Ships of the Star Control Universe

Listed by Race

	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


A Word on Pronunciation Every once in a while, a player is encountered who pronounces an alien name in a strange manner, which is neither appealing nor correct. With allowances for dialect, here are some of the more commonly mangled names:
Androsynth
Short for Android Synthetics, but sometimes shortened further to Androsyn, which is incorrect.
Ariloulaleelay
This is the exception to the truncation rule, as the game designers shortened the name to "Arilou" and not "Ariloula." Thusly, it is sufficient to say "Ari-loo," although the full name is more proper.
Chmmr
Has been pronounced with a hard K sound, but the Ch in Chenjesu is soft, so Chmmr is pronounced "Chih-murr."
Druuge
Anything from "Drudge," to "Droogie," has been claimed to be the pronunciation for this name. The two u's make an "oo" sound, and the ge is a soft j sound, making the whole word "Drooj."
Ilwrath
There is no "i" in Wrath, despite attempts to call them the "Illwrith." It is pronounced "Ill-wrath."
Mmrnmhrm
This has no real pronunciation, but is typically called, "Mmrn-ma-hurm," or "Mmrn-hrmm." Either is sufficient.
Slylandro
Attempts have been made to drop the O. "Sly-lander" is incorrect. "Slyland-drone," is also incorrect, but is a personal favorite of mine, so I'll keep it.
Spathi
Southerners pronounce it "Spahh-thi," which is quaint and acceptable, although a bit odd to northern ears. "Spah-thi" is the main pronunciation, the a being a short "at" sound.
Supox
While the pronunciations "Suhpucks" and "Suhpocks" have been attempted, it should be noted that the "suh" sound in "supper" comes about only because of the repeated P. Supox is prounced "Soup-ox."
Thraddash
The same double letter effect as with Supox, but this time in reverse. Thraddash has been pronounced as if spelled "Thradish," but the double d halts the word, giving it the sound of "Thrad-dash." Also, there is no I in Thraddash. Every once in a while, somebody will call the Thraddash the "Thradd," which is akin to calling the Androsynth the "Androsyn," which is a simple truncation by the game designers and should not effect pronunciation.
Umgah
The name is pronounced "Oom-gahh," and is best when yelled. "Umm-guh," sounds too much like a disease instead of a battle cry.
Utwig
By the same reasons that Umgah should be pronounced "Oom," the single U in Utwig, while grammatically should be pronounced as the word "Upstairs" or "Utmost," with an "uh" sound, the name sounds a lot cooler as "Oot-wig," especially when you think about how much the Utwig look like owls.
ZoqFotPik
Haste in speaking makes this conglomeration of species sound like, "Zogfogpig." There are no G's in this name, and should be pronounced as it is written.

The Ships

Androsynth Guardian

Main weapon: Molecular Acid Spheres with Chaos(tm) Tracking
Weapon cost: 3
Weapon damage: 2
Notes: Bubbles, as the spheres are commonly called, are poor tracking devices and tend to make themselves scarce when they are needed most. They should be launched while the Guardian is fleeing from the opposing ship in order to ensure the most hits, chiefly because they don't do a very good job of tracking from a paused ship. The bubbles absorb 3 points of damage before bursting, and thusly work wonders for blocking sprays of bullets or seeking weapons. This "Spittle Bug" technique requires that the Androsynth stay in the cloud by moving with them (slowly) toward the opposing ship. Also, spraying bubbles around the planet to give an unwelcome surprise to wraparound pilots is also a common technique. Bubbles do not home in on the cloaked Ilwrath.
Special weapon: Blazer comet form.
Weapon cost: 2 to initiate, one per every 2 seconds to maintain.
Weapon damage:
3
Notes:
The Blazer comet, aka the Vomit Comet, is the main mode of transportation for the Guardian asides from wraparound thrusting. It allows for an easy method of escape, but most importantly, it allows for a vicious attack, that, once a good ram is established, shiplock can be the result and the comet will rip thru any hull like flaming plasma death thru butter. Also, the blazer form destroys Orzine Space Marines, Chenjesu DOGIs, and Ur-Quan Kzer-Za fighters upon contact. They are unaffected by VUX limpet cocoons, but the Guardian itself is not. The Utwig get no fuel from shielding against the Guardian. One word of warning - the comet form cannot be escaped before all fuel is depleted, and planetary collisions are devastating in this form.
Key strengths:
Slow, bulky ships, preferably with slots that the Comet can lodge itself into (i.e, the Chmmr wings or Orz tailfins)
Key weaknesses:
Small, quick ships that can match the speed of the comet (Pkunk, Slylandro, and Umgah), or ones that can make themselves immune to attack (Yehat, Utwig). If stunned in comet form, the Guardian is Melnorme burgers.
Quirks:
Due to a strange error in programming, the Guardian can make itself into a pseudo-comet with the aid of the Chenjesu Broodhome. Simply allow the Broodhome to release a DOGI, and comet into it when the fuel gauge is below one half. When the DOGI strikes, it will SRCeam as it is incinerated, and the Guardian Blazer will return to its standard form. However, the Guardian will now turn as fast as the comet form, destroy DOGIs on contact like the Blazer, and will inflict three points of damage to any ship it touches.

Ariloulaleelay Skiff

Main weapon: Dorsal Auto-Homing Laser
Weapon cost: 2
Weapon damage:
1
Notes:
The Arilou laser is the least damaging laser of the ships in the game, owing to it's weapon cost and rate of fire, which is halting (owing probably to weapon realignment). However, it does a nice razing of the ship it is aiming at because of no need to turn and fire at it. The laser is also rather short ranged and, because of it's constant aiming at the enemy, projectiles cannot be fired upon unless the Arilou maneuver the projectile between both ships. Small targets are usually missed.
Special weapon: Hyperspace Displacement
Weapon cost: 3
Weapon damage:
N/A
Notes:
Hyperspacing is what makes the Arilou so devastating to slow turning ships - on a lucky jump, they can end up behind their opponent close enough to sear gouts out of the hull. Most important is its ability to displace away from firepower it can't absorb. Grasshopper-Spider piloting is annoying, but effective, at least against ships with no close-proximity defenses. Every now and then (approximately 1 in 100 warps), the Arilou end up in an asteroid and are destroyed while rematerializing. This is unavoidable, but limited use of dimension hopping lowers this chance.
Key strengths:
Ships that cannot turn quickly and have no short range defenses (Melnorme, notably). Ships that have a limited supply of weapons ready to fire (Melnorme and Mycon). And most prominently is the No-Shots-Fired attack upon the Mycon, where the ships own globs can be steered into it's bulky hide, destroying it.
Key weaknesses:
The Arilou cannot handle damage whatsoever, so ships that can dish it out and still turn fast or defend itself paste the Arilou with ease. Steering is the only other prominent weakness.
Quirks:
A limpeted Arilou Skiff has inertia when moving (but not much). This becomes readily apparent near the planet. Otherwise, a Skiff can stop anywhere it pleases, even right next to the planet, without being sucked in. On extremely rare occasions in StarCon 1, the Skiff would end up "inside" the planet, unable to move, fire with any success, or take damage, with the only means of escape being another teleport. This has not been reported in the sequel.

Chenjesu Broodhome

Main weapon: Photon Crystal Shards
Weapon cost: 5
Weapon damage:
6/2
Notes:
The Broodhome's powerful missile are as powerful as any Ur-Quan Kzer-Za bolt, in fact, the two destroy each other upon contact. With the further exceptions of purple or red Melnorme Fear Balls or ZoqFotPik Licks, the shards are indestructible by one shot alone, and can blow right through other missiles. Two Druuge shots or Mycon plasmoids will destroy the weapons. These shards are of infinite range and can be let fly forever (or until they strike or are released). Once released by the pilot, they shatter in the 8 principal directions and, if done properly, can either inflict up to 6 points on the long ships or can tear thru flocks of fighters or space marines. Because of the holding capacity of each shot, only one can be fired at any time, which gives it a poor rate of fire in comparison to other ships of the same damage capacity. Lastly, if an enemy ship is in close range, the Broodhome can unleash a "Shatter Shield," which is simply several crystals shattered at the front gunnel. This defense prevents fighters or marines from coming in too close, weakens plasmoids, and blocks most incoming missiles (but not lasers).
Special weapon: DOGIs
Weapon cost: All of the Chenjesu's fuel.
Weapon damage:
None, but they suck about 8 fuel.
Notes:
Up to four of these pests can be unleashed upon the universe. DOGIs take 3 points of damage before they let out their holler and die. Being struck by a DOGI is dubbed being "barked," because that is the noise the DOGIs make. Not too much can be said about the DOGI - their tactics simply include sneaking up on their target whenever the front side of the ship is turned away. En masse, they bounce the ship around (DOGIs have mass and give ships, most notably small ones, really cool bounces). DOGIs pay no heed to side guns, wing nuts, and turrets, nor do they avoid seeking weapons or Kohr-Ah blades, and are picked off all the time by them.
Strengths:
Slow ships (the shards are relatively easy to dodge), but any ship the Chenjesu keeps at bay is a good ship. Ships which both cannot avoid the DOGIs and also take a lot of fuel to fire are especially weak. Lastly, the Utwig and Druuge are almost destroyed by DOGI alone.
Weaknesses:
Because the Chenjesu is so lumbering, ships that can get up to it destroy it pretty handily. Umgah were designed for this task. The shards predictably fire in the same directions, and a skillful pilot in a small ship can predict the scatter and avoid it. Fighters trash the oblong Chenjesu, and space marines are no wimps, either. DOGIs have the unfortunate effect of bouncing ships towards the Broodhome if they hit the back of an attacking ship. Lastly, the Melnorme Trader can waltz right thru shards with a purple or red glob on it's gunnel and can just ram the Broodhome to devastate it.
Quirks:
DOGIs occasionally stick together or with their target, propelling both across the universe. Also, the front gunnel of the Broodhome is sufficient to get the Androsynth Guardian Comet stuck in it. Broodhomes are the most vulnerable ship to planet devastation in the game, and while the "Chenjesu of Glue" syndrome has been corrected since the first game, a careless Chenjesu pilot can expect to lose a third of it's crew in the two planet thuds it takes to escape.

Chmmr Avatar

Main weapon: Laser.
Weapon cost: 2/firing time (very short)
Weapon damage:
2
Notes:
The laser of the Chmmr is the strongest in the game, doing twice the amount of damage found with the VUX and firing just as fast. It has an incredible range for a laser, reaching almost (but not quite) the length of the short range SRCeen. Other then the nifty little sparkles, it's pretty much your average, run of the mill, too-many-to-count-gigawatt-laser.
Special weapon: Tractor Beam.
Weapon cost: 1/firing time (also just as short)
Weapon damage:
None (not directly)
Notes:
The tractor beam is hideously effective against the many numbers of slow and sluggish ships in this game, and even the medium speed ships fall prey to the Chmmr. It basically drags the opponent towards the Chmmr, no matter which direction the Chmmr is facing in, to almost certain death at the receiving end of the Zap Satellites (q.v. Chmmr Zap Satellites) or the laser itself. Only the quick ships can break the tractor beam and still be able to navigate competantly. Also, acceleration due to tractoring exceeds normal ship limits, and if the Chmmr has enough fuel and the ship is slow enough, said ship may be going on a high speed tour of the galaxy. Low fuel tractoring is of little avail.
Strengths:
Any ship that gets in the way of its gunnel dies. That's pretty much it. The Zap Satellites eat up any low crew ship that manages to evade the ship, and few shots reach the ship intact.
Weaknesses:
Since the ships are so varied, I'll just name them and the reasons why. Androsynth Guardian: The wings of the Chmmr are simple to ship lock in for the comet. Druuge Mauler: The backwards thrust of the bazooka keeps it out of Chmmr range. Kohr-Ah Marauder: Close proximity corona, 'nuff said. Melnorme trader: because the tractor beam is really crucial to the Chmmr and because the globs both pass thru and damage Zap Satellites. Pkunk Fury: The bullets of the Fury keep the Zap Satellites busy. Shofixti Scout: SHAMU! Ur-Quan Kzer-Za Dreadnought: The sheer beat power of the ship. Utwig Jugger: The infinite shields.
Quirks:
None really, besides the fact that it can ditch it's Zap Satellites if the Avatar goes around a planet too fast. Ships which travel the same course while being tractored sometimes are dragged back towards the Avatar, but this can be avoided by continually changing course. The other nifty thing about the tractor beam is, if the Chmmr put the planet between themselves and the other ship, the other ship can be tractored into the planet for gobs of free damage.

