SHATTERED GALAXY - COMMERCIALIZED VERSION UNIT STATS FAQ 10.0
By Alfonse "Legend Of Crystania" (alfonse22@hotmail.com), on GameFAQS: 
Crystania

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

Version 10.0 (Jan 1 2002 Completed)
Expanded Miscellaneous Skills.
Added partial Unit Stats List.
Added partial Equippment 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. Intro
2. Unit List
	-Infantry
	-Mobile
	-Aviation
	-Organic
3. Ubik And Slanth Weaponary
4. Rank Insignias
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
11. Unit Base Stats
12. Equipment Stats
13. Credits

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" or "Xanteru".

If i'm not online since Dec 12, my account has expired, so I do need to buy 
the renewal card, so sorry if you can't find me.

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

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

- GEO-FRAME -

IMP (Influence: 1)
----
Weapons: Machine Gun or Flamethrower
Firepower: *** (Gun) or ***** (Flame)
Speed: ***
Armor: ****
Manuverability: *****
Range: **** (Gun and Flame)
Overall: ****
Description: A versatile (as in it's all-around good) 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. 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 -

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 nothing at 
all, well, try it out. It produces unexpected results.

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 give the Imp a flamethrower, even if a machine gun happens to do 
more damage. The flamethrower flames multiple targets, ignoring any armor, 
and the damage is extremely deadly.

- 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 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.

DEAVA (Influence: 34)
------
Weapons: Laser Gun or Slienced Rifle
Firepower: **** (Laser) or *** 1/2 (Rifle)
Speed: ****
Armor: ****
Manuverability: *****
Overall: *****
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.

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.

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!

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.

- Do not, I repeat, DO NOT ever try to strike pegs or gryphs using a rifle - 
you don't have the range to do so. Use the Laser Gun to strike them from a 
better range.

- 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.

MEPHIT (Influence: 55)
-------
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. However, it's slow speed enables fast units to 
strike it and run away and repeat without much fear of it shooting back.

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: ****
Description: Fast-walking infantry wielding laser swords that slices and 
dices anything that gets hit. 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, 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.

- Don't walk into hot spots (e.g. arbalest fire) with uncloaked Ghasts. You 
will regret it.

REVANANT (Influence: 48)
---------
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 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 tha 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.

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.

Unit Training:

- If Defending, you might want to have camouflaged revanants. Camouflage a 
whole poc or the entrances leading to the poc with revanants. To do so, just 
move your revanants to the ramps and put 2 or so revanants 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.

- Revanants 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 revanants 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 allies caught in the 
blast may also get killed, so make sure you are earthquaking at the right 
place!

- AERO-FRAME -

SHADE (Influence: 3)
------
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.

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.

BANSHEE (Influence: 25)
--------
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).

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 and the fact that none of it's 
weapons hit air, air units can shoot Banshees to pieces without fear of 
being shot back, unlike when the case is with the Shade.

PHANTOM (Influence: 45)
--------
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.

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 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.

- GHOST-FRAME -

SPIRIT (Influence: 10)
-------
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, 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.

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.

APPARITION (Influence: 10)
-----------
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 -

Snipe-And-Hide: Camouflage when not moving. Then, aim at somewhere where the 
enemy is present 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 Revanant. 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.

- 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
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: ******
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.

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.

LICHE (Influence: 50)
------
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.

Unit Training:

- Liches are good no matter what their weapons are. All their weapons are 
TOTALLY unavoidable by anything, and have a extremely deadly hit rate. All 
air units fear the missile launchers of the Liche.

- 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.

- 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: ****
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 will with it's 
self-destruct detonator equipped.

MEDIC (Influence: 7)
------
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. I recommend 
not to use the Mind Warp AT ALL. This is a medic!

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.)

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

- 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: *******
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.

- 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.

- Lasers 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 AA 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.

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: *******
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.

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.

- 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.

- GEO-RIG -

BEHEMOTH (Influence: 2)
---------
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. Also has V-Cannons, but very weak, don't, in the name of the 
gods, ever use them.

