A Word on Pronunciation The Ships Androsynth Guardian Arilou Lalee'lay Skiff Chenjesu Broodhome Chmmr Avatar Druuge Mauler Earthling Cruiser Ilwrath Avenger Kohr-Ah Marauder Melnorme Trader Mmrn-hrmm Transformer Mycon Podship Orz Nemesis Pkunk Fury Sa-Matra Battle Platform Spathi Eluder Slylandro Probe Shofixti Scout Supox Blade Syreen Penetrator Thraddash Torch Umgah Drone Ur-Quan Kzer-Za Dreadnought Utwig Jugger VUX Intruder Yehat Terminator Zoq Fot Pik Stinger Quick Tactics
Chmmr Zap Satellites (AKA Wing Nuts, Pods, "Wingers" and "ZapSats.")
Chmmr Zap Satellites, like DOGIs, are independent of the ship, but since they are more complex as well as completely independent of the main ship, they deserve their own entry. Zap Satellites rapidly orbit the Chmmr Avatar, acting as three rotating point-defense satellites which take shots at passing vessels and incoming missiles with unparalleled skill and Arilou Skiff range. Each laser, by itself, is piddly, but their rate of fire is excellent - pods get 3 shots off on a target before being rotated out of range. Zap Satellites have no fuel limitations and take approximately 8 points of damage before being destroyed.
Also, while this effect is not noticable without a souped up Melnorme, the Trader's stunner slows down projectiles until the two cross each other. When a steady stream of stunners intercepts a projectile, most notably a Kohr-Ah Shuriken, the weapon slows to a crawl and barely lumbers toward the Trader. By the time the weapon impacts, a shrewd Melnorme pilot would already have a purple or red photon charged and waiting.
The Mmrnmhrm Transformer is two ships in one, for the special weapon allows it to switch between a sluggish but devastating gun form to a light and speedy jet form. Since both forms have their own weapons and the special weapon swaps between the two, the ships have been listed individually.
Mmrnmhrm Gun Form
Mmrnmhrm Jet Form:
A tactical note: A defense known as the "Glob Shield," can be attempted by a skilled Myconian pilot. This defense, where the Mycon fly at their opponent, fire a glob, and let it absorb the brunt of all incoming attacks, works well only against slow ships with only mildly damaging, slow firing weapons, such as the Earthling Cruiser. If managed correctly, the globs can be herded towards the opponent, being replaced as they fade out, and eventually, close range can be established where the Podship lets loose two globs and decimates their opponent. This only can be done with practice.
The major quirk among the Pkunk is that they are sometimes blessed with reincarnation of their spirits. While this is nice on a philosophical level, the high karma of the Pkunk manifests itself immediately upon the battlefield, for as an enemy ship dusts off fragments of the Fury from off of it's hull, the ship and crew may return from the dead with a chorus of angels, ready and fully armed to do battle once again. Ships can be caught completely flatfooted by this, becoming easy prey to the fresh challenger. Several theories abound of how it is possible to reincarnate the Pkunk on the battlefield. 1) The amount of fuel at the time of destruction, or its use for damaging opponents declares whether the Pkunk return or not. 2) The ramming of an astral body allows the return. 3) It is a factor the the captain's name. None of the theories have been completely proven incorrect. At highest count, a Pkunk captain named Fuzzy has returned to do battle eleven times while Awwky has returned from the grave fourteen times. Such overloads of mana are unlikely, but those are the chances taken when fighting Pkunk.
Affixed limpets do not return upon subsequent incarnations of a Pkunk vessel.
Sa-Matra Battle Platform
Although not technically a ship, nor one that can be battled in the Super Melee, the Sa-Matra nevertheless is very important in the full game and needs to be at least discussed if not explored in every detail.
Spathi Eluder (Discriminator)
Androsynth: Use the planet to stall for time until there's enough fuel to comet. The cost of the bubbles is too high for most applications, but they do make excellent defense in a pinch and if the space around a planet is "lathered up," opponents who blunder too near will seldom have time to evade death. The comet works best on big, slow ships. Never comet against Pkunk or Slylandro.
Arilou: Never take a hit. When firing, keep in mind how much fuel is needed to teleport out, and never sacrifice crew for just "one more shot." Don't teleport constantly, it is neither a working tactic nor is it particularly safe for the Arilou. Sit near the planet while refueling.
