Star Control Races

Old Alliance of Free Stars
New Alliance of Free Stars
Hierarchy of Battle Thralls
Hegemonic Crux
League of Sentient Races
Sentient Milieu
Races of Neutrality

Old Alliance of Free Stars 

Chenjesu
Yehat
Mmrnmhrm
Arilou
Syreen
Earthling
Shofixti
New Alliance of Free Stars
From the Old Alliance
Yehat (by the end of the game)
Arilou
Syreen
Earthling
Shofixti
Newcomers
Chmmr
Orz
Pkunk
Supox
Utwig
ZoqFotPik

 

DECRYPTION OF AN UR-QUAN TRANSMISSION: AN ESTIMATION OF THE CAPABILITIES OF ALLIANCE WARSHIPS

June 2612.
Ur-Quan Dreadnought Report, Talking Pet Transcription

A review of the abilities of Ships of the Alliance of Free Stars demonstrate an inferior capability — underpowered vessels of primitive technology lacking in armor, and commanded by specimens of inferior races.
Of all the Alliance races, only the crystal-based culture of the Chenjesu Broodhome offers a serious test to Hierarchy commanders. Dreadnoughts are hereby instructed to obliterate the upstarts at every opportunity, sparing none. Associated Hierarchy members: Your well-being depends upon the faithful execution of Ur-Quan directives. Failure to eliminate Alliance ships will result in severe and immediate censure!

C h e n j e s u

"Great Crystal One's" - ZoqFotPik

Name: Chenjesu
Homeworld: Procyon II
    Co-ordinates:     74.2:226.8
Status: Extinct. Now merged with Mmrnmhrm to become Chmmr.
Sphere of Influence: Non-existant Formerly large...
Formal Affiliations: Old Alliance of Free Stars

Religion: Probably spiritualistic
Ship name: Broodhome
Primary Weapon: Crystal Shard
Secondary Ability: D.O.G.I. (De-Energizing Offensive Guided Interceptors)

Commander Hayes on the Chenjesu
The Chenjesu were the leaders of the Alliance, even though they refused to accept formally the title. If odn't know if their silicon-based biology is just plain superior to our carbon models of if their fantastic intellects were the product of an ancient, peaceful culture. Whatever the reason, I'd rather be taking orders form a Chenjesu than any other life-form, absolutely. One of the more amazing things about them was that they never used Hyperwave communicators. They could send messages naturally and their natural HyperWave receptors were much more sensitive than even our best units.

The Ur-Quan on the Chenjesu:
The Chenjesu are the most potent of the Alliance races. Crystalline in substance, existing on electric energy, they control both electrical and crystalline life forms. The Chenjesu is a philosopher-race; their highest achievement is “The Book of Bzzbezzu Kzaaz,” no better than a fourth-eon Ur-Quan Quardmaster’s ruminations. The Chenjesu operate a marginal defense establishment by Ur-Quan standards..
Summary: A race of rudimentary accomplishments, by the standards of Ur-Quan society. Still, Chenjesu Broodhomes may pose some threat to lesser Hierarchy vessels.

From the SC2 Manual
This race is the only known form of silicon-based life-form to have achieved intelligence naturally. The Chenjesu are the oldest, most technologically advanced species in the Alliance, and while all members in the Alliance are officially equal, the Chenjesu are a bit more equal. Since this species evolved as a photo/chemo-vore (it derives its nourishment from light and ambient minerals) with no natural predators, the Chenjesu are entirely non-aggressive, preferring calm philosophical discourse above all other activities.

Ur-Quan on the Chenjesu:
In Alliance terms, the crystal-producing creatures are wizards, their Broodhome warship the proof of an advanced society. The Broodhome fires large crystalline life forms, a large crystal which fragments upon Chenjesu command and the D.O.G.I., which home in on a target and endeavor to steal its energy by sucking it out through the hull. Broodhome crew manufacture D.O.G.I.’s on board. Though its maneuverability is limited, the vessel is relatively powerful. The Chenjesu Broodhome carries a sizable crew and a plentiful supply of fuel

From the SC2 Manual
The main weapon of the Chenjesu, the photon crystal shard, is versatile for both offense and defense. As long as the fire button is pressed, the shard continues on its way. If you hit an enemy with the whole crystal, it does a great deal of damage. If the crystal misses, release the fire button while it is still near the enemy ship and the shard will explode into smaller pieces. Since the crystals do not harm the Chenjesu, they can be exploded at point blank range to create a kind of ack-ack. One powerful ability of the Chenjesu is to launch self-directed DOGIs (De-energizing Offensive Guided Interceptor). These little drones can steal the energy from ships, or just pester the enemy until they are ready to give up (which is extremely effective against the Jugger). The best strategy for a Chenjesu is to keep a good distance between itself and the enemy ship.

Cyborg/Psytron's Post-SC2 Evaluation of the Chenjesu:
The Chenjesu were greater than the Ur-Quan gave them credit for. They cracked the Slave-Shield, and could have come out and made a surprise attack on the Ur-Quan. The Chenjesu, however, chose to merge with the Mmrnmhrm and as such, are extinct and are now the Chmmr.

Cyborg/Psytron's Post-SC3 Evaluation of the Chenjesu:
Actually, I'm surprised. The Syreen were able to make mind contact with the Chenjesu, thus making the Chenjesu - almost certainly - have a thinking brain, not just crystilline, that the Syreen could get 'in touch' with. Sorry guys - but the Chenjesu are still extinct. Except in FanFic...

Y e h a t
"A Queen without honour is no Queen at all!" - Zeep-Zeep Revolutionaries
Star-Faring Clans

Name: Yehat
Homeworld: Gamma Serpantis I
    Co-ordinates:     492.3:29.4
Status: Just merged with the Pkunk.
Sphere of Influence: Unknown due to unknown results with merging Yehat & Pkunk.

Formal Affiliations: Old Alliance of Free Stars, Hierarchy of Battle Thralls, New Alliance of Free Stars
Religion: Yehat Ancestor Worship (possibly the Pkunk religion)
Ship name: Terminator
Primary Weapon: Double-Barrel Pulse Cannons
Secondary Ability: Magnetic Shield

Commander Hayes on the Yehat
The Yehat are a race of ancient warrior clans who have been travelling the stars for many centuries. The clans are highly competitive and sometimes even wage war on each other; but the clans are all loyal to the Queen and her royal family, known as the Veep-Zeeps. The Veep-Zeeps have been in power for over 2,000 years, and it is said that during their rule the Yehat have never lost a battle.

The Ur-Quan's view on the Yehat (SC1 Manual)
The Yehat are peculiar arboreal creatures who pride themselves on their association with the wild Shofixti. Yehats operate out of energized nebula which Dreadnoughts have rarely entered. Unlike most of the cowards of the Alliance, Yehats will not unilaterally flee at the sight of a Hierarchy vessel.
Summary: Primitive but proud, the Yehat violates the basic rule of the Alliance: turn tail when a worthy Hierarchy vessel blips onto a laser display. Beware of the Terminator’s pulse cannon.

From the SC2 Manual
The Yehat are a race of avian creatures who live their lives in the pursuit of honor for their clan, their Queen, and themselves through combat. Physically, these creatures resemble a 3 meter high hybrid between an old Earth pterosaur and a bumble-bee. To succeed on their world, against larger, faster competitors, they evolved a complex, programmable neural control system – a thinking brain – which allowed them to adapt to new situations with lightning speed. Like Earthlings, the Yehat entered space without the assistance of a more advanced race. It is not surprising that they grant Earthlings such high honor and status for the same achievement. The Yehat have great pride that they did not go through this uplift process, and that their culture is totally intact. In fact, the same ruling family has been leading the Yehat people for over 2000 years, dating back far beyond their Industrial Age. Given their intensely martial society and advanced weapons technology, the Yehat became the backbone of the Alliance Starfleet.