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.

Main weapon: Point Defense Laser
Weapon cost: N/A
Weapon damage:
1 (9)
Notes:
Not dwelling on the fact that these lasers never miss, each Zap Satellite can deliver up to three shots, and since there are three of them, that is nine points of damage every 3 or so seconds to a ship that remains in close range. The lasers stop Arilou lasers cold, as well as any missile that can absorb up to 3 points of damage (Orzine mortars and Androsynth bubbles), and shots that eventually weaken due to attacks are picked apart by these hot shot pot shooters (Kohr-Ah shuriken, Mycon plasmoids). Fighters and Space Marines fall prey easily to Zap Satellites. Limpets are pretty useless.
Special weapon: None.
Strengths:
As listed above in Main Weapon Notes. Also, against the Sa-Matra, pods which ram green repulsor balls destroy it and pods which ram the fireballs are destroyed but take the fireball with them.
Weaknesses:
Sheer damage. Inundating the Chmmr with fire means that the pods spend all of their efforts picking off a few errant shots and miss the rest of them, or worse, fly right through them in their zeal to protect the mothership. The Androsynth Guardian is best suited for this attack because the Zap Satellites fire at all the bubbles and do not concentrate fire. They shoot everything but asteroids, and so the Chmmr gets gonged by debris a lot. Pods stupidly fly through flames, blades, bubbles, and any other lasting attack form. They can also be ditched if the Chmmr goes around the planet.
Quirks:
None, save the fact that Melnorme stunners and photons go right through them, and in the case of the latter, damage them.

Druuge Mauler

Main weapon: Bazooka
Weapon cost: 4
Weapon damage:
6
Notes:
The Druuge Mauler's firing abilities are profoundly unsuitable to the ship it's made for - two shots and the Mauler is flying backwards much faster then it ever could hope to fly forward normally (unless, of course, they turn around). The weapon is ridiculously of low cost for the damage done, but that's probably to account for the horrible fuel regeneration the ship has got. Otherwise, the shells are of incredible range, going almost the whole length of the full universe combat screen. As weapon blockers, they are half as powerful as most of the other big boys, and even Ur-Quan Kohr-Ah blades can stop two bazooka shells before disintegrating. But the shells are tiny and extremely fast, which gives them the ability to slip in and pound whomever isn't wary.
Special weapon: "Yarging" a crewman for fuel
Weapon cost: 1 crew
Weapon damage:
0, fills about half the fuel tank
Notes:
As special abilities go, this one is rather simple - for the cost of one crewman, the Druuge Mauler can refill it's tanks enough for about 4 shots.
Strengths:
Really, the only strength the Mauler has is against the Chmmr, although any race unlucky enough to get plugged will still ache just as badly. Devastating an Avatar is a simple matter of shooting and refueling.
Weaknesses:
The Druuge, while having extremely cheap but potent shots, has two principal weaknesses. First of all, even after victorious battles, the Mauler is too weak to go on, and ships that it normally would have thwomped can take an almost crewless and fueless Mauler with ease. Secondly, the Mauler has no staying battle power - while the Dreadnought has the same damage capacity but poorer weapon speed, the Dreadnought is a more fearsome opponent due to the fact that once it has closed into firing range, it stays there until the other ship breaks off combat or is broken itself. The Mauler, however, can only manage maybe two shots before flying quickly out of combat, whether this is desired or not. Constant reaiming is the result, and when shots are precious, as the Melnorme would gladly admit for free, they had better be well aimed.
Quirks:
Being struck with a Druuge shot is like bumping into an asteroid, and appropriate backwards repulsion is given.

Earthling Cruiser

Main Weapon: MX Missiles
Weapon cost: 9
Weapon damage:
4
Notes:
Nukes are a worse weapon then thought. They do seek (albeit poorly), and they do make a nice explosion, but they only take one point of damage to destroy, and most ships can probably manage one point of damage to save themselves. The one nice thing to be said about them is that they have an extremely long range, and the Earthlings aboard the ship should make sure they use that range to their advantage and steer clear of their opponents. (Actually, the Nukes seek large and slow opponents unerringly, but unfortunately, large and sluggish opponents usually can afford to take it.)
Special Weapon: Star Wars Point Defense Lasers
Weapon cost: 4
Weapon damage: 1
Notes:
Another of the poorly balanced cost/damage ratios present in the Earthling Cruiser, the Point Defense laser nevertheless is an always striking laser, which, unlike its Arilou exemplar, is not limited to one shot - the Cruiser is capable of putting out infinite amounts of point defense lasers at the same time, blocking whole volleys of guns (so long as they require but one hit to demolish), but only one laser will be fired per target. For heavier damage, nukes will have to be employed. The one failing of point defense is that it shoots everything, and will blow away nukes if it is employed too early after firing. It also fires too slowly to withstand a few barrages of Utwig fire.
Strengths:
Not many. The homing nukes work well against slow moving targets far across the Screen, but the cruiser takes so long to get moving that even some of the slower ships can eventually overtake and crush the Earthlings. Against the small, low crew ships, nukes are not effective, but point defense is, and an Arilou skiff will be hard pressed to defeat the Earthling Cruiser due to it's low crew register. Spathi are also fairly easy to get rid of due to their one volley of punt gun maximum, and the nukes hit them pretty easily when the Spathi is not good at eluding them. Mycon who do not use the Glob Shield technique are soon to be pizza. Nukes, although not the most damaging shot, are enough to make even the Ur-Quan take note. Also, due to the presence of point defense lasers, Ur-Quan, Orz, and Chenjesu are hesitant to employ their special weapons.
Weaknesses:
Because of the Cruiser's horrible acceleration, the pilot of this ship must decide well ahead of time which direction to run in. Astute Umgah and VUX pilots are swift to take advantage of this and quickly put an end to the Earthlings before they can get a chance to turn and fire. The nukes miss too much to be considered very good seeking weapons, and most ships can easily shoot them off. Point defense drains too much fuel to be considered very often as a weapon.
Quirks:
Point defense lasers will blast Syreen drained crew to the great amusement of the Earthlings and the frustration of the Syreen.

Ilwrath Avenger

Main weapon: Hellfire Flame Spout
Weapon cost: 1
Weapon damage: 1
Notes: The most notable thing about the Ilwrath is their horrible range, which bests only the Umgah. Avengers are meant to range in real close and hose their opponents, which, with their fairly good fuel capacity and excellent regeneration, they are quite capable of doing. The flames are quite damaging, and they do last a good while, but they are slow to move, and a fast ship will not be burned unless they are clumsy pilots, which is what the Ilwrath are counting on. The flames are otherwise unremarkable.
Special weapon: Optical Cloaking Device
Weapon cost: 3
Weapon damage: N/A
Notes: The Avengers are kind of nifty ships for their cloaking abilities, but there is a critical flaw in their cloaking - observant captains can see the stars winking in and out as the Avenger passes over them, and even the most novice star control player will notice that the Ilwrath are always in the opposite corner as they are, although the exact location does not become apparent until a shot connects. The cloaking device takes a few precious seconds to activate, which could mean the demise of a few spidery aliens, but once in activation, cost nothing until disengaged, by either firing again, or simple uncloaking. During the cloak, no seeking weapons know where the Ilwrath are (including sentient seekers, i.e., the Chmmr Zap Satellites, Chenjesu DOGIs, Ur-Quan Kzer-Za fighters, or Orzine Space Marines) and fly straight until redirected by the appearance of the Avenger.
Strengths:
The Avenger responds wonderfully to wraparound thrusting, and can account for it's pathetic speed problems that way. Ships that depend on seeking weapons will be left empty handed until the Ilwrath are huffing and puffing and blowing their ships in. The fuel regeneration thwarts DOGIs, as does the cloaking device. Few ships can escape close range tangling with the Ilwrath alive, most notably the Chenjesu, the Mycon, the Earthling, and the Melnorme. The Kohr-Ah is also at quite a disadvantage.
Weaknesses:
Looking at the Ilwrath Avenger, the first thing that is notices is that the ship is so big. Such a big ship makes an easy target, and it's poor turning rate (comparable to the Melnorme) allows several pot shots from enemy ships and a quick getaway. The wings of the Avenger are easily hit, and the Ilwrath must steer clear of Chenjesu fragments, which detect the Avenger pretty easily. The Druuge's bazooka shells are too fast to avoid (although Earthling nukes are not). Also, the Ilwrath suffer huge casualties in planetary collisions, owing to their bulky frame, and should uncloak when attempting a wraparound. Androsynth in comet form can easily lock into the wings of the Ilwrath Avenger.
Quirks:
Although not really a quirk, this is still a unique feature to the Ilwrath. If the Ilwrath cloak and then fire, they will always be pointed directly at the enemy craft. So the Ilwrath pilots can be more concerned with evading shots, ensured of hosing a ship once they come in range to do so due to the automatic ship location (this does not work on cloaked Ilwrath).

Kohr-Ah Marauder

Main weapon: Shuriken (spinning blades)
Weapon cost: 6
Weapon damage: 4
Notes: Like the Chenjesu shards, Kohr-Ah shuriken can be held onto indefinitely, their flight ending only when desired by the Kohr-Ah or when they ram into an object (excluding other shuriken). Once released, they hover around, awaiting the enemy vessel, which they slowly gravitate after if the ship comes within the range of about one inch (long range scale). Up to eight blades can be in space at any time, after the eight is fired, the ninth will replace the first one, and so on. The blades are not as powerful as the 6 point shot of the Ur-Quan Kzer-Za and the Chenjesu, but they are able to pass through the Melnorme purple fear ball and strike the ship behind them. The blades have about the same speed as the Chenjesu shards, and, like the Chenjesu, can be made into a shield by encircling the Marauder with them (plus the fact that they last indefinitely). The blades can be destroyed by laser fire, it takes about eight points of damage to do so.
Special weapon: Flame Corona
Weapon cost: 21
Weapon damage: Variable, but 3 per puff.
Notes: The flame puffs of the Kohr-Ah are invincible. Nothing can destroy them without getting destroyed themselves, and no weapon known to this universe can pass through them, including Melnorme stunners and fear balls. Orzine Space Marines do take them out, but at severe damage to themselves. Ships caught in the corona usually take several hits, and damage can be extreme if too close to the ship (for inexplicable reasons, the puffs sometimes do 5 or 6 points of damage per, but no decaying effect is apparent). When the Kohr-Ah wraparound a planet, their puffs are slung in front of them and can make things very hot for an unprepared opponent, since the Kohr-Ah respond very well to wraparounds. The puffs last but for a few seconds, but they fill up most of the close combat Screen, forcing would be attackers to rethink their strategies.
Strengths:
Kohr-Ah are good defenders and attackers, so very few ships can claim to be excellent against the Marauder. Most of them just die. Because of the Kohr-Ah's range, slow ships hovering on the side of the galaxy are not safe, and fast ships may end up piloting into a mine field and being ripped to shreds. The homing powers of the blades are excellent against any target (with exception of the Ilwrath) and are infallible, they will hit if the ship remains in range. Druuge are extremely vulnerable to the quiet and deadly creep of these blades. Ships that must get in close to damage the Kohr-Ah usually never make it that far. All in all, the Kohr-Ah are as hard to approach as the Chmmr.
Weaknesses:
Despite their armaments, the Kohr-Ah are inferior to the Ur-Quan Kzer-Za and the Chenjesu, and both of the latter ships have weapons which will demolish those of the Marauder. Also, the fuel cost of making a blade shield or a corona is so prohibitive that most pilots will either not do so, or will do so at a bad point in the battle and will be left helpless. Ships that can negate the weapons of the Marauder, either through better damage or by shooting around them, will be able to wear down the mighty ship. Of these, the ZoqFotPik, the Supox, the Arilou, the Spathi, the Pkunk, the Slylandro, and the Androsynth are well adapted to getting in close enough to trigger a corona from even the most sly of Kohr-Ah, zip away before getting creamed, and then attacking while all fuel is expended. The Supox are exceptions to this - the constant barrage of seeds from their gunnels are small enough to evade the invincible puffs and plentiful enough to mulch the huge destroyer.
Quirks:
Asides from the aforementioned 5-6 damage/puff phenomena and the ability to sling the corona ahead of the ship using wraparound tactics, the Ur-Quan Kohr-Ah do not have any special quirks.