Chenjesu: Never launch a DOGI against fast ships. Never launch a DOGI when a few well aimed shots would buy you plenty of refueling time. Try to hit with the whole crystal, don't rely on the rather weak shards to do minor damage. Always evade your opponent, and always keep on the move.
Chmmr: Don't tractor in more then you can handle - never tractor beam Ur-Quan or Shofixti, you may be biting off more then you can chew. If possible, tractor a ship in and shoot it yourself, don't make the pods do all the work. Steer clear of lasting attack forms (or shoot them) to prevent your Zap Satellites from ramming them. Always stay nose to nose with your target. Most ships will be decimated shortly if the laser is used properly.
Druuge: Conserve fuel above all else. Avoid tossing a crewman into the reactor at all costs, it is irrecoverable. Never fill more then half of your fuel tank at a time. Don't fire for speed unless a getaway is required, it is simply a waste of fuel. Avoid cruising around the universe at high speeds, the Druuge might blunder into something they cannot handle.
Earthling: Use point defense as a last ditch resort, don't bother to use it against heavy weaponry, it's just a waste of fuel. Like the Chenjesu, always stay on the move. Don't waste nukes on fleet targets unless they're right in front of your nose. Expose your slender sides to oncoming attacks, it makes you less vulnerable. On tiny ships without much crew, point defense is a pretty good idea for attacking, it has good range and is a sure point of damage. Always be ready to point defense your own missiles if they are incoming.
Ilwrath: Use the planet for a supreme burst of speed, but always uncloak when attempting this - even if your enemy knows where you are, slow ships (your target) will be hard pressed to keep you away. Break off any futile efforts, and never attack the gun side of a ship, that's just common logic. When approaching while cloaked, weave around, that way your opponent can never really draw a bead on you. Once within breathing range, do so unmercilessly. If your enemy is very fast, cloak while in close range, and then come out of cloak firing for a very critical surprise attack. Always cloak before a tracking weapon has turned in your direction, or cloaking will simply make it fly straight at you.
Kohr-Ah: Keep enough fuel to corona at all times, you never know when a stray asteroid is going to bump that just-out-of-range opponent into your path. Whenever possible, come steaming right at your opponent after having wrapped around a planet and sling your corona forward while tossing blade after blade into them - few ships can survive such an onslaught. Never corona for piddly attacks, but if you're about to get reamed, the fuel may be well spent. Try never to run out of fuel, or ships that require close in attacks may be able to do so. A blade shield works wonders against fast ships with short range.
Melnorme: If a ball is charging, only one stunner can be fired. Make sure you use that one stun effectively or it's all over. Turn away from all incoming asteroids or they will rob you of your hard earned bolt. Unless a stunner is useless, never begin charging up a weapon until sufficient fuel for a stun and a fearton is stored in the batteries. Try to ram with the charged ball if possible, there is nothing more confounding then sixteen points of damage wasted on a near miss. Since the fearton is almost invulnerable, this can be easily accomplished.
Mmrnmhrmm: Use the gun form to change directions quickly, use the jet form for speedy getaways or charges. If a collision is certain, transform into gun form early to ensure plenty of fuel for those damaging lasers. Never close to short range as the jet form, transform into gun form, and expect to be able to fire with any significant result. Even large targets are easily missed by the homing missiles, don't rely on them for quick and painless kills, and always be aware of what your opponent is doing, they might be turning around to surprise the slow turning jet form on the other side.
Mycon: Never regenerate unless the Mycon is going faster then their enemy and have ample time to do so. Never "spit in the wind," so to speak. Try not to fire while the bow is pointed away from your enemy, because the precious few seconds lost while the glob moves around the podship can be warning enough to ships to clear out and try some other avenue of attack. Face your opponents, but try not to close to melee. When using the glob shield, fire at least 3 seconds before impact is expected, or the shield will not be of any value (it takes that long for the glob to widen to shield function. Try to use the planet for a good burst of speed, and then do strafing runs.
Orz: Don't launch all your marines at once, that's just silly. Try to use them when the enemy vessel has no time to escape them, or if they're in hot pursuit. Otherwise, the marines will just be a wandering nuisance. Target the cannon when you can, but concentrate on confronting your enemy with the cannon in one set direction (to the sides, for example), this allows you to steer freely and not worry about flying straight while the cannon is aligned. If the marines are already on board their target, steer clear unless your interference is not liable to get your barren ship destroyed.