The Ur-Quan's view on the Yehat Terminator (SC1 Manual)
Yehats fly a strange, darting ship, the Terminator, carrying a high-energy force shield to pro-vide immunity against enemy attack. The Terminators’ shield derives from the race’s electro-nebular origins. When activated, the shield reduces the effectiveness of the ship’s main weapon — an energy missile released from a pulse cannon. Astonished Dreadnought commanders have reported the absorption of moderate damage from the vine-climbing-Yehats’ vessel. The Terminator is usually dispatched by the actions of a pair of Dreadnought fighters on special mission.

The powerful and direct Yehat Terminator is the earliest of all Star Control ships. The ship is equipped with extremely powerful medium-range dual cannons, as well as a shield that, when activated, protects it from any weapon. Avoid the temptation of exhausting all of your energy with your guns, saving some for your shields. Also remember that energy genera-tion on the Yehat ship is not sufficient to maintain constant shield-ing. Lastly, since Yehats are not particularly fast, they can often benefit from a ‘Gravity Whip’ from the planet. This allows them to strafe an opponent as they go sailing past.

Cyborg/Psytron's Post-SC2 Evaluation of the Yehat
The Yehat are kind of in a stage of limbo. They merged with the Pkunk, the Pkunk now represent them in all discussions.  The Yehat have virtually been destroyed as a race - they are now the Pkunk.  In my eyes, the Yehat are, or might as well be, extinct.

M m r n m h r m
Precursor Robots

Name: Mmrnmhrm
Homeworld: Virginis Constellation. (Delta?)
    Co-ordinates:     290.8:26.9
Status: Merged with Chenjesu to become Chmmr
Sphere of Influence: Non-existant (merged with Chenjesu to become Chmmr). Formerly medium-sized.

Formal Affiliations: Old Alliance of Free Stars
Religion: Mother Ark worship
Ship name: X-Form (also called the 'Transformer')
Primary Weapon - Gun Form: Disecting Laser
Primary Weapon - Jet Form: Fire-and-Forget Missiles
Secondary Ability: Transformation (between Gun and Jet Forms)

Commander Hayes on the Mmrnmhrm
We didn't really get much of a chance to learn about these mechanical beings, but I'll tell you what I know. They are the product of a distant, unknown culture who sent a great Factory Ark into our region of space many centuries ago. The Mother-Ark (that's what the Earth Press called it) churned out thousands of robots, and then finally broke down. I don't know why the Mmrnmhrm didn't repair the Mother-Ark, maybe they can't. My personal guess as to why they were sent here is that they are the leaing edge of a colonization profect and once the Mmrnmhrm have tamed enough new worlds, the genuine colonists - whoever they are - will arrive to claim their due.

The Ur-Quan's view on the Mmrnmrhm (SC1 Manual)
The Mmrnmhrm are a consonantal, robotic race with an almost admirable level of technological attainment — for a member of the Alliance, anyway. These fragments of metal disks fear vowels nearly as much as they do a Dreadnought closing in at full-bore. ProtoQuotoSynthetic assembly of a captured, splattered Mmrnmhrm indicates evolution from a technologically competent progenitor. This ancestral imprint may explain why a member of an essentially laggard confederation has developed a nearly clever ship.

From the SC2 Manual
The Mmrnmhrm’s origin is mysterious. Less than a thousand years ago, the first Mmrnmhrm awakened, alone, on the surface of a dark, airless moon. Looking up, the conical, segmented robot saw the huge factory-starship which had just finished manufacturing it by stripping the surface of the moon for raw materials and then refining these crude ores into final parts within its cavernous interior. Within a few years, the star system teemed with millions of intelligent, self-aware robots who called themselves the Mmrnmhrm. These non-hostile mechanical beings were assembled for some kind of mis-sion by a distant alien race. When born/built, each Mmrnmhrm awakens filled with knowledge and purpose, though to date the Mmrnmhrm have not revealed the exact nature of their long-term mission. Within a century after the first Mmrnmhrm was built, they had established peaceful relations with the nearby Chenjesu and colonized the adjacent stars in the Virginis constellation.

The Ur-Quan's view on the Mmrnmhrm X-Form (SC1 Manual)
The “X-Form” appears in one of two guises: a blocky, slow vessel which fires a laser, and a quick, fighter-profile form which tries to counter Hierarchy weapons with a missile. Mmrnmhrm captains switch forms to save their craft, or, occasionally, to mount a surprise charge.
Summary: An almost interesting robot race offering a modest technological challenge. Still, Mmrnmhrm X-Forms are fodder to Dreadnought comman-ders who observe carefully their metamorphic tricks.

The X-form is actually two ships in one. Its special power allows it to transform from one form into the other. The Y-Wing form of this ship is fast but not very maneuverable, and it fires long range homing missiles that do only a small amount of damage. The X-Wing form is slow, but has good turning capability, and fires a powerful double-lance, convergent laser. One very effective way to take advantage of this ship is to stay mostly in the faster Y-wing form, transforming into the X-Wing form only to make quick turns or ward off would-be attackers when they get too close.  

Cyborg/Psytron's Post-SC2 Evaluation of the Mmrnmhrm:
Well, the Mmrnmhrm are robots that merged with the Chenjesu to become the Chmmr because the Mother Ark borke down. That's pretty much it, short chapter this time folks.

Cyborg/Psytron's Post-SC3 Evaluation of the Mmrnmrhm:
The Mmrnmhrm's involvement in SC3 was limited. We discovered that the Chmmr CAN be bifurcated, that the Mmrnmhrm are products of the Precursors that the Daktaklakpak was supposed to scrub-up every now and then.

A r i l o u . L a l e e ' L a y

"...you could say we knew the first human."
Arilou

Name: Arilou Lalee'Lay. (Arilou for one)
Homeworld: Falayalaralfali
    Co-ordinates:     Quasispace 613.4:590.0
Status: Dying by genetic anomalies caused by Quasispace
Sphere of Influence: Hyperspace - small. Only race in Quasispace.

Formal Affiliations: Old Alliance of Free Stars, New Alliance of Free Stars
Religion: Unknown. (any suggestions?)
Ship name: Arilou Lalee'lay Skiff
Primary Weapon: Auto-tracking Laser
Secondary Ability: Teleportation

Commander Hayes on the Arilou Lalee'Lay
I'd like to think I'm not a bigoted person, Captain, especially when it comes to allies but there is something about the Arilou that jsut gives me the creeps. One thing I'll say for them, though. They possess some technique for moving REALLY fast through Hyperspace. They never let us know what it was, but it sure beat the pants off our fastest ships.

Trade Master Greenish on the Arilou Lalee'Lay
The Ariloulaleelay are a mysterious race of IDF beings...IDF meaning, Inter-Dimensional Fatigue...who do not reside in this galaxy, or in fact, anywhere in this universe. While it is true that the Arilou are rarely seen far from the Columbae star group they do make regular, secret visits to your world, and have done so for centuries. Ever since Earth was slave-shielded, they have focused their attention on the humans aboard the starbase, many of whom are now members of your crew. Thought the Ariloulaleelay always smile and are never overtly hostile we believe that they have a secret agenda which somehow involves your planet, Earth. These secret plans may or may not cause grief and woe to you Earthlings.

The Ur-Quan's view on the Arilou Lalee'Lay (SC1 Manual)
A race of space elves, the Ariloulaleelay are mischievous creatures. Previously tormentors of the human race.
Summary: The Arilous will attempt to avert inevitable doom by utilizing inertial-less drive and multiple teleporting. Hierarchy commanders, eliminate Skiffs before they resort to these devices.