Melnorme Trader

Main Weapon: Photon Torpedo
Weapon cost: 7
Weapon damage: 2/4/8/16
Notes: The Melnorme has two routes of attack with it's photons - either rapid fire fuel burning for 2 points of damage a shot, or the more preferable (and a lot more painful) hold and fear method. The Melnorme Trader, while having a fairly potent shot, is capable of charging their weapon indefinitely, and during the charging process, the weapon changes color, from the green suck bolt, to blue (somewhat more damaging), to purple (powerful enough to absorb infinite numbers of Ur-Quan Kzer-Za fusion blasts or Chenjesu shards, not to mention big enough to take out most other shots, including limpets), to the indestructible red, which can absorb ANY attack and still be ready for more. During the charging process, no fuel is regenerated at all, so the Melnorme should make sure they have enough energy for their potent special ability. Once fired, the feartons go about medium range (equivilant to Ur-Quan fusion blasts) and expire, so the Melnorme take great pains to ensure hits with the red globs. Finally, Melnorme photons of any hue pass through Chmmr Zap Satellites and still damage them, with a red glob taking one out successfully and still travelling on to hit the Chmmr Avatar.
Special weapon: Gaussian Stunner
Weapon cost: 21 fuel
Weapon damage: Stun
Notes: The Melnorme stunner is one of the more potent special weapons in the game. Upon contact with the long ranged glittering bolt, a ship is sent reeling, either left or right, unable to turn in any direction or employ their special weapon. For the right ships, this could be immobilizing, especially those which are instantly accelerating (Pkunk, Androsynth comet, Slylandro, and the Arilou). Other ships are able to lope slowly and deliberately away from the Melnorme, unable to thrust fully in any direction before turning again, which, conveniently for the Melnorme Trader, is just the perfect opportunity to generate a red photon, fly in close, shoot it off, and stun again. The stunner is a direct fire ball which passes through asteroids, Zap Satellites, space marines, and even planets (but not Kohr-Ah coronas) en route to their target. A repeated use prolongs the stun and sends the target ship spinning in the other direction.
Strengths:
Any ship that gets stunned is cannon fodder. However, that is not easily accomplished on some ships, for example, the Arilou is almost never stunned, due to the fact that they perish almost instantly if the Arilou captain is bad enough to allow that to happen to them. In all likelihood, the only ships that can either be stunned or fired upon with a good chance of hitting are the big, slow ones. Robbing the Utwig and the Yehat of their special abilities is the kiss of death for those ships. The fact that the Trader is invulnerable to the big boys' shots invites close quarters which the Melnorme can be sure of stunning and delivering a powerful blow while draining all of the shot power out of their targets. On some ships, removing their special abilities is not highly beneficial, on others, like the Chmmr Avatar and the Ur-Quan Dreadnought, it is of immeasurable value.
Weaknesses:
The Trader does not turn fast. Ships that can get anywhere away from its front gunnel can wreak incredible havok upon the Melnorme and get away. The Ur-Quan Kohr-Ah cannot be approached closely at all, because contact with the flame puffs will destroy any bolt the Melnorme might have had charging. Orzine Space Marines, DOGIs, asteroids, and planetary collisions also rob the Trader of it's shot, but in the case of the former three, they are destroyed. Fuel regeneration is rapid, but shot charging is slow, so there are many times when the Melnorme would like to have a red photon readied, but will have to settle for purple or even blue sometimes, depending on what the occasion has readied for them. The stunner costs exorbitant amounts, and when a photon is in the charging bay, only one can be fired, insufficient fuel is available for two stuns. Lastly, some ships can cope very nicely with being stunned and can easily elude the somewhat slow Trader while the effects wear off.
Quirks:
While the Melnorme Trader already is bizarre enough, one worthwhile effect unmentioned is the fact that the gunnel will always charge while the main weapon button is held down. This means that, upon contact with a target, the current fearton will be discharged into the object and another one readied. If the object is still there, that one will also be discharged, and so on until the object moves away or the Trader runs out of fuel. So, with a fuel tank of 42, 6 shots can be fired. Assuming the original shot was red, 24 points of damage will be inflicted upon the target. That's a lot!

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.

Mmrnmhrm Transformer

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

Main Weapon: Dual Mounted Laser Cannons
Weapon Cost: 1/2 of a point per firing time (very short)
Weapon Damage: 1 per laser
Notes: The Mmrnmhrm Transformer becomes one of the most dangerous ships at close range due to its ability to turn quickly and deliver a steady stream of lasers. Fast fuel regeneration in this form allows the lasers ample time to recharge and fire after breaking away from combat. The lasers themselves have but a short range, terminating where the lasers cross each other about 2 1/2 inches away from the bow of the ship. At this point, the laser is most deadly, inflicting two points per firing time, which yields 24 points of damage on a full battery. Few ships are intended to survive this barrage.
Special Weapon: Transformation
Weapon Cost: 12
Weapon Damage: 0
Notes: This ability allows the Mmrnmhrm to change modes into the Jet form. See the next entry for details. Note that on Standard mode of combat, the Mmrnmhrm cannot transform, and is limited to the Gun form.
Strengths:
Simply put, any ship that gets too close to the Gun form dies. The lasers are instantaneous, and proper knowledge of range will tempt any of the light ships within the Transformer's blasting radius, ending their careers as star fighters. The Transformer is exceptionally quick to turn, and no ship can claim easy access to the weak spots on the Transformer, for it's always nose to nose. Finally, the fuel regeneration of the Transformer in Gun Form is top rate.
Weaknesses:
The Gun Form is terribly slow - it's the absolute slowest in the game (slower then a VUX Interceptor). The range on the Gun Form is rather poor. Lastly, firing the lasers to capacity robs the Transformer of the ability to zip away in Jet Form, making the helpless Gun Form easy prey. The lasers are easy to block for those that can, taking only one point of damage to intercept
Quirks:
Although not really a quirk, the Gun Form does not slow down when transformed into, and so a more experienced captain can use the Jet Form to reach appropriate speed and heading, then transforming into the Gun Form to finish the job with devastating strafing runs. Also, this quirk is true to both forms of the Transformer - limpets that have been affixed to one form do not affect the other form in the slightest. Although they still appear on the ship register, it is as if the two were totally different ships. When the limpetted form is resumed, the dragging effects return.

Mmrnmhrm Jet Form:

Main Weapon: Homing Missiles
Weapon Cost: 1/2 of a point (0)
Weapon Damage: 1
Notes: The 0 in the Weapon Cost register is a realistic view of the Mmrnmhrm Transformer's missile system, for fuel regeneration replaces the point immediately after firing, and even a Jet Form with no fuel can still muster enough energy to fire. The missiles themselves have an incredible range, and automatically home in on their target (albeit poorly). Excellent for harassing a target from afar, the missiles are meant only for tagging an opponent, and are of no value whatsoever at close range, for the firing arcs of the ship send the projectiles slightly to the sides of the front bow, and thusly will cross behind their intended target. Also, the missiles turn about as poorly as the Jet Form itself and miss a good 3/4 of the time. Fortunately, the missiles are cheap and fire somewhat rapidly, and can still reach their target when fired from 60 degrees rotation.
Special Weapon: Transformation
Weapon Cost: 12
Weapon Damage: 0
Notes: This is exactly the same as found with the Transformer's Gun Form, except that instead of turning into the Jet Form, the Jet Form turns into the Gun Form. Note that this option is not available in Standard Mode (because the Jet Form is not available), nor is this possible when stunned by the Melnorme.
Strengths:
The Jet Form is fast, and is one of the faster ships in the game. There are many fights where the opposing ship cannot even get a shot off on the zippy Jet Form while it cruises around the universe, picking off crew one by one. The range on the missiles in incredible, and, if the opposing ship allows it, the Jet Form can simply match speeds with their enemy, turn, and stream missiles after them, destroying the ship without so much as a close look. This tactic, however, only works on the computer and very novice players.
Weaknesses:
Above all other weaknesses, it should be mentioned that the Mmrnmhrm Jet Form is one of the most boring ships in the game, and prolonged combat is always the result. The Jet Form has the worst turning rate in the game, and thusly course changes are deliberate and thought out maneuvers, abrupt reversals are absolutely impossible without transforming first. This makes the Mmrnmhrm Transformer extremely succeptable to planetary collisions or dangerously close passes with ships such as the Ur-Quan Dreadnought, which end such confrontations quickly at close range. The slow fuel regeneration is plentiful for firing, but there is quite a lag in gaining the twelve fuel required to transform.
Quirks:
Beyond the limpet disappearance between forms, the Jet Form has only one additional quirk: The Mmrnmhrm are one of a very few races that can shoot their own missiles down, but not from contact with other missiles. Although this can only occur very rarely, if the Jet Form fires missiles, transforms, and then fires lasers, missiles struck by the crossing beams are destroyed. Fear, but it's a quirk.

Mycon Podship

Main Weapon: Homing Plasmoids
Weapon cost: 21
Weapon damage: 10 to 1
Notes: Mycon Plasmoids are one of the more devastating shots in the game, which is probably why it costs the Podship so much fuel to fire (that and the Mycon which inhabit these bulbous ships like it hot inside and spend most of their fuel keeping the heater on all day). No sane race (with the exception of those which can block these potent globs) will cross the front bow of the Podship for more then a very distant glance. The plasmoids are, indeed, seeking weapons (albeit slow) and will make a lazy beeline toward their target ship until they collide with something, are destroyed by enemy fire, or expire after about 20 seconds of flight (which makes them pretty darn long ranged). When first fired, the globs are small, white balls which yield full damage, but as time passes or damage is accrued, the balls expand and begin to turn shades of blue, until the final stage, which is a wide field of blue specks inflicting a point of damage. Note that there are about eight stages of decomposition, and the glob is progressed to the next stage by a point of damage, so fending off a glob must be done quickly if it is to be complete. Also, Chenjesu Bolts, Ur-Quan Blasts or Kohr-Ah Shuriken can obliterate a glob and continue on, while Druuge Shells are halted. Additionally, only a red Photon Torpedo can block a plasmoid, lesser hues will damage it but will in turn be destroyed.

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.

