching vehicle is equipped with power AA
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.

CHIMERA
--------
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: ******
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 be crying for help. Seriously. Most or maybe all of it's
weapons are versatile, enabling both anti-air and anti-ground capabilties.

HYDRA
------
Weapons: Anti-Air Torpedoes
Firepower: ******
Speed: *****
Armor: *****
Manuverability: *****
Range: ***
Overall: *****
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 higher 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, shorter than the
manticores.

GEAR DOC
---------
Weapons: Medkit Arms, Repair Arms
Firepower: N/A
Speed: *** 1/2
Armor: ***
Manuverability: *****
Range: N/A
Overall: ******
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.

RED EYE
--------
Weapons: Radar Scanner, Detector, Identification Scanner, Radar Jammer
Firepower: N/A
Speed: * 1/2
Armor: **
Manuverability: ****
Range: N/A
Overall: ******
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.

ORBUS
------
Weapons: Portal Link, Unit Teleport, Radar Jammer
Firepower: N/A
Speed: ***
Armor: ***
Manuverability: ****
Range: N/A
Overall: *****
Description: Another strategic unit, which favorite use is to jam the enemy
radar (see Red Eye). However, also can phase units that has phasic ability.
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 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.
<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>
^
Moth enters the first orbus portal.

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

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

ARBALEST
---------
Weapons: Artillery Shells
Firepower: ******
Speed: ***
Armor: ***
Manuverability: *****
Range: *******
Overall: ****** 1/2
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.

BALLISTA
---------
Weapons: Flak Shells
Firepower: ******
Speed: **
Armor: ****
Manverability: ***
Range: *******
Overall: ****** 1/2
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.

TREBUCHET
----------
Weapons: Advanced Explosives
Firepower: *****
Speed: ***
Armor: ***
Manuverability: ****
Range: *******
Overall: *******
Description: The trebuchet is a blue 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.

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

PELICAN
--------
Weapons: Air-To-Ground Missiles
Firepower: *****
Speed: **** 1/2
Armor: ***
Manuverability: *******
Range: *****
Overall: *****
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.)

VULTURE
--------
Weapons: Artillery Cannons
Firepower: ******
Speed: **
Armor: ***
Manuverability: ****
Range: ***
Overall: *******
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.

WAR PIGEON
----------
Weapons: Bombardment Bombs
Firepower: *******
Speed: ***
Armor: ***
Manuverability: *******
Range: *
Overall: *******
Description: The only unit which can drop a endless payload of carpet bombs
that ignores enemy armor and does major 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 againsdt air
units trying to shoot it down.

HAWK
-----
Weapons: Mounted Machine Gun, Anti-Air Missiles, Anti-Air Lasers
Firepower: *******
Speed: *****
Armor: ***
Manuverability: *******
Range: ****** (AA Missiles and Lasers), ** (Machine Gun)
Overall: ******
Description: This fast air unit, designed for AA defense, should be equipped
with AA missiles or lasers for some major 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.

FALCON
-------
Weapons: Lightning Gun
Firepower: ******
Speed: *******
Armor: ***
Manuverability: *******
Range: *****
Overall: ****** 1/2
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
0.3 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 Falcons is
a slient air unit to be feared.

OWL
---
Weapons: Versatile Laser, Anti-air cannon, Anti-air missiles
Firepower: *** (Laser), ***** (AA cannon), ****** 1/2 (AA missiles)
Speed: *****
Armor: ****
Manuverability: *******
Range: ***** 1/2 (AA cannon and missiles), *** (Laser)
Overall: *******
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 scariface 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.

EAGLE
------
Weapons: Laser Cannon, Missile Pod
Firepower: ****** (L/C), **** (M/P)
Speed: ****
Armor: *** 1/2
Manuverability: *******
Range: **** (Laser Cannon), ** (Missile Pod)
Overall: ******
Description: The eagle is designed for air to ground strikes, or in some
cases, can strike air and ground 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.

CONDOR
--------
Weapons: Energy balls, Heat-seeking Missiles
Firepower: **** (Energy balls and H/S missiles)
Speed: **
Armor: **** 1/2
Manuverability: ****
Range: **** (Energy balls and H/S missiles)
Overall: ****** 1/2
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 beam of laser 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.

ROC
----
Weapons: Transport Hold, Phasic Generator
Firepower: N/A
Speed: ***
Armor: **** 1/2
Manuverability: *******
Range: N/A
Overall: **** (Transport), ******* (Phasic)
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.

ALBATROSS
----------
Weapons: Anti-Ground Fireblast, Alt-charge (or air mines)
Firepower: *** (Fireblast), ****** (Altcharge)
Speed: ****
Armor: ***
Manuverability: *******
Range: *** (Fireblast), N/A for alt-charge
Overall: ******
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.

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

UBIK, TYR, HALTYR
------------------
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: ******
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.

Weapon Identification:

Caustic Spit - Light blue-white ball.

Plasma Ball - Big light pink-whitish ball.

Greater Plasma Ball - Big bright pink 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.

SLANTH, CRUDGIN, ROUKE
-----------------------
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: *****
Description: These slow-moving aliens are actually alien artillery,
launching acid balls over great distances, and it's armor piercing and
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.

Weapon Identifcation:

Acid Missile - Yellow ball of acid.

Hyper Acid Blast - A few white and shit-like balls of acid. Eeewwww. =)

Greater Acid Ball - A blue ball of acid.

Species Identification:

Slanth - Small little bug with two red 'claws'.

Crudgin - 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. =]

PODA, KRITISK, MLORTHA
-----------------------
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), IF WITH PHASIC ROC/ORBUS ****** (Mlortha only)
Range: * (All, and it's melee)
Overall: *****
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.

Weapon Identification:

Teeth Bite - The Poda opens it's acid mouth and bites. You can see green
thingy.

Tentacle Whip - The Kritsk swings its tentacles.

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

OIZY, BOREAS, ERIS, LYSSA
--------------------------
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
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.

Weapon Identification: No need. For all of it's species, is a flamethrower
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.

MANTA, ONNIR (New aliens in commercialized version)
----------------------------------------------------
Weapons: Green Acid Blast, White Acid Blast (Tech Level 50), ?? (Tech Level
120)
Firepower: * (Green Acid Blast), ** (White Acid Blast), ?? (??)
Speed: *** (Manta and Onnir)
Armor: *** (Manta and Onnir)
Manuverability: ******* (Manta and Onnir)
Range: *** (Manta and Onnir)
Overall: ***
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 120 weapon may be powerful enough to at (the very)
least, slaughter arbs, ballistas and trebuchets.

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.

?? - Is there a tech 120 weapon?

Species Identification:

Manta: Flying octopus-like alien.

Onnir: Seems to be a flying alien formed totally out of dried leaves and
with a red eye. A moth?

ABOMINATION (Alien only availble through renewal cards)
---------------------------------------------------------
Weapons: Claw Fists
Firepower: *****
Speed: ***
Armor: ****
Manuverability: *****
Range: * (Because of Melee)
Overall: *****
Description: Abominations are mutant Revanants that are much bigger, and
extremely scary looks and weapons which deal insane damage, and can also hit
air with his fists! 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 Revanant themselves!
SCARY! However, the usual drawbacks of the Revanant 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.

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