From the SC2 Manual
Arilou (as individuals of this species are called) are pale, about 1.5 meters tall, and have large, childlike heads with dark, soulful eyes. Although Arilou never talk (communicating through direct telepathic link), they almost always wear a wide, innocent smile. The Arilou may have visited Earth often in the past, especially in the period between 1950 and the year 2000, during which they are suspected of having been responsible for flying saucer sightings, cropfield circles, alien abductions and similar prankish behavior. The Ariloulaleelay maintain great secrecy about themselves and their motivations. The location of their home-world, or even their native region of space, is unknown, as is much else about these beings. In fact, the very existence of the Ariloulaleelay was not certain until the year 2116 when they appeared without warning on Earth’s moon and asked to be inducted into the Alliance.

From the SC3 Manual
The Arilou visited Earth frequently in the last half of the 20th century, when they were responsible for many flying-saucer sightings, crop circles, alien abductions, and similar prankish behavior. The Arilou are pale-skinned humanoids, about 1.5 meters tall, with large, childlike heads and dark, soulful eyes. While the Arilou do not speak (they communicate through a direct telepathic link), they have mouths, which are almost always stretched in a wide, innocent-looking smile. The Arilou Lalee'lay maintain great secrecy about themselves and their motivations. In fact, their very existence was not certain until the year 2116 when they appeared without warn-ing on Earth's moon and asked to be inducted into the original Alliance of Free Stars. After the last war the Arilou disappeared and so they were never officially offered membership in the League.

From the SC3 Manual
The Skiff is best utilized by averting contact through use of the inertia-less drive and teleportation device. The Skiff's strategy is to get in quickly while making effective use of its swivel-mounted, auto-fire lasers, followed by a hyper-jump away from the target before the enemy can respond. If in direct conflict with a Skiff, maintain your distance and attack the Skiff with long-range weapons. Do not let the Skiff get into close quarters with your craft!

The Ur-Quan's view on the Arilou Skiff (SC1 Manual)
They fly the Skiff, a small vessel with respectable turning speed. The Skiff’s propulsion system features a novelty among Alliance crafts, inertia-less drive. Skiffs accelerate with infinite thrust, and cease forward motion upon command. The Arilou ships fire auto-aim lasers, and can teleport out of danger. The resulting hyper-jump whisks a threatened Skiff randomly out of contact with an enemy. Occasionally, the hyper-jumps result in the spectacle of a Skiff’s instant destruction upon collision with an unexpected astral body.

From the SC2 Manual
An Arilou Skiff, when flown skillfully, can be one of the most effective spacecraft. It’s speed and inertia-less drive make it the most maneuverable of all ships, and its special ability to teleport can help it escape from fatal situations. The Arilou Skiff has an auto-targeting, swivel-mounted, short-range laser that pumps out damage quickly. Unfortunately, the Arilou ship can sustain only a minimal amount of damage itself. A successful captain will use the teleport function, as well as an opponent’s inertia, to move in quickly along the rear or flank of the enemy ship, unload from a full store of energy, and then fly or teleport quickly away to recharge.

Cyborg/Psytron's Post-SC2 Evaluation of the Arilou Lalee'Lay:
Well, the Arilou Lalee'Lay is a race that is rather fanatical over humans. This is basically a parent-child relationship between the two - partially because the Arilou know more, partially because the Humans are rather self-genocidal. Right now, the Arilou have a hidden agenda that they are not about to share with Humans.

Cyborg/Psytron's Post-SC3 Evaluation of the Arilou Lalee'Lay:
The Arilou, as we all know, live in a Truespace spot in Quasispace. Quasispace is rather damaging to Arilou, because they are not native to Quasispace. They moved there out of necessity - the Eternal Ones feeding frenzy had started. They chose to stay, they chose to perish. The Arilou had hoped that humans could provide the gene necessary. Humans told the Arilou where to go - the parent-child relationship is over.

S y r e e n

"...then let us begin with the fundamentals of basic Syreen psysiology..." - Commander Talana, lights out
Warm, breathing pin-up's

Name: Syreen
Former Homeworld: Syra
    Co-ordinates:     Beta Copernicus I 600.8:263.1
Current Homeworld: Gaia
    Co-ordinates:     Betelgeuse I 412.0:377.0
Kessari Homeworld: Astarte I
Status: Just released from slave shield.
Sphere of Influence: Unknown

Formal Affiliations: Old Alliance of Free Stars (unofficially), New Alliance of Free Stars, League of Sentient Races
Religion: Unknown. (Any suggestions?)
Ship name: Penetrator
  Joke about the Ship's name: Suggestion on what Earthling males would like to do to the Syreen 'pin-ups'?
Primary Weapon: Punt gun
Secondary Ability: "Syreen Song" (A hypnotic field)

Commander Hayes on the Syreen
Most recruits see the Syreen as nothing more than warm, breathing pin-up's. Warm, they are, and yes, they do breathe most magnificently but Captain, they are more than simple joy units. Their history shows that the Syreen established and maintained a peaceful sulture from their Bronze Age through their discovery of starflight. Before their planet was destroyed in a horrible cataclysm, their world was an Eden.

Trade Master Greenish on the Syreen
Like you Earthlings, when the war with the Ur-Quan was lost the Syreen chose to be slave-shielded. Their new world is at Betelgeuse. The Syreen's starbase is crewed by the starship commanders and crew who were decommissioned at the end of the war. Though the Syreen hate the Ur-Quan with a vengeance, they are unlikely to offer you assistance unless you reveal to them the truth behind the tragedy of their original homeworld, Syra which was destroyed by the birth of a Mycon 'Deep Child' a century ago.

The Ur-Quan's view on the Syreen (SC1 Manual)
This race of humanoid females lacks a home world and resorts to the cultivation of garden-like starbases scattered through-out space. Since Syreens are barred from recruiting from colonies, they resort to seizing “volunteers” from colony worlds which they conquer. Syreens rely upon weapons of allure and hypnosis to achieve their wicked Alliance aims.
Summary: Commanders, you are hereby instructed to reject the melodic inducements of the Syreens. Keep a reasonable distance from the Penetrator and destroy.

The Syreen people evolved on a paradise world in the Arianni constellation where they built a great artistic civilization in harmony with their environment. No citizen of Syrea suffered want or ignorance. Then, in 2035, a cataclysm of tectonic upheavals tore lava-filled chasms across the planet’s surface and irrevocably poisoned their atmosphere. The disas-ter killed off almost all the Syreen population – only those in the Syreen Space Patrol were untouched. The male population, who were rare in the Patrol, were virtually eliminated. The Syreen Space Patrol collected what few survivors could be found on the surface and transformed their many orbital space platforms into huge starships. In the following decades before the War, the Syreen became wandering space-gypsies, navigating their fleet of Habitats through the starways, searching for a new planet of such surpassing beauty that it would forever wash away the pain of losing Syrea, their Eden. The Syreen became unofficial members of the Alliance in 2120, after suffering repeated Ur-Quan attacks on their fleets of slow-moving Habitats. Adapting their remaining Patrol vessels for combat, the Syreen became a potent force in the fight against the Ur-Quan. The single greatest weakness of the Syreen star fleet, its severe shortage of trained crew-members, was alleviated by Syreen scientists who developed a psionic amplifier which could compel even the most hostile alien to serve a Syreen ship captain with perfect faithfulness. Crews on board Syreen ships became a surreal pastiche of alien races, with Ilwrath, VUX, Spathi and others working dutifully side by side with human volunteers under the command of beautiful Syreen officers.