Special Weapon: Regeneration
Weapon Cost: 42
Weapon Damage: 0
Notes: A rather simple special weapon requiring extraordinary amounts of fuel. When there is a sufficient lull in a battle to allow it, the Mycon Podship can regenerate up to 4 crewmen, capacity allowing, from even a single Myconid, owing to their fungal properties. While a fantastic ability to prolong a battle, the cost is prohibitive, and should only be used when the safety of the 4 new crew, let alone the rest of the ship, is assured.
Strengths:
Simply put, this ship is able to dish out the most 'beat' out of them all. Almost any contact with a glob will decimate any of the 'little guys,' and two will take out most of the medium crewed ships. Slow or unagile ships are usually not capable of either avoiding shots or preventing the Podship from regaining crew, and a few fights end with a Podship in better shape then when it began, much to the annoyance of the team captain. Also, the podship reacts very well to wraparound thrusting, and, while unable to turn quickly, the seeking nature of the plasmoids more then makes up for that.
Weaknesses:
Unlike almost every other ship in the game, the Mycon Podship has a special weapon which causes no damage whatsoever to their opponent. While other non-damaging special weapons exist, most serve to cripple or regain fuel, of which the Podship, despite appearances, is always in desperate need of. The Podship can only fire two globs in quick succession before completely draining its fuel tanks, and regeneration, as tempting as it seems, will leave the ship utterly defenseless if used at the wrong time. Also, the mediocre thrusting and turning rates make the podship both difficult to control and even more difficult to bring the front to bear upon an opponent before damage is inflicted, and fast ships can utterly humiliate the Mycon (see Quirks). Even when ready, such a potent weapon is usually moot, for many ships of the same point value can usually absorb or destroy the weapon without any adverse effects, and wasting very valuable fuel from the Podship.
Quirks:
It should be noted that the Mycon Podship is one of only three ships (the Earthling Cruiser and the Spathi Eluder are the other ones) capable of shooting itself. Unfortunately, this is extremely simple to do - if the Mycon shoot in the direction they are flying in if going faster then usual (having gotten a boost from a collision or wraparound), the newly released glob will fly back and smack the firer, usually eliminating more then 3/4 of the crew. Even if this is avoided, agile and fast ships such as the Pkunk Fury and the Arilou Skiff (a favorite) can defeat the Mycon without firing a single shot - by steering the plasmoids into the Podship.

Orz Nemesis

Main Weapon: Turret Mounted Mortar
Weapon Cost: 6
Weapon Damage: 3
Notes: The Orzine Mortar would be a simple firing weapon, if it were not for the Orz' ability to rotate their gun. With use of their special ability (explained later), the gun can be swivelled to face in 12 different positions rapidly, able to fire their fairly pounding shot while flying in another direction (usually away). While fuel is available, shots are rapid (the recoil of the turret is the only stop to a rain of shells), but with a full tank, the Nemesis is only capable of firing three, and then a forth a few seconds later, before loping away to recharge. It should be noted that a mortar shell is extremely thin, and is capable of slipping through a Kohr-Ah Corona if fired just right. It takes three points of damage to halt a fast flying mortar.
Special Weapon #1: Turret Rotation
Weapon Cost: 0
Weapon Damage: 0
Notes: When the special weapon button is held, the Orz pilot needs simple push left or right to rotate the turret clockwise or counterclockwise in reference to the bow of the ship. This is done, however, at the cost of not being able to steer left or right during the duration, although the computer is able to overcome this almost completely. The Nemesis can still thrust, however. When the button is released, normal flight control can be resumed.
Special Weapon #2: Space Marines
Weapon Cost: 1 crew (temporarily)
Weapon Damage: 1, + variable
Notes: With both fire and special weapon buttons held, the Orz captain will command one Space Marine to exit the ship in combat armor and to thrust toward the enemy ship, attempting to enter and attack the crew from within. Should the Marine be allowed to come in contact with the enemy ship, a hole will be bored into the hull, inflicting a point of damage, and then the Marine will begin to attack crewmen until none are remaining, then will blow up the ship and return to the Nemesis. In combination with multiple Marines, the captain of the opposing vessel may have seconds to finish off the Nemesis before the Orz aboard their vessel completely obliterate it. When few Orz face a large crew, the crew will usually be victorious. The conditions for Orz and crew casualties are highly variable, and it is suspected that race is a factor, for Spathi are extremely vulnerable to Space Marine attacks, while other races are not. Typically, however, the more Orz (up to 8) aboard, the higher the casualties among the host species and the less among the Orz. It should also be noted that Orzine Space Marines cannot track invisible ships, and return to the Nemesis upon losing lock. The color of the Marines denotes their status: Red Marines will pass by the Nemesis but will attack other ships, while Green Marines will pass by other ships in effort to get back to the mothership. It takes three points of damage to destroy a slender Marine, and Marines are extremely capable of utilizing the planet to gain speed upon an opponent. There is no way of recalling a Space Marine until they turn green, and Marines can stay out in space indefinitely. The last Orz aboard the ship cannot be launched, of course.
Strengths:
The Nemesis is good against just about anything. Fast, agile, powerful, and well crewed, the Orz earn their mark as one of the top ships in the game, a mark which is well deserved. Contact with the constantly hounding Marines is sometimes fatal, even without the Orz firing a single shot, of which they have several. In fact, pursuers of the Nemesis find themselves with 4 shells flying at them from what they thought was a mounted turret and several incoming Space Marines. There are no safe ways to fight an Orz.
Weaknesses:
Relatively few. While the Nemesis is capable of firing off multiples of dangerous Space Marines, the ship itself is limited to a maximum of 12 points of damage when firing, and many ships can stand up to that abuse. The range on the guns, while impressive, are no better then a Dreadnought. Also, the inability to recall or even reclaim Marines when crew is needed is a severe liability, because against fast ships, useless Marines that could have served as crew end their lives futily chasing their foe. The Marines require special mention. Like Ur-Quanian Fighters, Orzine Space Marines make no moves to save themselves unless directly faced (at which case they shift a little bit), and are easily picked off in strafing runs. The temptation of novice players is to fire off all 8 Marines in an easily spotted, easily avoided clump, leaving no more for later. This, as well as leaving the ship undefended, must be avoided if the Orz are to be victorious. Marines are of no value against a Chmmr with three wingnuts.
Quirks:
Surprisingly enough to those who have played the full game, the Androsynth Guardian will whoop the Nemesis' butt when in comet form. The back "fins" of the Nemesis are extremely easy to slip into and hold the Guardian, while the Marines are destroyed on contact with the Androsynth ship. Chenjesu DOGIs, programmed to avoid the front of a ship, are unprepared for a turret, and are easily blasted by a hotshot Orz commander. Shielding ships (i.e., the Yehat Terminator and the Utwig Jugger) repel a Space Marine, sending it flying backwards a fair amount, but in the case of the latter, no fuel is gained from the result. Space Marines turn very slowly, and typically rely on rotating 180 degrees and thrusting to reverse course instead of looping about. This gives the Ilwrath an easy chance to pick off Space Marines, for when the Avenger cloaks, the Marines turn green, and can be flown through without harm to the Avenger. The other noteworthy quirk is that an Orz Marine absorbs shots as if were a ship with 3 crew, and thusly can be used by a wily captain to stave off shots that normally would inflict more damage by sacrificing a crewmen. This is extremely valuable when used against Mycon or Melnorme, because both have shots that will obliterate a Nemesis and both are very strapped for firing such potent shot. This is less valuable against either Ur-Quan, but still effective (both ships fire too fast).

Pkunk Fury

Main Weapon: Bird Shot (ha ha)
Weapon Cost: 1
Weapon Damage: 1/3 of a point
Notes: The Pkunk Fury is one of the best ships of all to perform a strafing run (the Supox Blade is the other one). Blessed by the spirits with lightning speed and turning abilities, the Pkunk can zip up, unleash a veritable hail of their thick bullets, then dart off before their target can even bring to bear whatever terrible energies they would unleash. Their rapid fire guns have a short range, but even an impatient captain needn't wait long until the speedy Fury is within range to inflict extreme amounts of damage. Also, it should be stated that the Pkunk do not fire in one direction, but three, one in front, and two on the sides. In fact, if turned right and fighting a long ship, the Fury can carve two trails into the hull of their opponents, and if the Fury spins, an impenetrable barrage of bullets encircles the ship for the scant few seconds it takes to escape. Pkunk bullets are large, and easily stop other weapons.
Special Weapon: Taunting
Weapon Damage: None.
Weapon Cost: None.
Notes: The Pkunk, when forced to do so, are capable of whipping themselves into a frenzy for battle. Their chosen way is to insult their opponent. Although silly, this is the only way the Fury can regain fuel after firing, and each insult made gives the Fury two points of fuel, up to a maximum of 10. When fuel stores are full, the Pkunk stop taunting. It is of some merit to the Pkunk that they never dwell on the same insult twice in a row.
Strengths:
Self explanatory once the ship has been seen. The Pkunk have everything valued in an attack ship. They are small, fast, agile, and powerful. Slow turning ships, of which there are many, will have a visitor blasting at their rear and nipping at their sides throughout the entire battle. Slow thrusting ships cannot evade the Pkunk's deadly charge. Simply put, only through practice and practice can the Pkunk Fury be defeated by any ship.
Weaknesses:
Poor crew. The Pkunk also have no defense against lasers and are succeptable to fast shots. The VUX Interceptor is choice against the Pkunk due to the crippling action of their Limpet Cocoons (more later).
Quirks:
The Pkunk have two quirks, one of them being extremely vital to the value of this ship. That shall be mentioned shortly. The lesser quirk is that a Pkunk that has been stunned by the Melnorme, can still taunt for fuel.

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.

Main Weapon: Fireballs
Weapon cost: 0
Weapon damage: 2/contact (very short)
Notes: Although released from the Sa-Matra after the green repulsor balls are, these are still the fighting force of the Battle Platform and should be treated as such. These fast flying fireballs wing toward the opposing vessels with fairly good speed, charging right after (and into) their targets singlemindedly. These "smart" homing weapons, while not as fast as the Androsynth Guardian's comet, pack more of a punch - instead of ramming the ship and sending it away, these fireballs pass right through, and on long ships, inflict scads of casualties before exiting through the other end of the vessel. The fireballs take about 8 or 10 points of damage to destroy, or direct contact with a Chmmr Zap Satellite takes them out entirely, at the cost of the Zap Satellite. A maximum of three fireballs can be out and about after initiating combat with the Sa-Matra, and after one is destroyed, another is soon to follow, unless the shield generators have all been destroyed. An Orz Marine cannot be sacrificed to put off the fireballs.
Special Weapon: Repulsor Balls
Weapon cost: 0
Weapon damage: 1
Notes: These annoying orbs also dog the ion tracks of any would-be attacker of the Battle Platform, and are possibly the most intelligent "smart" weapon of all - the purpose of the repulsor orbs is to contact their opponent and then burst forth a large red wave of force, sending even the most bulky ship a good deal back, and in combination with another, hurtling across the universe. However, they do not do this mindlessly - the reflector orbs always wait until they can interpose themselves between their target and the Sa-Matra before ramming, and if the Battle Platform is left unguarded, they loop around and stand guard while their opponent's ship closes in. It takes 6 points of damage to destroy these pods, and they are invincible while creating the force packet, vulnerable only when they turn green again. Contact with either a Chmmr Zap Satellite or a fleeing (stationary) vessel destroys them, but inflicts one point of damage to their target (which is of small consequence to a ship fleeing combat). Bringing a Pkunk Fury enough to the Sa-Matra to invite attack from the repulsor balls but within the poor turning arc of the fireballs is an excellent strategy to clean up the little nuisances for the next ship. Up to 4 of the balls can be out defending at once, and can be replaced if the shield is still up.
Strengths:
Slow ships suffer utter defeat at the tentacles of the Ur-Quan and Kohr-Ah piloting the Sa-Matra. Few ships can escape the blazing trails of fireballs or evade the repulsor balls that keep them far from the Battle Platform. Homing weapons have absolutely no value against the huge vessel because they automatically track in on the force shield itself, and not any of the generators. The Sa-Matra itself is invincible to attack, and only a bomb can destroy it. No planets are found around the Sa-Matra battlefield, and so ships that count on planet-wraparound thrusting to gain battle speed are in for a fall. Simply put, only a very few of the available Alliance ships are of any use against the Sa-Matra Battle Platform. Also, the space within the Sa-Matra's walls is available to the fireballs and repulsor orbs, which allows the latter to still interpose themselves between a ship that's nose to nose with a pod, and the Sa-Matra itself.
Weaknesses:
Only four. The Chmmr Avatar was specifically designed to attack the Sa-Matra, and the quirks of it's Zap Satellites allow it to defend admirably while destroying the eight pods, but lack of fuel prevents it from taking out more them two at a time. The Pkunk Fury is the only ship fast enough to attack the pods and still evade/strafe the fireballs and repulsor balls. The Utwig Jugger proves it's use against the Battle Platform in the fact that it is plain indestructible, and while slow, once going in the right direction, the Utwig can easily obliterate any meddling repulsors while homing in for the kill. The Arilou Skiff, if alert and not too singleminded about damaging a pod, can easily put a pod between it's laser and the Sa-Matra to damage it, with fuel to disappear and attack again before the fireballs can change course. All other ships fare somewhat decently, the Umgah Drone can zip in and destroy about two pods before being caught, the Yehat Terminator is slower then the Jugger and less able to withstand prolonged fireball attacks, and the Thraddash Torch can easily obliterate their weapons but are unable to effect significant damage. The Sa-Matra Battle Platform cannot move, which is a weakness of sorts, but a strength against many ships.
Quirks:
Beyond the activities of their weaponry, the Sa-Matra is completely helpless when all eight shield generator pods are destroyed. While active weapons still perform their duties, once destroyed they are not replenished. Remember that only the Utwig bomb and the Chmmr crystals can destroy the ship no matter how much damage is "inflicted" upon it - all attacks that are aimed after the shield falls still are absorbed without harm. Contact with the shield does 2 points of damage per firing time, but is solid to incoming ships, so only 4 or 6 points are inflicted per ram. Zap Satellites, however, fly through it stupidly and are lost.