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.

LEVIATHAN (Influence: 40)
----------
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. 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

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 are invincible like all other 
weapons.

- 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.

- CYCLO-RIG -

MANTICORE (Influence: 3)
---------
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.

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: ******
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.

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.

- Also, 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: *****
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.

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: ******
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: ******
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.

- 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.

- 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 units cannot be detected by a Radar Sweep.

ORBUS (Influence: 26)
------
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.

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, 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.

- See Red Eye for Radar Jamming tactics.

- FLAK-RIG -

ARBALEST (Influence: 14)
---------
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.

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
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: *******
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.

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: *****
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.

VULTURE (Influence: 55)
--------
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.

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.

WAR PIGEON (Influence: 16)
----------
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.

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.

- 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: ******
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.

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.

FALCON (Influence: 60)
-------
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 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.

OWL (Influence: 30)
---
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.

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: ******
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.

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!

CONDOR (Influence: 35)
--------
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.

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.

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

- Have air units support you too.

- GYRO-RAPTOR -

ROC (Influence: 10)
----
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.

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.

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: ******
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.

================================================
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: ******
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.

- 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.

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.

- 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: *****
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.
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 shit-like balls of acid. Eeewwww. =)

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 - 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. =]

- 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: *****
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.

- 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.

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

- 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
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.

Weapon Identification: 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.

- XENO-FRIGNUS -

MANTA, ONNIR (New aliens in commercialized version) (Influence: 0 and 60 
respectively)
----------------------------------------------------
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.

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 are armor piercing.

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 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?

- XENO-FRAME -

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.

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.

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.

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 170.

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.

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

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.

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.

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.

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

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.

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 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 <Whatever Faction>". If you are bad, spam 
about "<Faction> ARE LOOOOSSSSEEEEEERRRRRSSSSSSS" =). However, it makes you 
unpopular and gives you many enemies.

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.

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.

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.

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 brain 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, since 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.

Q. How do Attackers and Defenders win the battle?
--------------------------------------------------
Attacker: 1. Destroy all Defenders 2. 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

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.

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

===========
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!

- 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. 
In other words, if the ATTACKERS hold majority of the pocs on the map 
compared to the DEFENDERS, the Attacker factions win, and they get the same 
XP each. This way, Attackers have more advantage compared to Defenders. 
However, do note that the Attackers rule only apply to majority of POCS till 
end of battle -- if different attacking factions hold all pocs (e.g. 
Attacker Xanteru with 3 pocs and attacker ituron 1 and defender Vora none), 
the battle isn't over yet, only ONE faction can hold all pocs and win the 
battle. The majority rule however, counts the Attacker's pocs compared to 
Defenders, and after the battle, a random attacker faction is casted out of 
the province.

- 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. (Yeah, yeah, laugh DA, LAUGH _|_)

- 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 to remove your council for 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.

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.

>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.

Revanants 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 Revanant'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.

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.

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.

I, Alfonse, salute you, and wish that you can become a very good player at 
this great game!

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.

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

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

<MORE TO COME SOON>

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

<COMING SOON>


13. 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. =)

- 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 Astrol) for being my best online 
friend since beta.
-> Phantomlord for making me a wraith whore. :p
-> xXxChOpxXx for giving me council!
-> Death Angels regiment people forgiving me for sneaking into their battles 
by accident.
-> Desmond (xXChiogirlXx) for leveling up slower than myself! =p
-> Fallenangel, XDeathLord, xDoomtrainx for being fellow SG players in the 
cybercafe.
-> Roughnecks Regiment, Troopers Regiment, Nightmare Weavers regiment, 
Specialists regiment members.
-> #Shatteredgalaxy channel people! =D
-> Nexon for solving my account problems.
-> Strategists Leader xTICKx not being rude at rejecting me from Strategists 
regiment.
-> 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, 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.

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

- Myself for writing this guide. :P

ABOVE ALL, GOODBYE - AND HAPPY SGING! =D

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