From the SC3 Manual
The Syreen are bipedal humanoids, physiologically quite similar to humans from Earth. Their original homeworld was destroyed when a Mycon Deep Child caused tectonic upheavals that irrevocably poisoned their atmosphere. The survivors in the Space Patrol (mostly female) transformed orbital space platforms into huge starships and began the search for a new homeworld. The Syreen were unofficial members of the first Alliance of Free Stars. To make up for their depleted population, Syreen scientists developed a psionic amplifier to compel even the most hostile alien crew to serve a Syreen ship captain with perfect faithfulness. Syreen crews can be a surreal pastiche of alien races. When the first Alliance was defeated by the Hierarchy, the Syreen opted to be put under a Slave Shield on a home world chosen for them by the Kzer-Za. In the last war, many Syreen fought valiantly against the Hierarchy and after the victory of the new Alliance, the new Syreen homeworld was freed and they accepted membership in the League of Sentient Races.

 

The Ur-Quan's view on the Syreen Penetrator (SC1 Manual)
Syreens fly a rocket ship, the “Penetrator”, powerful by Alliance standards, and rated QT1+ by the Hierarchy’s Offense Analysts. The Penetrator carries a full complement of wily Syreens; though the Penetrator fires a puny missile, it prefers the Syreen Song. A Penetrator’s Captain activates the Song at close range, setting up a hypnosis field designed to lure enemy crew from their ships via airlocks. When successful, this nefarious ploy depletes nearly all an enemy’s crew — but for a sole holdout. The Syreens then attempt to kill the undermanned ship with a rapid missile strike.

From the SC2 Manual
This space vessel has the unique potential to leave a battle much stronger than it enters it. The goal of a Syreen ship is always to get close to the opposing ship and use the Syreen call. This causes the enemy crew from the opponent’s craft to jump ship and drift through space towards the Syreen ship. The Syreen can then pick them up and use them as her own crew. One very effective trick is to use the Syreen call and fire simultaneously. This way, when your opponent has only one or two crew members left, the Syreen can destroy them before they have a chance to pick any of the crew back up again.

From the SC3 Manual
A Penetrator forced to use its forward missiles is made nearly ineffective. In order to gain the advantage, the Penetrator must move in at close-range, and engage its Syreen song. By coaxing enemy crew from its vessel and picking up the refugees the Penetrator can actually exit a battle with more strength than it had when entering the con- flict. The Syreen Song cannot pull the last crew member from its craft, but a ship so badly damaged is easily destroyed by a head-on attack with the Penetrator's forward missiles. A Penetrator is best engaged at a long distance, with no short to medium range contact.

Cyborg/Psytron's Post-SC2 Evaluation of the Syreen:
The Syreen were put under a slave-shield, now they are released. They hate and despise the Mycon for wrecking their world, they have elevated humans slightly, they still haven't implemented Touch-o-Vision on all craft.

Cyborg/Psytron's Post-SC3 Evaluation of the Syreen
The Syreen are the same. They have proved that they can work with the Mycon, though their liking of the Mycon seems to have not changed. They have proved their hypnotic skills by helping the Chenjesu mentally. It's a GOOD thing that they haven't implemented Touch-o-Vision.

E a r t h l i n g s

"!!!? -- WHAT THE HELL KIND OF SHIP IS THAT!?" - Commander Hayes
Humans

Name: Earthlings. (Recently promoted to 'Humans' - yay.)
Original Homeworld: Earth
    Co-ordinates:     Sol III 290.8:26.9
Kessari Homeworld: Helios III
Status: Just released from slave-shield.
Sphere of Influence: Unknown

Formal Affiliations: Old Alliance of Free Stars, New Alliance of Free Stars, League of Sentient Races
Religion: Various (Most recently "Homo Deus" or 'Godly Men')
Ship name: Cruiser
Primary Weapon: MX Missiles
Secondary Ability: Point-Defense Lasers

The Ur-Quan's view on the Earthlings (SC1 Manual)
Ur-Quan ProtoQuotoSynthetic reconstruction enjoyed the process of assembling a profile of this amusing creature. Earthlings are erect humanoids who believe themselves to be technologically advanced. In fact, the human race is mired in the mentality and tools of the early post-Atomic age. Its representatives alternate between threat and appeasement. Its art is post-primitive, its system of government a model of inefficiency featuring an archaic system of organization — “bureaucracy,” believed to induce submission in defiant individuals. The Alliance commanders keep Star Control under close watch, having witnessed disasters such as the Earthling-Syreen crew exchange and the accidental detonation of a tactical “nuke” near an unsuspecting fleet of Arilou Skiffs.
Summary: Hierarchy commanders, dispense with Earthling Cruisers without mercy and without delay.

SC3 Manual
Bipedal humanoids with two eyes and ears, plus one nose and mouth. Humans vary in eye, hair, and skin coloring from very light to very dark and range between 1.75 and 2 meters tall. Humans, in general, seem to be governed by a mixture of instinct, emotion, and logic, with the latter influence frequently being overcome by the first two and varying greatly with personal beliefs. Humans can be thoroughly good, thoroughly evil, or anything between. Humans came late to the original Alliance of Free Stars, but were the originators of the New Alliance that defeated the Hierarchy and won the last war. Star Control was a Human insti-tution even before the first Alliance, and later formed the basis of the space forces of the League of Sentient Races.

From the SC2 Manual
The Cruiser is the pride of the human fleet. It is best utilized at a distance from the target while firing its auto-tracking long-range tactical nuclear missiles. It is also very effective at close range with its point defense; however, at medium ranges, just outside of thye reach of the point defense lasers, the Cruiser's missiles may not lock on in time to intercept the enemy. Vessels with powerful medium-range weaponry will be extremely effective at exploiting this.

The Ur-Quan's view on the Earthling Cruiser (SC1 Manual)
The human ship, the Earthling Cruiser, is a ponderous vessel. The Cruisers are a product of 20th Century American technology. Still manufactured in Detroit, Michigan, in Middle America, the Cruisers are one part Soviet booster, one part Star Wars gadgets, and one part discarded automobile parts. Powered by sur-plus Proton boosters, the Cruisers are slow and vulnerable (Androsynths enjoy picking them off for sport). The Earthling Cruiser employs heat-seeking tactical nuclear weapons. Its crew is multinational and operates under the direct control of Star Control, Earth’s military defense organization. The Cruiser favors its Point Defense Laser, adapted from antiquated U.S.A. Star Wars tech-nology. The P.D.L. auto-targets and destroys incoming missiles at short range; our missiles should evade this primitive laser easily.

From the SC3 Manual
The Earthling Cruiser is a vessel designed primarily for hit-and-run long-range attacks. Stay away from the enemy ship, and fire your seeking nukes constantly! Use a Gravity Whip off of the planet, if necessary to keep your distance, but be careful not to collide with the planet. The only reason ever to get close to an enemy ves-sel is to make an honorable, point-defense laser “coup de grace”, to eliminate the opponent’s last crew member.

S h o f i x t i

"the sheer mass of your ship indicates that you are nothing but a Ur-Quan slimewad!" Captain Tanaka
The Makers of the 'Bomb with Thrusters'

Name: Shofixti
Homeworld: Delta Gorno I
    Co-ordinates:     290.8:26.9
Status: Newly Revitalized, genetic defects probable.
Sphere of Influence: Small. Growth is inevitable.

Formal Affiliations: Old Alliance of Free Stars, New Alliance of Free Stars
Religion: Yehat Ancestor Worship
Ship name: Scout
Primary Weapon: Mendokusai Dart
Secondary Ability:Glory Device

Commander Hayes on the Shofixti
The Shofixti are a race of intelligent marsupials who had been civilised for only a few decades when the War began. They were discovered in the Delta Gorno star system by the Yehat who adopted and then 'uplifted' the Shofixti, giving them advanced technology and cultural definition. Shofixti are noble and fearless Warriors, Caption. In addition, their incredible fecundity and rapid maturation rate kept the Alliance ranks solid even at the worst part of the War. You know, I once flew as an observer aboard one of their ships on a routine patrol; we never even saw the enemy bit I could never stop thinking about the 'Glory Device' it had strapped to the bottom of it's hull.