Shofixti Scout

Main Weapon: Mendokusai Energy Dart
Weapon Cost: 1
Weapon Damage: 1
Notes: At best, the Scout has "pissy" weaponry. With only 4 fuel and fair regeneration, their small ranged, weak shot can only be hoped to do slight damage to their opponent unless the enemy ship is fleeing. Nothing exceptional can be said about the darts.
Special Weapon: Glory Device
Weapon Cost: 0 fuel...
Weapon Damage: 16 to 1
Notes: The Glory Device of the Shofixti Scout stands a good deal of explanation. No Shofixti ever desires to be buried. Instead of the wives sending their husbands off with, "Come back on your shield or on it," Shofixti wives send their husbands away with, "Come back intact or in atoms. The Glory Device allows the crew of the Scout to go out in a blaze of Glory, and this is the only reason why the Shofixti make a worthwhile race. The Glory Device requires three button presses to activate. The first two throw the first two switches, the third throws the last and final switch, but you never see that. Once thrown, a switch remains in the ready position, so typically, the first two are thrown immediately after the Shofixti enter combat. When the special weapon is finally activated, depending on proximity to the Scout, damage will be inflicted on every target within the blast radius as the Scout self immolates, ending the fight. Note that this works equally well on weaponry and "smart weapons," swarms of fighters or Marines have been known to get too close to a Scout at the wrong time...
Strengths:
Any ship that takes damage is vulnerable to the Shofixti. That means all of them. The Shofixti are not the fastest ship by themselves, but their agility, as well as excellent planet wraparound results give them the burst of speed required to slip into close range for the kill. Also, while designed to combat the Ur-Quan, the Shofixti are tremendous for blowing up around Chmmr Avatars, for all the Zap Satellites can be destroyed if the Shofixti pilots up to the Chmmr correctly.
Weaknesses:
The fact that the Shofixti destroy themselves in the use of their special weapon is the key weakness of the Scout. Other then that, lack of sufficient weaponry or crew stop this vessel from becoming anything more then a bomb with thrusters.
Quirks:
Besides the aformentioned destruction of "smart weapons," such as DOGIs, Ur-Quan fighters, Orzine Space Marines, or Chmmr Zap Satellites, the Shofixti have two quirks. First, the destruction of the Scout near the Utwig Jugger or the Yehat Terminator still inflict damage, even if the ships are shielded at the time. Secondly, if both ships are destroyed in the blast, the Shofixti "win," with their victory theme playing as a tribute to the noble deeds of their crew. In StarCon 1, the pilot of the Shofixti would choose the next ship, but in StarCon 2, that is somewhat iffy, sometimes ending with the opposing pilot choosing first. This "win" condition can be achieved twice in the same fight, if the pilot doesn't mind losing a Scout - if the Shofixti manage to polish off their opponent without destroying themselves, then, of course, they win. If, after the theme song has completed but before the beginning of the next battle, the Scout blows itself up, the theme song will play again, because the enemy was "destroyed" in the blast.

Slylandro Probe

Main Weapon: Lightning Ionization Device
Weapon Cost: 2 per firing time (long)
Weapon Damage: Highly variable.
Notes: Upon activation, the Probe fires out two fairly long ranged tentacles of lightning which arc in the direction of the opposing ship, attempting to reduce the vessel into it's component parts. Each strike inflicts a point of damage, but upon striking, the tentacle continues to fire, jagging this way and that, possibly hitting again. On average, two points of damage are inflicted per shot at good range, but up to five hits have been seen on a single shot. At very least, a point is always done per shot, as the Probe seldom misses. At extremely close range, the shots inflict but a single point and return to the ship, ready to fire again. This is a tremendous drain on fuel, but is effective. These are minorly tracking weapons and are thrown off by cloaking devices. Also, these weapons also serve as point defense lasers, intercepting incoming projectiles most of the time at least once, and for weapons that can only sustain a point of damage, this is very beneficial.
Special Weapon: Asteroid Synthesis
Weapon Cost: 0
Weapon Damage: 0
Notes: Upon encounter with an asteroid, if the special weapon button is held down, the Sylandro Probe will shatter it for fuel and announce that it has energized. This works within a short range of the ship, and if an asteroid is fired upon while the special weapon button is held, it will be energized instead of merely destroyed. Use of this ability fills the Probe's fuel tanks immediately. Note that there are no limits to the numbers of asteroids on the playing field, and that the Slylandro can always find another one.
Strengths:
The Probe is a fun ship, which is exceptionally fast and quick to turn. Ships that aren't as fast turners can easily be snuck up on from behind and tagged several times before the Probe lopes away for another asteroid, only to return and do the same. It's weapons have a pretty good range on them, and the medium-short range ships can but only hope that the Probe blunders in their firing arc. Lastly, it's quirk allows it to escape from danger much quicker then any other ship, save the Umgah Drone.
Weaknesses:
Fuel, primarily. While the lightning weapon is a really nifty weapon, it is completely useless when the Probe is out of fuel, which happens far too often. Only 10 shots can be managed on a full battery, which is enough to destroy some opponents, but more often then not, lets valuable opportunities slip away while the Probe has to retreat and find fuel. Also, the Slylandro are almost helpless when stunned by the Melnorme. Lastly, the Probe is a very big ship for one with so little crew, and cannot sustain damage very well.
Quirks:
The Slylandro Probe is a quirky ship. First and foremost, the ship never needs to thrust, it always is going top speed. The thrust button simply makes the ship reverse direction. This makes it immune to the Chmmr tractor beam. Secondly, the ship is always rotating, or tumbling, and at times exposes it's full flank to an enemy, at others, just it's somewhat narrow front. Lastly, as the full game would make obvious, the Slylandro Probe is unmanned - the "crew," as it were, are simple droids. This is why the Probe's crew register is grey, and not green, and why the Syreen call has absolutely no effect on them. Orz Space Marines do, however, destroy the robots. Although this would never occur in normal situations, the Probe, if called into battle after a Syreen Penetrator has callously left crew wafting around, cannot pick them up and put them to good use, and contact with floating crew men simply results in smushing them.

Spathi Eluder (Discriminator)

Main Weapon: "Punt Guns"
Weapon Cost: 2
Weapon Damage: 1
Notes: The Spathi Eluder, one of the more confusingly armed ships in the game, fires up to five of it's tiny missiles from between the blue and the green "arms" of the ship. These missiles are extremely small (second only to the Shofixti Scout's darts) and fast, and possess a fairly good range, allowing the fleet Spathi to fire from a relatively safe distance, turn, and run away. The firing time of these weapons tie the Pkunk Fury's in sheer speed, but the Spathi lack enough fuel to neutralize whole volleys of Fury fire. Beyond that, the missiles are rather self explanatory.
Secondary Weapon: B.U.T.T. missiles
Weapon cost: 3
Weapon damage: 2
Notes: B.U.T.T. is an acronym for "Backwards Utilizing Tracking Torpedoes," although this has been dropped since the Sega Genesis version of SC1 due to sheer silliness. The missiles fire out of the red thrust prong of the Eluder, giving it the B.U. of the name - they fly out of the butt of the ship, perfect weapons for when the Spathi turn and retreat. These torpedoes track exceptionally well, and have a turning rate far superior to all other missiles. When the missiles collide they explode harmlessly. The Spathi are one of a few races that can successfully shoot themselves, for if the ship is going fast enough and fires missiles in the direction that they are flying (rather, are flying backwards and fire), the missiles will be rammed by the Eluder, inflicting two points of damage. Only three missiles can be fired with a full tank of fuel, and they have a rather short range.
Strengths:
The Eluder is a fast ship with exceptional turning and thrusting speed. Hit and run flying is this ship's only strength, it cannot maintain close combat, despite it's large crew complacent. Also, this is one of a minority of ships that have two weapons instead of one, however insignificant they may be. Ships with limited fuel resources or slow firing time are perfect prey for the Spathi.
Weaknesses:
Lack of fuel and any worthwhile weaponry make the Eluder a poor choice for most fights. While perfect for tackling Chenjesu or Ur-Quan, this ship is utterly useless against Chmmr, Arilou, Pkunk, etc. Any ship that can charge the fleet Eluder, survive or destroy the brunt (as it were) of the Spathi defenses, and stay with the ship can destroy it rather quickly. The Androsynth Guardian is a perfect example - the goofy prongs on the Eluder trap the comet in until the Eluder is destroyed, and the three B.U.T.T. missiles would do only minimal damage if they even reached their swiftly approaching target.
Quirks:
Besides from the aformentioned missile ramming, the only other thing of note with the Spathi deals with their crew picture. On most ships (the exception being the Androsynth and Earthlings, but they already have significant quirks), only one member of the species is found manning the ship. This is concurrent with the fact that a ship with only one "man" in it can still function normally in all aspects save those dealing with crew expenditure. The Spathi are no exception to this, but when forced to come out of hiding by the captain, two Spathi emerge from the corners of the window, even when the crew is reduced to a single snail.