Pkunk: Taunt whenever required, it's a cheap and easy way to get fuel. Use your speed and judge wisely when to use it for a get away - you haven't sufficient crew to survive a frontal assault. Never tangle with laser ships if possible, and never fight ships anywhere near as maneuverable as yourself. Beware of lasting and subtle attack forms, such as Shuriken or Limpet cocoons.
Shofixti: Arm your special weapon immediately. Know your opponent's crew - if they number more then 12 or so, shoot some before charging in for the kill. Never go out without a bang.
Slylandro: Be aware of your fuel at all times. There is no need to accept damage from slow ships, your speed and supreme agility should allow you to avoid most projectiles. Use your range as an advantage against little ships, especially the lasering Arilou and VUX. Don't worry about consuming all the asteroids, there are always at least 5 in the galaxy at one time.
Spathi: Unless your aim is precise, go for the 6 points of damage from B.U.T.T. missiles and ignore the punt guns; using the missiles allows you to escape immediately without need to turn about. Steer clear of little ships, most are fast firing and have pretty good defenses. Target large and bulky ships sure to be hit by missiles, but never fight the Chmmr.
Supox: Never take a hit - repositioning your ship at the "perfect" firing angle is very easy with the Blade, and so there is no need to sacrifice your crew for a few more tags. Steer clear of all ships, you have no defenses. Enjoy your range and needle opponents from afar. When attacking Utwig, fire once, and wait for the shield to drop, against Yehat, constantly tear into the shield.
Syreen: If crew is too risky to get (against very damaging ships), drain it near a planet so neither ship can retrieve it. Use the planet and charge in whenever possible, but like the Ilwrath, give up if it seems unlikely. Don't shoot crew if you can drain it. If you drain crew and fly sideways off the universe, it will be waiting for you on the return Screen, but if you drain crew and fly up, it will be dead by the time you reach the spot again. Whenever a ship is busy reclaiming lost comrades, charge in and drain more.
Thraddash: Like so many ships before, avoid damage. Use the thrusters for speed, but don't expect them to work against human opponents. Don't get coaxed into thinking all people fly like the computer against the Thraddash. Use your superior range to tag ships from afar, especially Utwig. If you need to rely on the fire trail, do so around the planet, where it is hard to avoid. Never thrust while using the afterburners.
Umgah: Don't ram your opponent backwards, it's a sheer waste of fuel. Practice reaching your target. The total range of an Umgah charge is about 3/4 of the long range combat Screen, less when course adjustments are made. If your opponent is sitting still, charge in. If your opponent is trying to assault you from behind, veer left or right a bit and zip back to greet them - you'll do a point of damage in passing, more if you stop when you encounter them. Use your wide arc to your advantage and keep it facing your enemy. Don't bother blocking Ur-Quan, Kohr-Ah, Melnorme, Druuge, or Chenjesu shot, but Mycon globs are easily damaged by the cone. Sweep incoming fighters and marines as they come to you (make sure you're cruising backwards, and zip a little when required)
Ur-Quan: Don't launch fighters into an asteroid. Don't launch fighters if their survival is unlikely, against ships with good and quickly replenishing defenses, or fast ships where they'll do no good anyway. Avoid the planet, it's really dangerous to Ur-Quan, and if you're going too fast, you'll ditch your fighters in space. Always wait for your fighters unless the 2 crew are worth sacrificing to obliterate the other ship. Conserve your shots until hitting is assured. Don't advertise your range, let other ships be coaxed into a false sense of security and then blast them.
Utwig: Conserve your shield. Sacrifice a crewman if it means blasting your opponent. Pick fights with ships that cannot help but do scads of damage to you (of which there are too many) when they want to attack. Do the Utwig dance. Stay away from the planet. Avoid picking fights with the one point of damage wonders with long range. Always attack Chmmr.
VUX: Use limpets sparingly, unless they are sure of hitting. Fire off one or two during your victory ditty and keep flying, so that they'll have an extra good chance of surprising their new target. Use your laser sparingly unless a sweep is required (against very little targets that are fast to move). Always fire when entering combat, the chances are good of hitting. Always face your opponent, but always be thrusting away from them a little, or stand still.
Yehat: Always have enough fuel to shield. When attacking large, damaging ships, drain their fuel with your shield, and then raze them a little, keeping in mind that it takes 3 fuel to shield. Fire happily against weenie ships that don't stand much chance of getting close anyway.
ZoqFotPik: Use the planet, run in, and sting. Much the same as the Shofixti. Lurk around the planet until your foe gets close.
Will the fun ever end? Not if you go back to the top!