Trade Master Greenish on the Shofixti
Just under 20 years ago, the brave and suicidal Shofixti annihilated their species by exploding a Precursor device - some kind of bomb - in the interior of their sun.
The resulting storm of solar flares cooked the life off the Shofixti homeworld and incinerated over a hundred Ur-Quan Dreadnoughts which had just entered the system to conquer the Shofixti.
In actuality, there are still at least a dozen Shofixti left alive in the galaxy.
One or two are at Delta Gorno, guarding the dead hulk of their once beautiful world.
Others can be found in VUX space

The Ur-Quan's view on the Shofixti (SC1 Manual)
This primitive species of marsupial samurais has been raised from the bottom by Yehat tutor-ing. The Yehats, out of perceived kinship for a wild race, transmitted some basic technologies to the Shofixti — enough to make them worthy of Alliance membership. The Shofixti practice Yehat Ancestor Worship. The Shofixti possess a quality noticeably lacking in much of the Alliance: bravery. Whether the Yehats imprinted this attribute on the Shofixti per-sonality — or whether it is a result of the beasts’ inherent state — it serves them well in bat-tle.

From the SC2 Manual
A Shofixti resembles a large marsupial carni-vore – sort of a killer shrew – who exhibits furious aggressive behavior contained within a strong ethical framework. When the Yehat first found them in 2075, the Shofixti were living in fortified mud castles in a feu-dal society similar to medieval Japan. The Yehat had such admiration for these feisty little warriors that they immediately “adopted” them and took responsibility for the Shofixti’s uplift, swearing that no “peace-loving” race would be allowed to dilute the Shofixti’s noble warlike tendencies. During the war the primary responsibility of the Shofixti star-ships was to act as advanced scouts, establishing mines, colonies, and for-tifications throughout the stars.

The Ur-Quan's view on the Shofixti Scout (SC1 Manual):
Shofixti captains reveal a fearless samurai attitude in combat, zipping in and out of action like an Ur-quan in a sky full of Syreens. The Shofixti fly Scouts, tiny vessels which deliver an energy dart capable of inflicting minor damage at a reasonable range. When faced with failure, Shofixti frequently activate a “Glory” self-destruct weapon which may destroy an enemy vessel when activated at close range.
Summary: Do not underestimate the Shofixti Scout. Loyal creatures willing to pay the ulti-mate price for the Alliance.

From the SC2 Manual
Shofixti Scout ships are small and very quick. They have a limited num-ber of crew, and a relatively weak forward fir-ing gun with a moderate range. The special capability of this ship is that it can detonate itself like a big bomb, and cause great damage to an opponent’s ship. Of course, this requires that the Shofixti ship get itself close enough before detonating. Shofixti captains who are patient may find that their little gun can be quite effective when fighting slow, or short-ranged enemy vessels.

C h m m r

The Hybrids

Name: Chmmr
Original Homeworld: Procyon II
    Co-ordinates:    
Kessari Homeworld: Hypnus II
Status: Newly Emerged, Powerful
Sphere of Influence: Unknown. Probably large

Formal Affiliations: New Alliance of Free Stars, League of Sentient Races
Religion: Probably Spiritualistic
Ship name: Avatar
Primary Weapon: Terawatt Laser
Secondary Ability: Tractor Beam

Trade Master Greenish on the Chmmr (unmerged)
After the war, the Chenjesu and the Mmrnmhrm chose to be slave-shielded on the Chenjesu's homeworld at Procyon. We suspect that they are melfing their two species to form some kind of new, hybrid race...a race which may well be powerful enough to destroy the Ur-Quan single-handedly. However, by our calculations, this process will take many decades, if not centuries. Should you wish to talk to them, we recommend you invest in a HyperWave broadcasting system which is powerful enough to penetrate the shield around their world.

From the SC2 Resource Guide
Half living crystal, half machine, the Chmmr are a new hybrid of two Old Alliance races, the Chenjesu and the Mmrnmhrm. This synthesis, when complete, will produce the most powerful race in the known region of the galaxy. The two races’ reasons for engaging in this hybridization are largely unknown, but some researchers surmise that for the Chenjesu, it was a matter of evolution. Having long since established a stable technology and philosophy, the crys-talline Chenjesu may have felt a need for “new blood” to promote radical change and growth. The Mmrnmhrm’s reasons were probably much more pragmatic. Their creator, a huge alien factory-ves-sel known as the Mother Ark, was failing and, without a new system for reproduction, the robotic Mmrnmhrm faced gradual but inevitable extinction. The Chenjesu and Mmrnmhrm made the final decision to begin the hybrid synthesis, called The Process, after the two races were defeated by the Ur-Quan Hierarchy in 2134. They both chose to be imprisoned under a slave shield on the Chenjesu’s homeworld, Procyon 2. Not knowing what the two races planned, the Ur-Quan agreed to this situa-tion, and for the past twenty years, The Process has continued. Estimates for The Process’ completion date range from 90-110 Earth years, depending on the precise solar energy output of the slightly vari-able star Procyon. If an additional source of solar energy could be found, the Process would be completed much sooner.

From the SC3 Manual
Half living crystal, half machine, the Chmmr are a hybrid of two Old Alliance races, the Chenjesu and the Mmrnmhrm. The crystalline Chenjesu joined the hybrid as a way to defeat the Ur-Quan. The robotic Mmrnmhrm joined the hybrid because their creator, the Mother Ark, was failing, and without a new system for reproduction, they were bound for extinction. The Chenjesu and the Mmrnmhrm began their hybridization after their defeat by the Kzer-Za's Hierarchy of Battle Thralls. Both races were imprisoned under a slave shield on the Chenjesu's homeworld where they began "The Process". The hybridization should have taken decades, but a human commander utilized the energy from a Sun Device to complete The Process in a matter of seconds. The synthesis created the Chmmr, the most powerful race in the home quadrant of the galaxy. The Chmmr are one of the founders of the League of Sentient Races.

From the SC2 Manual
Chmmr Avatar – The Chmmr Avatar may be the most powerful ship in space with a laser so dangerous that when fired, it ionizes the solar wind. The laser strikes an enemy vessel’s hull with twice the destructive force of the feared VUX laser. Orbiting around the Avatar are three ZapSats – sturdy satellites that automatically fire their own laser weapons at incoming ships and missiles. The Chmmr Avatar’s special power is a tractor beam which generates a focused beam of artificial gravity, pulling in an enemy vessel like a fish on a line. The effect of the tractor depends on the size and speed of the opposing ship. The biggest threat to the Avatar is the Kohr-Ah Marauder’s fiery gas ring which will instantly destroy any satellites it touches.

From the SC3 Manual
The Chmmr Avatar's forward-firing laser is so powerful that it ionizes the solar wind when engaged; however, the Avatar's most effective weapons are its tractor beams and ZapSats. Used in conjunction, the Commander can pull an enemy directly into the path of the Avatar's ZapSats (satel- lites that automatically fire their own laser weapons at incoming ships and missiles). Also, by pulling enemies towards its front, and making judicious use of the forward laser, an Avatar Commander can summarily end a battle with one blow. Anyone forced into a planet by the combined pull of gravity and the Avatar's tractor beam can attest to the insidiousness of this weapon. If faced with the daunting task of defeating an Avatar, use the tractor beam against your enemy. Use the Avatar's tractor beam to pull it towards a planet, or use the force of the tractor beam to accelerate your craft to a more advanta- geous position. At the same time, retain an effective stand- off distance and use ranged weapons to attack. Fighting at short range with an Avatar is extremely dangerous!  

O r z

They who are Fishy.