Supox Blade

Main Weapon: Seed Shot
Weapon Cost: 1
Weapon Damage: 1
Notes: The Supox, a plant-like race, chose an appropriate weapon - seeds. When firing, a steady barrage of seeds flies forth from the slender Blade at a fast clip and strafe their opponents from quite a long distance. Even when all shots are fired, the Supox can still manage a good stream of seeds as the fuel regeneration is swift enough to supply them. Beyond the fact that the seeds make really nifty impact splats, they are self explanatory.
Secondary Weapon: "Slipping"
Weapon Cost: 0
Weapon Damage: 0
Notes: What makes the Blade such a good ship for extended strafing runs is their ability to shift around without rotating their ship. With the application of the special weapon button and a chosen direction (except back), the Blade glides either left (in relation to the bow of the ship), right, or backwards (when forward is selected). An agile Supox pilot can charge into range, fire seeds, and back away, shifting left or right to sidestep any incoming missiles that the opposition has to offer. This is a very difficult skill to master, but is one that has many advantages, namely that of keeping the Supox Blade intact. This form of travel is fairly slow in comparison to the Blade's fast thrust rate, and is not preferable to straightforward thrusting, unless firing is desired.
Strengths:
The Supox are a very devastating ship if flown right. A copious supply of fuel, fast fuel regeneration, fast firing rate, low weapon cost, and unsurpassed agility makes this a superb attack vessel, so long as they don't get too close, which, as the backslip and long range weaponry assure, is never necessary. Very few ships can successfully fight off the might of the Supox without taking a few potshots, and fewer still can be ready to receive the Supox' charge which comes much faster then desired. When flown correctly, the Supox can be one of the powerful ships in the game.
Weaknesses:
The Chmmr Avatar. This ship alone can stop every missile the Supox have to offer and are ready immediately for more (it has been suggested by Hylke van der Schaaf that using very cautious barrage tactics from an angle, one can pick off all of the ZapSats, but this would be treacherous against any human pilot). Also, the Blade is not a very good ship versus lasers, which fire immediately and are escaped from only at great pain to the Supox. The Blade has no real close-range defenses of any merit, and the ship is very vulnerable to attack from any ship at close range. The Blade is a fast ship, but not terribly fast, and zippier ships can easily hose the Supox without too much threat to their own well being. Finally, the Supox Blade is one of the most difficult ships to fly for even intermediate players, and many give up in disgust before forming a mastery of this ship.
Quirks:
None, really, beyond the previously discussed special weapon.
Syreen Penetrator

Main Weapon: Particle Beam Stilettos
Weapon Cost: 1 (0)
Weapon Damage: 2
Notes: The fast flying, moderatly repeating needles the Penetrator fires are impressive - at first. While the weapons do inflict a sizable amount of damage for zero fuel (like the Mmrnmhrmm Jet Form, even a Penetrator with no fuel can still scrape together enough to fire at an uninhibited rate and still regenerate fuel), they fire much too slowly to be of much value for picking off any but the slowest of targets. Also, the range, while good, is insufficient to allow the Penetrator to escape destruction at the turrets of many of these slow ships, such as the Ur-Quan Dreadnought and the like. Still, few ships can laugh off several hits from the Syreen, and the fast flying guns allow a skilled pilot to tag hits on even the most fleet of opponents.
Secondary Weapon: Hypnotization Projection Field
Weapon Cost:5
Weapon Damage: Highly variable
Notes: The Syreen, seemingly lacking in any close range defenses whatsoever, possesses possibly the most destructive of all defenses in the game - stealing crew. While other ships destroy crew in attacks upon the enemy vessel, the Syreen steal crew and add it to their own ship, making the Penetrator that much harder to destroy as the now undermanned vessel has to kill of it's own traitorous ilk before dealing with the Syreen themselves. When the two ships close into the detailed combat range, application of the special weapon gives forth what is supposed to be an alluring call, and from 1 to 6 or more crewmen abandon their vessel, braving the dangers of the combat field to join the Syreen in battle and for the spoils of victory which ensue. The amount of crew stolen depends largely on distance from the ship, but the shape of the opposing vessel plays a large factor, as freed crew, in the form of green specks, can be picked up by either vessel that comes in contact with them, although the crew migrate slowly toward the Penetrator. Large ships, such as the Chenjesu Broodhome, automatically regain some of their crew due to their large form. These tiny crewmen are highly vulnerable to asteroids and deployed weapons, and can be wiped out by either.
Strengths:
The Penetrator is strong against any ship it can close with and remain intact. Unfortunately, this precludes getting blasted into atoms, which happens a lot. A fully crewed Penetrator is highly dangerous, however, for the sacrifices they make in crew can be regained by stealing from their new opponent, and so on, and so on. Once the Syreen have added large numbers to their ranks, they can be unstoppable. Four notable targets for Syreen conSRCiption: The Spathi Eluder, the Melnorme Trader, the Pkunk Fury, and especially the Mycon Podship, whose special weapon is perfect for fully stocking the wily Syreen. (The Pkunk, by the way, are not worth much crew individually, but every time one is picked off, they could return, to be drained by the Penetrator and destroyed again. 3 or 4 regenerations could fully stock the ship.)
Weaknesses:
Besides the poor weaponry available to the Syreen, they cannot steal crew from any very far away at all, and this leaves them very vulnerable against fast ships or those with long ranging weaponry. At the start of the Penetrator's deployment, the original twelve crew may be lost before any new recruits are added, or the new recruits do not replace those who have already died in battle, and the Penetrator is less and less competent to continue fighting. If the Penetrator had more crew to start with, the Syreen might be a stronger force to be dealt with, but as it is, they are more of a hazard then a menace. Also, most ships are not "crew cows." Tiny ships with little crew haven't got much to lose to the Syreen, and can wade into battle, lose their 3 or 4 crewmen, and blow the Penetrator to bits, often reclaiming their miscreant friends. Ships stocked with lots of crew often have lots of weapons to defend them with. There are exceptions, however (see above).
Quirks:
Dealing with crew has many quirks. First of all, the last man aboard the opposing ship will not abandon it, and the Syreen will have to pick them off before finishing combat. Secondly, as noted earlier, Slylandro crew are immune to the effects of the call, as are Ur-Quanian fighters and Orzine marines (although, once aboard ship, these crewmen are just as liable to jump ship). Third, all collisions with crew destroys them, including that done by the usually uninterposing Chmmr Zap Satellites. This final quirk effects the full game of Star Control 2 only: At the end of a battle (not an individual combat, but the whole battle), additional crew beyond 12 are lost, presumably expelled into the void somewhere along the way. When outfitted, the Penetrator can have no more then 12 crewmen. Fans of the first Star Control will recall that the Syreen Penetrator cannot utilize Alliance colonies but can fully deplete those of the Hierarchy, and, having robbed away the colonists, destroy the world that previously housed them.
Thraddash Torch

Main Weapon: Wedge Shot
Weapon cost: 2
Weapon damage: 1
Notes: Like the Syreen Penetrator's stilettos, this weapon has a good range but a low firing speed, and is absolutely useless for close range defenses. Unlike any other weapon of it's damage class, the Torch's wedges have an exceptionally good range, and more importantly, take two points of damage to destroy. The range and light damage of these weapons make them perfect for taunting Utwig Jugger into either sacrificing a crewman or a point of fuel. Other then that, they are unremarkable. For their damage capacity, these are large weapons, and do not easily slip through defenses.
Special weapon: Reunk Afterburners
Weapon cost: 1
Weapon damage: 2
Notes: In the words of the Thraddash, the late and much famed engineer Reunk of the 19th Culture was fiddling with the fuel intake hoses and, like all Thraddash, smoking a cigar, when he accidently put his cigar in the wrong place, and the vessel he was working with, "took off like a Farg out of Hell." Reunk was, of course, incinerated, but the device was perfected and put to good use on these otherwise pathetic vessels. When used, the Thraddash Torch sends out a puff of flames and rockets in the direction it's facing in speeds barely surpassed by a Druuge Mauler after emptying a full load of fuel. The speed is a secondary feature, the main benefit is the damaging flames, which are perfect snares for unwary ships, too slow or bulky to get out of the way. This also works wonders for destroying "smart" weapons, as none of them consider the flame puffs a weapon and cruise headlong into them, costing their owner a considerable amount of crew or aggravation. The flame puffs die out after about ten seconds, but even at their tiniest state of dissipating, they are just as dangerous as on formation. The puffs take but one point of damage to destroy.
Strengths:
Any ship the computer flies will get crushed by the Thraddash Torch. Simply put, the computer is too stupid to realized that the puffs are a weapon, and even an Utwig or Yehat pilot will gladly crash through them, blissfully unaware that their shipmates are being incinerated beside them. Other then that, the so-called "smart" weapons are real dopes about the flame puffs, with only the Chmmr Zap Satellites realizing their threat, and yet they still manage to blunder right through them. Against human opponents, this trick still works, but eventually even feebleminded players will realize the futility of sending fighter after fighter to an untimely death. Human pilots of fast turning and accelerating ships will not be caught often by these fire trails, nor will the really slow and bulky ships (as in the VUX Intruder, Umgah Drone, and Mmrnmhrm Gun Form). The really slow accelerating but still moderately speeding ships, such as the "Big Boys" (Chmmr, both Ur-Quan, and the Chenjesu), the Utwig, and the Melnorme have a difficult time avoiding death, being either too slow to dodge or unable to destroy the flame puffs before a collision is unavoidable.
Weaknesses:
The other nice feature about the Thraddash Torch is the speed boost. Without it, the eight piddly crew are dead. If the Thraddash is forced to close to the full screen, it can be kissed goodbye. Also, if it runs out of fuel too close to an opponent, it is equally hosed. The weapon, while good for annoying at long range, is at best a final, fleeting attack on an enemy before being annihilated. Most novice Torch pilots charge right up, fire once, and get destroyed, claiming, "well, at least I hit you." No human player is as dumb as the computer against the Thraddash, and it is all too easy to fall into the trap of thinking that the Torch is the kill-all ship. It's only worth 10 points, if that's any indication. Finally, the main weakness of the Torch is if their opponent just sits still. While this still allows the Thraddash to harry their opponents from afar, ships with very long range can return the favor and usually dish out more then they take.
Quirks:
When the Thraddash are flying top speed in one direction, turn around and use their afterburners, a wad of 5 or 6 puffs are made before the Torch blasts off again. This is, of course, very dangerous to collide with, and it is enough to stop most attacks before the Thraddash are off and running (away) again. Also, with every ship, once a high velocity is established, there is no need to continue thrusting, in fact, continued thrusting as the Thraddash defeats the effect of the afterburners. Thrusting has the advantageous effect of speeding a ship up to top speed, but has the undesirable effect of slowing a ship that has exceeded top speed to that of their maximum possible thrusting speed. Thrusting while engaging the afterburner does have the nice effect of making a closely knit trail of fire, but this is not very useful if the Thraddash are attempting a getaway.
Umgah Drone