Name: Orz
Original Homeworld: Gamma Velpeculae
    Co-ordinates:    
Kessari Homeworld: Muhifain VII
Status: Stable, Strong
Sphere of Influence: For some strange reason, really small.
Formal Affiliations: New Alliance of Free Stars, League of

Sentient Races
Religion: Unknown. (Any suggestions?)
Ship name: Nemesis
Primary Weapon: Mortar Cannon
Sub-Primary Weapon: Cannon Rotation
Secondary Ability: Orzine Space Marines

From the SC2 Resource Guide
The Orz are newcomers to the nearby region of space, having somehow displaced the Androsynth in the Vulpeculae constella-tion during only the last few years. The fate of the Androsynth is unknown. Physiologically, the Orz seem straightfor-ward gill breathers, gathering dissolved gases from a strong ethanol solution. However, in terms of mental processes, the Orz are well... different. No known current technological device can accurately trans-late their language. The little that has been divined from contact with this race leads to a disturbing conclusion: they are not from this dimension. The Orz have somehow pushed through from... else-where. Although the natives of the Orz remain a mystery, there is a sug-gestion that the Ariloulaleelay may have some knowledge on the nature of this species.

From the SC3 Manual
The Orz are newcomers to the home quadrant. Physiologically, the Orz seem to be gill breathers, gathering dissolved gases from a strong ethanol solution. In terms of mental processes, the Orz are... different. No device can accurately translate their language. The origin of the Orz is unknown. The Orz themselves have said the Arilou Lalee'lay, who they do not like, are from "above" and that they are from "below". The Arilou confirmed that the Orz are from a dimension unknown to us and warned us not to trust them. However, because of their help in fighting the Kzer-Za, the Orz accepted membership in the League of Sentient Races.

From the SC2 Manual
This menacing manta craft was built for combat! Atop the swift Nemesis is a rotating howitzer, which can pump out shells at a high rate of fire over medium range. Unlike vessels whose weapons are fixed forward, the Nemesis captain can swivel his gun fore, aft, port, star-board, or anywhere in-between. To swivel the gun, the player must hold down the Special key and then press the Rotate keys. This ship’s most exciting feature is its Space Marines! Encased in vacuum-fitted exo-skele-tons, these relentless soldiers use their jet packs to chase down enemy ships, and then burn entry holes through their hulls. When launched (by pressing the Special key and the Fire key simultaneously), each departing Marine decreases the Nemesis’ crew by one. Once inside the enemy ship, the Space Marines employ basic search-and- destroy tactics, wreaking havoc on the soft targets within. When an enemy ship is destroyed, any Marines onboard will jet out of the exploding hulk, and return to the Nemesis for more fuel and ammunition. Opponents would be wise to remember that Space Marines receive special training in using the Leyland Whip maneuver, and are exceptionally adept using a planet’s gravity to speed them toward their target.

From the SC3 Manual
The Nemesis appears to have been built for combat. The rotating cannon and Marines make it an effective stand-off ship. The Nemesis is at its best while using the cannon to fire from the rear (the cannon is rotated by pressing the Primary and Secondary fire buttons plus the left or right movement keys all at the same time) while at the same time launching Marines. The Human Cruiser should avoid following directly in line with the Orz cannon maintain stand off range and launch missiles while saving enough energy to zap Marines with the Cruiser's point defense laser.

P k u n k
"Nasty alien gonna tell birdy Pkunky big secret?"
Hobgoblins of Joy...and other neat stuff like that.

Name: Pkunk
Original Homeworld: Gamma Krueger
    Co-ordinates:    52.2:52.5
Kessari Homeworld: Arcadia VI
Status: Newly Merged, regarded as 'crazy'
Sphere of Influence: Unknown due to unknown results with merging Yehat & Pkunk

Formal Affiliations: New Alliance of Free Stars, League of Sentient Races
Religion: Definitly Spiritualism.
Ship name: Fury
Primary Weapon: Tri-sectional, super-heated metal minigun
Secondary Ability: Recover Fuel (through the fierce mental emanations - insults - from the captain)

Trade Master Greenish on the Pkunk
The Pkunk are a mystical off-shoot of the Yehat species who left their bird-brothers long ago to found a peaceful enclave in the Krueger and Giclas stars. At the present time, the Pkunk are defending themselves against the Ilwrath who have been commanded to attack the happy birds by Dogar and Kazon. The Pkunk may be unwilling to make a formal alliance with you but we have confidence that if you explain yourself honestly they will help your efforts against the Ur-Quan.

From the SC2 Resource Guide
The Pkunk are a mystical off-shoot of the Yehat species who left their violent brethren long ago to found a peaceful enclave in the Krueger and Giclas constella-tions. The Pkunk claim to be in contact with a “higher consciousness”, a “more pure truth”, a “realer reality”. Indeed, quite often Pkunk will offer profound statements regarding the peculiar relevance of obscure events in the distant past, or ominous por-tents of the near future. The relevance of the Pkunks’ “wisdom” is highly variable and somewhat up to interpretation. Nonetheless, the Pkunk are a kind and help-ful race whose friendship should not be spurned. Although the Pkunk are inherently peaceful, they currently find them-selves at war with the Ilwrath who have attacked them on the basis of commands from the dark Ilwrath deities, Dogar and Kazon.

From the SC2 Manual
Though small and holding few crew, the deft Pkunk Fury sports miraculous features. The Fury’s main (and only) weapon is a rapid-fire, very short-range mini-gun that launches streams of dense, superheat-ed metals forward and to the sides. This unusual weapon configuration allows the Fury to engage in certain non-traditional combat moves, such as running broadside. The popular Death Blossom attack is performed by fly-ing adjacent to an enemy ship, and then simulta-neously rotating and firing to create a beautiful spiral of destructive force. The vessel’s energy is generated directly from the Pkunk captain’s fierce mental emanations. By hold-ing down the Special key, the player instructs the captain to radiate these psionic energies. Accompanying the regeneration are various insults and jibes spewed forth by the Pkunk captain toward his opponent. When a Pkunk ship is destroyed in combat it will frequently reappear – instantly, and with no visible signs of damage. The Pkunk claim that this resurrection is due to a trace of the blood of the gods, which flows through each Pkunk as the result of some divine indiscretion on their home world several thousand years ago. Other alien races believe that the “res-urrected” vessels are in fact a mere projection generated by Pkunk vessels which are cloaked with some kind of invisibility field. To date, no one has explained why a “projection’s” weapons are genuinely destructive.

From the SC3 Manual
The Pkunk are a mystical avian species that left their violent brethren to found a peaceful enclave. In fact, "Pkunk" means 'Peace' in their language. The Pkunk claim to be in contact with a "higher consciousness". Often, a Pkunk will offer profound statements regarding obscure events, or ominous portents of the future. The relevance of the Pkunk's "wisdom" is open to interpretation. While the Pkunk are by nature peaceful, they are founding members in the League and engage fully in League defensive actions. Most of the Pkunk have rejoined their ancient brethren the Yehat, but some have remained on the Pkunk homeworld. These homeworld Pkunk are represented on the Kessari Quadrant expedition.
The Fury's main weapon is a rapid-fire short-range mini-gun that launches a stream of dense superheated metals for- ward and to the sides. The Fury is most effective at running in against an enemy's rear or side flanks, attacking with a full barrage, then exiting the target area as quickly as possi- ble. A less reliable tactic is the Death Blossom maneuver which is accomplished by flying adjacent to an enemy ship, and then simultaneously rotating and firing to create a spiral of destructive force.