Main Weapon: Anti-Matter Cone
Weapon Cost: 0
Weapon Damage: 1/firing time (as a laser, very short)
Notes: The wide arc of the Drone was originally designed to blast asteroids away from mining colonies, but after the Ur-Quan enslaved the little blobbies, the Umgah turned their weapons on the ships of the Alliance... or at least tried. The cone has a very short range (the shortest in the game), and while highly destructive to weapons and ships alike, it is of no value against highly damaging shot or against fast ships. Entering the cone is, however, almost certain death. Since the weapon requires no fuel to use, it can be engaged constantly (but this is not desirable, see quirks) to fend off incoming weapons, and a ready Drone can completely drain away batteries of lasers without breaking a sweat. The arc completely protects the width of the ship and beyond.
Secondary Weapon: Retro-Propulsion System
Weapon Cost: 1
Weapon damage: 0
Notes: The pathetic speed (one of the slowest in the game) of the Umgah Drone is accounted for by it's zipping, backwards movement, much the same way the Thraddash blast forward. In fact, the port end of a Drone is often considered the most dangerous end to witness, for the Umgah zip backwards at an alarming speed, stopping just next to their enemy and begin dishing out heaping servings of antimatter. The zip is unremarkable by itself, although it makes the Umgah hard to hit and treacherous to sneak around back of. When the Drone stops zipping, it comes to a complete stop, and all previous momentum is lost.
Strengths:
Slow ships that are slow to turn fall easily to the Umgah. Unfortunately, these slow ships are usually able to pack a whollop, so the Drone must be careful to approach from their good (i.e., away from the front) sides. Any ship is vulnerable to the Drone's attack if their pilots are inept, and the slender Drone easily sidesteps missiles too dangerous to clean up with their cone. Smart weapons of all kinds are eradicated by the Umgah - DOGIs that avoid the front of the cone still blunder into the "safe" corners to be incinerated. Fighters and Marines stream right into it. And even the Chmmr are hard pressed to flawlessly defeat the Drone - it's weapon is useless against the cone, it's special weapon merely draws the Drone close enough to damage the Avatar, and leaving the Drone away from the main ship allows easy predation upon the hapless Zap Satellites.
Weaknesses:
Too many to count. The Drone is of absolutely no value against fast ships. It's cone, while able to keep tiny weapons away, is of no use against very fast weapons of some damage capacity (Orz Mortars or Druuge Shells) or the projectiles of both Ur-Quan and the Chenjesu. While not neccesarily a weakness, the Drone has the lowest impact tolerance of any vessel, and even a curious DOGI tap or an asteroid collision sends the ship reeling around the universe, unable to stop without the use of it's special weapon. The Chmmr's tractor beam has the same amusing effect. The quirks mentioned shortly further weaken the Drone's worth. Lack of crew keeps this ship down in the ranks as well.
Quirks:
The only quirk dealing directly with the special weapon involves thrusting. If the Umgah are thrusting while engaging the backwards propulsion systems, they jerk backwards slowly. This, of course, ruins any surprise they might have had and makes them a jittery but simply target. Secondly, the free-to-fire cone has a cost, one that might be too severe. If the Umgah wish to regenerate fuel, they have to discontinue use of their antimatter cone or their backwards propulsion for about ten seconds, when all of their 42 fuel returns in one pop. If, during the recharging time, the pilot decides to engage either one, the time is reset and must begin at zero. Third and foremost, the cone does not make the Umgah invincible. Weapons fired while the firing device (i.e., gunnel or turret) is within the antimatter cone still reach their target unscathed. While this may be of little comfort to ships with low crew, this can be a lifesaving device for lasering ships, which have no chance to hit the Umgah unless their nose is buried in the cone. As a final aside, unskilled or clumsy Umgah pilots will waste their fuel ramming a ship with their butt. This has the amusing but futile effect of sending their intended target off in the direction the Drone was zipping along in, while the Drone lopes away, trying to amass more fuel for it's next attack.
Ur-Quan (Kzer-Za) Dreadnought

Main Weapon: Fusion Cannon
Weapon Cost: 7
Weapon Damage: 6
Notes: With the exception of the Chmmr Avatar, the Ur-Quan Dreadnought is the singlemost "beat-inflicting," ship in the game, able to completely rend a foolish opponent into SRCap metal within seconds. The fairly long ranged, quick to fire, fast flying, large blasts will bring most races to their knee-analogues in a few hits, the more opposing ships will take about three or four. Quite simply, the Ur-Quan Dreadnought was meant to do battle, and wearing this vessel down requires skill, luck, or a combination of the two. Dreadnought fusion blasts are one of the two most powerful shots in the game, obliterating at least two of every other shot except Chenjesu shards, which pulverize the blast as well as being negated, and Melnorme red photons, which best almost everything. Beyond their obvious power, the fusion blasts are otherwise self explanatory, save that on a full battery, the Dreadnought can inflict 42 points of damage in about 5 seconds. Misplaced ships quickly learn the answer to the question of life before they had expected to.
Special Weapon: Autonomous Fighters
Weapon cost: 9
Weapon damage: 1/firing time (medium)
Notes: At the cost of two crew (which can be regained if the fighters come back) and a sizable chunk of fuel, the Dreadnought can launch fighters (after loudly proclaiming it's intentions) which are expelled from the back of the huge vessel and then fly off (somewhat faster then the Dreadnought, but not much) to surround and pick apart their target. These fighters are extremely persistent, returning only when they are running out of fuel, where they turn around and seek their mothership for docking and reassignment. Once a pair of fighters reaches their objective, they split off and surround it, one on each side, and stay there, firing off their tiny lasers at the hull. Unless a ship is a rapid turner, there is no way to lure positioned fighters into to front gunnel, and ships with no defenses on the sides and back (Mycon, Melnorme) are completely helpless. If faced down by the nose of the ship, the fighters come close together to avoid being picked off. Fighters themselves have the same damage capacity as crew (i.e., zero), have zero defenses, and cannot stop or otherwise impede incoming projectiles, asteroids, or even ship hulls, which smush them and keep going. Fighters do, however, evade the planet, a quirk fixed from the prequel. The last Ur-Quan cannot be launched, but if there are two 'Quan remaining, one will exit the ship for the same fuel expenditure. Note that the Dreadnought is a slaver ship, and typically the pilots of the fighters will not be Ur-Quan themselves, but probably an easy to manage species such as Umgah or Spathi.
Strengths:
Any ship that blunders in front of the gun, with the exceptions of the Utwig Jugger or Yehat Terminator, dies. It's that simple. Ships too slow or incapable of evading fighters can be destroyed by a single pair (VUX Intruder most notably). The Dreadnought responds somewhat passably to wrap-around thrusting, and can overcome it's sluggishness to bear down (hard) upon an opposing ship. Otherwise, the strengths of the Dreadnought become limited when their opponent is sucking vacuum at the other end of the fusion cannon. The reasons the Ur-Quan Hierarchy was so named become obvious after a few test flights with this ship.
Weaknesses:
Unfortunately, those reasons become blurred after a few more flights. The Dreadnought is slow (while faster then the Broodhome and most of the old Hierarchy ships, most of the other ships can evade it fairly easily) and even slower to turn, that being it's primary weakness. Little winky ships can sneak up on the sides (until the fighters arrive) of the Dreadnought, tag it a few times, and zip away before the might of the fusion cannons can be properly brought to bear. The cannon and fighters require a lot of fuel, and the fuel regeneration of the Dreadnought is not very high. The other main weakness of the Dreadnought is the fighters themselves. Like Space Marines (but not as bad), they leave the ship defenseless in an attack, and are easier to take out, either by asteroid collisions or by strafing runs, most notably by small ships which can accomplish this and not be endangered by the fighters. Fighters also have the annoying habit of splitting up to take both sides of their opponent's ship, valuable in some regards, but often results in half of the fighters making suicide charges into the hull of the ship. The computer flown Dreadnought constantly expels fighters in all but the most moot of causes (i.e., it doesn't use them against Chmmr or Earthlings, and inexplicably, the Utwig), and a ship can easily wipe out all 32 of the fighters, leaving a rather helpless Dreadnought for the finishing blow. (Do not expect a human player to be so dumb!)
Quirks:
None at all. The fighters themselves, upon contacting the planet, kinda wriggle around it, but the Dreadnought itself has no quirks to speak of. Star Control 1's full game emphasized the sheer destructiveness of the Dreadnought -- the fortifications that would otherwise tie up a lone ship are battered down by a single Ur-Quan ship.
Utwig Jugger

Main Weapon: Needle Gun rack
Weapon damage: 1 (up to 6 can hit, however)
Weapon cost: 0
Notes: While not anything like the previous ship's power, the Utwig Jugger's needle guns can inflict the same amount of damage in about as quick a time. Ships that can't chase off the Jugger (and with the special abilities of the Jugger, there are very few indeed) fall very quickly to these medium ranged, fast flying volleys of needles. The needles are spaced so sparsely that only at least two hit the most slender of ships, and unless the opposing vessel is right in the middle of the Jugger, more damage per volley is the usual result. Large ships can expect to suffer 5 or 6 points of damage per salvo. What makes the Jugger exceptionally devastating is that it's weapon costs nothing to fire, and so the Utwig need never fear not having enough fuel to fire their guns. The only bad thing about the guns is that they inflict little damage individually, and so tiny objects such as Marines or other small projectiles can either slip through the rounds or take a hit or two and still strike the ship behind them.
Special Weapon: Damage absorbance Panels
Weapon damage: 0
Weapon cost: About 2 (one, really)
Notes: (A bit of explanation: while it is possible to use the shields for only one point of fuel, they typically require two fuel to utilize.) The reason that the Utwig claim their ships are nigh-invincible (like the Tick) is because they are. Whenever the special weapon is invoked, the ship can take no damage. However, to the consternation of the firing vessel, the damage absorbed drains directly to the Jugger's batteries, up to a maximum of it's 20 unit capacity. Unlike the Andromedan prototypes, however, damage over the battery capacity is not translated into crew damage, it simply spills over and is lost. This means ships that inflict large amounts of damage in phenomenal bursts have little chance of ever doing anything to the Utwig except kindly filling their batteries. Battling an Utwig Jugger is a largely psychological game of trickery and bluffing - the Utwig pilot is betting their opponent will shoot at them while they shield in safety, the opposing pilot is betting that the Utwig shield when they're not shooting and don't when they do. This becomes extremely crucial because the Jugger DOES NOT REGENERATE FUEL. This cannot be overstated. Except from absorbed damage, there is no way for the Jugger to regain fuel, and once it is all expended, the ship lacks a special weapon. The shield has several quirks as well, which will be explored later.
Strengths:
Too varied to say. If the Utwig are careless with their shield, then their strengths are few. If, however, the pilot is shrewd in anticipating their foe, their strengths can be total. Ships that inflict large and obvious amounts of damage (i.e., their projectiles are somewhat slow enough to react to and can well fill a battery up on a single hit) are at quite a disadvantage. The Chmmr Avatar, due to the constantly firing nature of their pods, cannot help but recharge a Jugger. The Jugger has excellent turn capabilities, no ship can sneak up upon the Utwig.
Weaknesses:
Ships that have a long range with insignificant damage. This mainly consists of the Thraddash or Spathi. Other ships either do too much damage or their weapons are too fast. The Syreen have a fairly weenie shot, but their two points make the two fuel invested by the Utwig an equitable trade. Also, erratic weapons, such as the poor tracking weapons of the Mmrnmhrm or the Androsynth, confound efforts to predict exactly when the projectile is going to come into contact with the Jugger for minimal shield use. The bubbles, by the way, can sap up to 4 or 5 points of energy from a nervous Utwig pilot without inflicting a single point themselves. A single Ur-Quan fighter does not inflict enough damage to replenish an Utwig's shield, and if allowed into position and not shot, the fighter will ineffectively zap the Jugger until all fuel is expended, and then start on the crew. Once the pilot realizes this mistake, all is lost. The Chenjesu Broodhome's DOGIs will ruin a Jugger in a single bark, two if the Jugger was fortunate enough to have a full tank of fuel. Note, however, that if the Jugger comes too close to the Broodhome, it's all over anyway, so the barking might be posthumous. Lastly, the Melnorme stunner plays havok with the Jugger, depriving it of it's special ability as if it were out of fuel. Also, the Jugger is just too darn slow to accelerate to catch many of the more elusive ships.
Quirks:
A ramming attack with an Androsynth Comet does no "damage" against a shielded Jugger - no crew is lost, but no fuel is gained. An Orz Marine behaves in the same way - they are deflected harmlessly, but fuel is expended in keeping them at bay. Activation of the Shofixti Glory Device yields no fuel but still inflicts damage even to a shielded Utwig. The Syreen call is still just as effective against shielding Utwig. Ramming the planet with the shield activated does not yield fuel either, simply casualties. VUX limpets are not hindered by the shield. The only weapon related quirk is that the activation of the shield takes priority over firing, and so the pilot needn't release the trigger before shielding. The only remaining quirk is a rule: Upon achieving a victory, the Utwig must dance - to the beat of the music, they have to swing their ship left and right, wobbling their ship furiously during the snare beat and firing for the last note. The start of the dance (and usually the finish) has the Jugger facing up. The steps are: Left right left right left right left right left right left right left shake fire, and during each direction change, the Utwig should only turn about 20 degrees before going the other way.
VUX Intruder