S u p o x

"Many of our people regard this as proof of our devine origin."
The Plant Creatures

Name: Supox Utricularia
Original Homeworld: Vlik (Earth). "Perfectly Good and Nutricious Dirt"
    Co-ordinates:   Beta Librae I
Status: Stable
Sphere of Influence: Small-to-medium sized

Formal Affiliations: New Alliance of Free Stars, League of Sentient Races
Religion: Dirt Worship
Ship name: Blade
Primary Weapon: Plant Seeds
Secondary Ability: Direction Change

From the SC2 Resource Guide
The Supox are a race of kind, sentient plant creatures who evolved from a species of semi-mobile symbionts. The Supox are quite aware of how unlikely their evolutionary path appears, and they use this fact as proof of their favored status with the “Higher Powers.” The Supox’s biological foundation as a sym-biont is reflected in their present relationship with the Utwig. The Supox look to the Utwig for guidance, and use the Utwig cul-ture as a model for their own. In exchange, the Supox provide the Utwig with emotion-al support and sage advice, both of which the Utwig sorely need.

From the SC2 Manual
The Supox Blade is another effective ship. In combat situ-ations, any ship that can get another ship to chase it is in an advantageous position. The Supox, with its ability to reverse direction, is well suit-ed to this strategy. This is done by approaching a ship head-on. As soon as that ship is in range, the Supox reverses the direction of its thrust and flies backwards, shoot-ing at the ship that is all of a sudden following it. To travel backwards, press the Thrust key and the Special key simultaneously. Another capability of the Supox ship is to move laterally. To perform this maneuver, press the Special key and a Turn key simultaneously. This should only be attempted by the most gifted of Supox commanders, as it more often than not results in victory for your very happy opponent.

From the SC3 Manual
The Supox Utricularia - commonly known as simply the Supox - are a race of kind, sentient plant creatures who evolved from semi-mobile symbionts. They know how unlikely their evolutionary path appears, and one Supox even said, "Many of our people regard this inconsistency as proof of our divine origin." The symbiotic origin of the Supox is reflected in their present relationship with the Utwig. The Supox look to the Utwig for guidance, and use the Utwig culture as a model for their own.

U t w i g

"We broke the Ultron..."
Wearers of the Masks

Name: Utwig
Original Homeworld: Fahz
    Co-ordinates:   Beta Aquarii
Status: Stable (if they don't break that f...umm, funny Ultron)
Sphere of Influence: Small-to-medium sized

Formal Affiliations: New Alliance of Free Stars, League of Sentient Races
Religion: Worship of the Ultron
Ship name: Jugger
Primary Weapon: Dart Spread
Secondary Ability: Fuel-Regaining Shield

From the SC2 Resource Guide
The Utwig are a race of sophisticated humanoids who inhabit the Aquarii constel-lation. Their culture is ancient and elabo-rate, as evidenced by their complex “Mask Etiquette” which dictates which of the eigh-teen hundred standard “facial appliances” should be worn under what circumstances. The Utwig empire was a vibrant, exciting place to be during recent years because of the acquisition of a supreme mystic device, the ”Ultron“, which was sold to the Utwig by the Druuge. Regardless of the true pow-ers (if any) of the Ultron, the Utwig felt that its presence guaranteed their fulfillment. Unfortunately, during a recent ritual, the Ultron was dropped and bro-ken, resulting in a planetwide suicidal depression. The Utwig handed the broken Ultron over to their good friends and allies, the Supox, and now all the Utwig can manage to do is brood, spin regrets, and consider using their “super weapon” to end their misery.

From the SC2 Manual
This slow, tubby craft is only a mod-erately powerful ship. However, it is particularly well suited to facing the Kohr-Ah and the Mycon. The Utwig, in addition to its forward facing, wide area guns, has the special capability of shielding itself. This shielding, however, uses up energy which cannot be regenerated, so the trick for Utwig commanders is to acquire more than they use. Against ships that fire rapidly and continually, the Utwig commander can find himself being tricked into shielding unnecessarily and wasting his energy. The best strategy for the Utwig is to close with the opponent’s ship using a Gravity Whip when necessary, and time the shielding to catch any incom-ing shots. DOGI’s from the Chenjesu are an Utwig commander’s greatest fear, as they quickly turn his ship into a sitting duck.

From the SC3 Manual
The Utwig are a race of sophisticated humanoids with an ancient and elaborate culture. This is evidenced by their complex "Mask Etiquette", which dictates which of the eighteen hundred standard "facial appliances" should be worn under which circumstances. Utwig society relies heavily on a mysterious device called the "Ultron". They believe it guarantees them a highly positive future.
The Jugger appears to be a slow, tubby hunk of junk, but like the Utwig, its appearance is deceiving. The Jugger's combina- tion of mid-range, wide-area guns and absorbing shield give it unique fighting abilities. A competent Jugger Commander welcomes enemy fire, as this simply adds to his energy reserves. The trick is to force the Jugger to shield unneces- sarily by intentionally missing the Jugger. Once the Jugger has depleted its energy reserves, it can still fire, but can no longer shield against enemy attacks. While this is not a fool- proof method for defeating the Jugger, it limits the Jugger's advantage on the battlefield.

Z o q F o t P i k

"...they assumed that he had just gone to 'a better place'." - Green member
"Preferably one without any 'lethal, flaming wheels'." - Grey member

The Threesome

Name: Zoq, Fot & Pik
Original Homeworld: Alpha Tucannae
    Co-ordinates
Status: Recovering
Sphere of Influence: Tiny

Formal Affilations: ZFP Alliance, New Alliance of Free Stars
Religion: Looking to a place without 'lethal flaming wheels'.
Ship name: Stinger
Primary Weapon: Anti-Matter Spray
Secondary Weapon: Plasma Stream

Trade Master Greenish on the ZoqFotPik
The Zoq-Fot-Pik are a friendly co-op of three alien species all native to the same world. They are presently suffering sever collateral damage from the ritual combat between the Ur-Quan and the Kohr-Ah While this is unfortunate for the Zoq-Fot-Pik - they have been forced to abandon many of their worlds - this close proximity to the Inter-Ur-Quan war will give them insights into the conflict which will be of great use to you. In addition, the Zoq-Fot-Pik met the Chenjesu early on in the war, and are eager to make allies who can protect them from their enemies.

The Zoq-Fot-Pik are a cooperative union of three separate, intelligent alien races, who all evolved simultaneously on the same world. There was a fourth intelligent species, the Zebranky, who preyed cruelly on the other three races, but in their equiva-lent of the Stone Age, the Zoq, Fot, and Pik banded together and annihilated the Zebranky. The three races found that they were much stronger and happier together than apart, and as a result have maintained their union ever since. At the present time, the Zoq-Fot-Pik have found themselves in the unpleasant position of being in the middle of the doctrinal conflict between the Ur-Quan and the Kohr-Ah, whose ferocious battles have wreaked havoc on the Zoq-Fot-Pik worlds. As a result, the Zoq-Fot-Pik are in great danger (and could use an ally, quickly) but are also in a good situation to provide intelligence on the progress of the war.

Zoq-Fot-Pik Stinger – The Zoq-Fot-Pik Stinger is a flimsy ship whose main weapon is a spray of minute anti-matter particles which annihilate a tiny portion of the enemy ship’s hull, releasing colossal amounts of heat and light. The Zoq-Fot-Pik’s special power is a point- blank range attack. Should the Stinger maneuver adjacent to an enemy vessel, it can quickly extend a rigid, alloy tube from the front of the ship, similar to an insect’s proboscis. If the tube strikes the enemy ship’s exterior, it bores a tiny hole through the hull metal and injects a high-pressure stream of hot plasma into the interior of the vessel.

League of Sentient Races
Chmmr
Human
Mycon
Orz
Pkunk
Spathi
Syreen
Ur-Quan Kohr-Ah (kinda)
Ur-Quan Kzer-Za (definite)
Utwig
VUX
Supox (but play no part in the game)

Hierarchy of Battle Thralls 

Ur-Quan Kzer-Za
Ur-Quan Kohr-Ah
Mycon
Spathi
Androsynth
VUX
Ilwrath
Umgah
Thraddash

ENEMY VESSEL SPECIFICATIONS SYNTHESIZED FROM GATHERED SPACE DEBRIS.