Main Weapon: Gigawatt Laser
Weapon cost: 1
Weapon damage: 1/firing time (very short)
Notes: As with the Chmmr, this is a straightforward laser that reaches it's maximum range, about the length of the close combat Screen, instantly. The laser does half as much damage as the Avatar's per shot, allowing the VUX only 42 points on a full battery. Yes, that was said in irony. Also like the Avatar, the laser isn't of much value without fuel, which, unfortunately for the VUX, comes back at slow rate. The laser is otherwise unremarkable.
Special weapon: Limpet Parasite Cocoons
Weapon cost: 2
Weapon damage: Cripples opponent
Notes: These unerringly homing cocoons show up as flashing green dots, slightly bigger then crew, which doesn't flash. Otherwise, these balls look innocuous, and even complement some ship pictures - that is until the stalled out ship is blown to smithereens. On contact, these cocoons sprout into space dwelling barnacles of a sort that can only be SRCaped off with a laser between engagements, and that luxury cannot be afforded during the Melee. Once affixed, the limpets stay put and add a dragging effect not unlike those created by barnacles on all sailing vessels. Maximum speed, acceleration, and turning rate are all hampered by the actions of these limpets, and usually once the first limpet is affixed, the second and subsequent limpets become easier still, until finally the ship is nothing but a big green ball of limpets, ripe for plucking by the VUX at their leisure. The limpets have the same damage capacity as crew or fighters, and thusly cannot impede projectiles whatsoever. They also do not seek out fighters, marines, or DOGIs, and contact with them, asteroids, or the planet simply destroys them without effect. Ships plagued by limpets in the Full Game are assumed to be keel hauled and SRCaped between fights, for they do not appear in following confrontations. Limpets are medium speed weapons and have medium-long range. A single limpet can entirely negate the thrust capabilities of the Chenjesu or Earthling. Other ships are not as crippled by one limpet.
Strengths:
The Intruder, not at all a fast ship, gladly will share the feeling of being dead slow with any comers. Simply put, ships that become ensnared by the beeline of limpets the VUX can put out, will slow down to a crawl and become easy prey for either the VUX or whatever challenger comes next. (If the Umgah were more cooperative, a VUX/Umgah alliance would be devastating). The laser ensures that nobody gets too close, and the limpets ensure that they don't get too far. Also, due to the built in Thrust Nacelles (whatever they are) on the Intruder, slow ships that are surprised by the Intruder may never have a chance to escape the onslaught of limpets and laser fire which follows engagement of combat. This is explained later in Quirks.
Weaknesses:
If the VUX can't limpet a ship, it is the Intruder that will be picked apart at their opponent's leisure. Ships that can defend against or evade entirely the limpets leave the slow turning, slow thrusting, and slow moving VUX helpless to watch as they scoot up from behind and destroy the Intruder. Homing projectiles typically have a long range, and those weapons are ideal for blowing the Intruder apart before any of the crippling limpets can get affixed. The Chmmr Avatar is immune to the limpets (but not the laser!) and should destroy the VUX quickly. Fighters and Marines utterly trash the VUX, which have no defense against these weapons. The Intruder has no weaknesses against ships it has limpetted, except that it is sometimes hard to close for the kill (against ships which have a devastating defense, such as the Kohr-Ah, Chenjesu, or even the Spathi, the VUX may need to call for the Umgah relief squad).
Quirks:
Beyond the limpet disappearance phenomena, as mentioned in the ship blurb, the Thrust Nacelles bring the sluggish VUX dangerously close to their opponent if the VUX get the drop on them. That is, if the VUX enter combat second, there is a high chance that they engage on the close range combat Screen, facing their opponent. Such surprised ships have seconds to escape or defend themselves before the Intruder is upon them (that's where the Intruder got its name, by the way). Sometimes the defense may be more then a match for the VUX, if the opposing ship is facing toward the Intruder! This doesn't always happen, but there is a significant chance of close encounters with the Intruder whenever it is brought into play. This, of course, can only occur once per Intruder.
Yehat Terminator

Main weapon: Rapid-Fire Pulse Cannons
Weapon cost: 1/2 of a point
Weapon damage: 1
Notes: With ten units of fuel, the Terminator can inflict 20 points of damage on a full volley of it's potent shot. With that out of the way, the fast flying bullets of the Terminator can shred many an opponent in seconds, especially if they haven't got twenty crew on them to lose. The range on the Terminator, for it's point value, is rather poor, bested by the other two ships in it's point class, the Orz Nemesis and the Utwig Jugger, but not the Pkunk Fury, it's offshoot race. However, the missiles are nonetheless deadly, and wandering into a Yehat's sights is not a mistake oft repeated. The only other thing worth mentioning about the guns is that often with slender ships (and of these, only the Shofixti Scout and the Androsynth Blazer form qualify), one or even both rows of guns can be skirted while the ship makes a Pickett's charge into the nose of the vessel. Since both ships are still horribly mauled in the effort, this attack is nothing but a desperation ploy. The guns are otherwise straightforward. Fuel is regained at 2 units per half second, so the Yehat can fire 4 shots every half second with a formerly empty battery. These bullets can only sustain one point of damage.
Special weapon: High Energy Force Shield
Weapon Cost: 3 (1)
Weapon damage: 0
Notes: (A word of explanation - when all fuel is expended, the Terminator can still manage to protect itself haltingly with it's high fuel regeneration. Only one unit of fuel need show on the battery before the shield can be reactivated, the forthcoming two from the engines are immediately put to use) The Yehat shield is much like the Utwig shield, save that attacks absorbed by the shield do not transfer their wasted energy to the battery. Otherwise, the shield conforms exactly to the details of the Utwig's special ability and most of their quirks also apply. Fighting Yehat is a matter of slipping in good shots during the brief intervals that the shield hasn't enough fuel to activate and while the pilot isn't paying attention.
Strengths:
Again, with the Utwig, a judicious use of shield versus firepower is the key to victory. Yehat that are too much on the offensive will take damage as if they had no special ability. Those who spend too much energy on defense will be hammered until their shield relents. Unlike the Jugger, however, the Terminator can shield and fire (albeit briefly), both defending itself and razing their would be attacker. The Yehat is strongest against ships which cannot deliver long burst of fire or that have a heavy fuel expenditure per shot. This means ships like the Mycon Podship or the Chenjesu Broodhome suffer huge losses from Yehat predation, especially the Podship, which has no defenses. Even ships with good defense, such as the Cruiser, fall quickly because their attacks fall on shielded birds, and their defenses can only take out a fraction of the pounding the Terminator can deliver. The Terminator is in a moderate speed class, faster then a Dreadnought, but not much. Since many ships fall below the Dreadnought mark, the Yehat can catch them all and laugh off their defenses while still flattening them. Ships with small amounts of crew die the quickest, and afford the Yehat the luxury of shielding and firing, holding whatever parting shots these ships can muster at bay while their firer is destroyed.
Weaknesses:
Not surprisingly, just the opposite of their strengths. Ships with substantial crew and lasting weapon attacks can score victories (albeit painful ones) against the Yehat. Also, quick weapons can usually pound a human Yehat pilot before they can raise their defenses. The Chmmr Avatar is well suited for trapping a Terminator and blasting it until their mighty shields fail them. Of all the ships in the game, however, it is the VUX Intruder that was designed to best hose the Yehat, although the shields make it hard to destroy the birds all in one burst of laser fire. Other ships, such as the Druuge Mauler and Orz Nemesis, who have very fast weapons, stand a reasonable chance of slipping their shots in before the shield goes up.
Quirks:
Really, just the same as the Utwig, except in regards to fuel reclamation. The Shofixti, VUX, and Syreen special weapons all work perfectly well against shielding Yehat. Orz marines still bounce off harmlessly, but not nearly as far, and sometimes "cling" to the shield until it drops, admitting the intruder (actually, marines have been known to get trapped inside the shield but not forced into the Terminator, the result is a bouncing red speck inside the shield which prevents the Terminator from moving at all). The shield does no good against planetary collisions. The only remaining quirks about the Terminator is that if the Yehat are shielding when they die (a trick that can only be performed with the aid of Orz marines), their shield remains active until the explosion is complete as a monument to their failure, and that orbiting fighters that are attacking a Terminator can be "reeled in" to the ship (and crushed) if the Yehat rotate their ship while shielding. The bowl shape of the ship must lure the fighters for close looks, or something.
Zoq Fot Pik Stinger

Main weapon: Gatling guns
Weapon cost: 1
Weapon damage: 1
Notes: When fired for the first time, the disgust for the erratic weaponry of the Stinger matches that for the Shofixti Scout. The ten shots are erratic, never shooting in the same direction twice in a row, have only a moderately short range, and are tiny. However, when successfully employed, the guns promote the Stinger to the ranks of useful strafing ships, for the guns, which sweep in an arc around the bow of the ship, can score several hits on even little opponents, and thoroughly confound efforts to latch marines or station fighters around the funny shaped Stinger, because the spray of bullets leaves no safe place for these "smart" weapons to hide. Ships that have easily damaged attack forms (Mycon, Earthling) may never land a hit on the agile and fast firing Stinger vessel. The shots, however, are of no use for precise firing, nor are they of any value when fuel is low, because shots have about a 1 in 5 chance of going straight away from the ship, the others fly uselessly in other directions. The speed and turn precision the Stinger allows it to escape until fuel is regained, however.
Special weapon: Tongue Attack ("Lick")
Weapon cost: 7
Weapon damage: 12
Notes: The ZoqFotPik, if nothing else, can "give a licking and keep on ticking." No, that's not the correct phrase, but it's appropriate. The cost of engaging the special weapon is high, but from the ample fuel regeneration of the Stinger, once closed into melee, the short ranged tongue (about on par with the Umgah cone) can be utilized to pierce deep into their opponent's hulls, reaming little ships and utterly devastating the larger ones. Due to the timing involved in making this more then a silly idea, the "tongue" can also be used as a defense against weapons too damaging to be brought down by it's main arsenal, but this is only likely for slow moving Chenjesu shards or Mycon plasmoids, which are best avoided. The tongue is swift moving, and the only indication of it's presence (before the damage occurs) is the "bleah" sound it makes. The tongue is otherwise self explanatory, and is best used at close range.
Strengths:
The Stinger is a moderately fast ship, but it's stop on a dime precision makes it valuable for eluding would-be attackers. The Stinger thrusts at almost it's maximum speed, and so can turn 180 degrees quickly, thrust, and be flying in the opposite direction in no time at all. This allows it to weave around slow moving projectiles efficiently while coming closer each pass to the vulnerable hull of their attacker for the licking. Slow ships without much ability to pick off the fast moving Stinger are at a supreme disadvantage, most notably the Kohr-Ah, the Melnorme, and the Mycon. No ship can afford to be licked, and other ships that must approach another to do damage are sorely at a disadvantage against these staunch defenders. Marines and fighters are pretty much useless against Stingers, and simply fall to strafing runs.
Weaknesses:
Fast ships that can shoot a lot. Also, the Chmmr and VUX, going back to that laser thing again. The Stinger is effective against little ships, but, deprived of it's tongue attack, it cannot readily match the firepower of it's small brethren. Also, the Stinger reacts rather poorly to wraparound thrusting for a ship of it's size (too large for its weapon class), and requires that boost of speed to sneak up on many an opponent, especially the Druuge, who would sorely miss their licked crew. A tiny crew complacent also makes them kind of useless for more then one fight.
Quirks:
If the tongue hits an opponent, it reels back into the ship immediately. This is also true if something (like an asteroid or projectile) crosses through the tongue. On souped up ships with ample fuel, the ZoqFotPik, on achieving successful "tongue lock," lick repeatedly until their opponent is destroyed. Yehat and Utwig shields DO work against the Stinger's special weapon.


Quick Tactics to Flying each Ship

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.

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