Priority One Alpha, Eyes Only: Star Control General Staff and Earthling Cruiser Captains.
Retrodigestive Data Disposal strongly urged.
Issued by Division of Synthetic Special Reconstruction, Intergalactic Intelligence (“SSRII”)
Star Control Headquarters, Geneva, Switzerland.
May 14, 2612.

In the wake of the special request by Star Control Commander-in-Chief Karen Chin Singh, received by SSRII in the wake of the fateful meeting between the Cruiser SpaceDuster and the Chenjesu envoys, we have compiled this report (#1232.3.3.55.1/2A), detailing the find-ings of SSRII’s computer synthesis squad. Operating under sealed conditions in a security lab somewhere in Europe, the reconstructionists meticulously examined assembled space debris from near and far galaxies. The object: Identify and analyze likely spaceships of the Ur-Quan Hierarchy. Each team was assigned the reconstruction of a particular Hierarchy race and its vessel. Their members relied upon a set of networked computers running state-of-the-art graphics and post-animation software. Working in consort, they painstakingly gathered fragmentary evidence of Hierarchy beings and their ships.

U r - Q u a n . K z e r - Z a

"WHAT?! A human in a Precursor Service Vessel?"
Sub-Species of the Original (though extinct) Ur-Quan

Name: Ur-Quan Kzer-Za
Base of Operations: Sa-Matra
    Co-ordinates:   Delta Crateris
Status: Re-Doctrinating
Sphere of Influence: Huge (at least, before the Chmmr decimated it...)
Formal Affiliations: Sentient Milieu, Dnyarri Slave Empire,

Hierarchy of Battle Thralls, League of Sentient Races
Religion: The Various Doctrines (most recently, "The Path of Ceaseless Vigilance")
Ship name: Dreadnought
Primary Weapon: Fusion Bolt
Secondary Ability: Fighters

SSRII on the Ur-Quan (SC1 Manual)
The Ur-Quan race is the oldest in known space. Ur-Quans are a slaving race with a rigid social order that includes the numbering of each Ur-Quan unit. Such structured classification reveals the hierar-chical essence of this ancient species. SSRII’s attempts to quantify the specifics of Ur-Quan ranking were in vain. Ur-Quan technology is very advanced, and the Ur-Quan tempera-ment is expressed in the careful cultivation and exploitation of squads of interstellar agents funnelling intelligence to their masters. The Ur-Quans’ appearance is interesting, given the race’s essentially predatory disposition. Resembling a giant caterpillar, a fully-grown Ur-Quan is formed of a segmented body-tube ten meters long and two meters in diameter. The Ur-Quan equivalent of a face is rich in sensory organs. The tubed creatures are clawed, which allows them to cling tenaciously to the roped ceilings of their dreaded Dreadnought craft. The Ur-Quan uses a particularly striking means of trans-species communi-cation. The “Talking Pets”, an Ur-Quan invention genetically engineered for the purpose, telepathically interpret Ur-Quan commands into the spo-ken languages of subordinate species, and reverse the procedure when receiving extra-special transmissions. The Ur-Quan live to subjugate lower species; war is their raison d’etre and their inspiration. They treat the other members of the Hierarchy as serf-races, bowed to the master’s will and fearing his predictable wrath.

From the SC2 Manual
Physically, Ur-Quan resemble the predatory caterpillar native to Earth’s Hawaiian Islands, only grown to over ten meters in length. The Ur-Quan equivalent of a face is rich in sensory organs, and its expressions are varied and horrific. Aboard ship, these creatures cling to webbed ceilings with their back legs, dangling down over their controls and their slave-crew like hungry spiders. Ur-Quan are extremely territorial and aggressive, having evolved as non-social, hunter-killers. Their territorial instincts are so strong that only one Ur-Quan is present on each Dreadnought. When Ur-Quan meet, they keep several meters between themselves, lest their instincts drive them to engage in an unarmed battle to the death. A simple, linear dominance structure dictates power within the Ur-Quan species. Each member of the species has a number, indicating its relative power and authority. Ur-Quan Master #1 is the ultimate lord of the entire Hierarchy. The Ur-Quan are unwilling to communicate directly with other species because to do so would be demeaning. Therefore, when giving orders or interrogating enemies, the Ur-Quan use “Talking Pets,” large-brained, frog-like creatures which are non-sentient, but possess the telepathic/empathic ability to translate all languages.

Physically, Kzer-Za resemble huge ten meter long caterpillars. The green-bodied Kzer-Za are sub-species of the original brown Ur-Quan, now extinct. The green Ur-Quan adopted their name over 20,000 years ago after Kzer-Za, a scientist, who discovered the key to winning their freedom from mental slavery. After winning their freedom, the subspecies of Ur-Quan adopted competing doctrines, each designed to guarantee the Ur-Quan would never again be made slaves. The Kzer-Za adopt-ed the "Path of Now and Forever" Every sentient species would be conquered and given a choice: be trapped forever under an impenetrable slave-shield or take up arms with the Kzer-Za as part of their Hierarchy of Battle Thralls. The Kohr-Ah adopted their own "Eternal Doctrine", which dictated the total annihilation of all non Ur-Quan sentient life. In the last war, the Kohr-Ah were on the verge of defeating the Kzer-Za. But the Kohr-Ah were in turn defeated by the clever human use of priceless Precursor artifacts to destroy the otherwise indestructible battle platform, the Sa-Matra. With the threat of the Sa-Matra elimi-nated, the combined forces of the expanded New Alliance of Free Stars defeated the Kzer-Za and the Kohr-Ah. Following the war, all Battle Thralls were freed, and Ur-Quan fleets reduced to subsistence levels. The Kzer-Za represented the now united Ur-Quan in all negotiations. The Ur-Quan were admitted as probationary members of the League of Sentient Races. They participate in this mission to prove their loyalty to the League.

The Dreadnought is an aggressive attack platform. Formerly known as "Planetary Siege Units", these massive ships once set out to conquer entire worlds without backup support. It is possible for a Dreadnought Commander to win an entire battle by doing nothing more than launching its autonomous laser fighters. The Dreadnought is fast, has a decent turn rate, and wields powerful fusion bolt missiles. Historically, there has been no easy solution for a Human Cruiser paired against a Dreadnought. The skill and efficiency of the ship's Commander are paramount in maintaining an acceptable loss ratio against the Dreadnought.

The Ur-Quan Dreadnought is the single most devastating ship in known space. Alternately termed “Planetary Siege Units”, a single specimen of this feared ship has succeeded in subduing and enslaving entire worlds. A sole Ur-Quan commands each Dreadnought, manipulating heteroge-neous crews assembled from the Hierarchy’s slave races. The central Dreadnought weapon is a long-range fusion bolt of immense destructive capability. A ship may fall to a single well-aimed bolt. The Dreadnought can also launch a small squadron of self-motivated fighters, which sys-tematically seek out enemy vessels and autonomously fire short-range lasers. These special fighters are of limited range, however, and return to the mother ship after each sortie. Left in space, they expire. The Dreadnought’s chief liability is its mediocre turning speed - a chink, not a fatal flaw, in its awesome armor.

From the SC2 Manual
Most experienced players would probably say that either the Ur-Quan Dreadnought or the Kohr-Ah Marauder is the most powerful ship in the game. The Ur-Quan has an immensely powerful medium-long range weapon that fires rapid fusion plas-ma blasts. It also has the capability of launching pairs of autonomous, laser-equipped fighters. Remember that each fighter represents a depart-ing crew member. So if you are wounded to start out with, don’t send off all but the last few of your crew and risk defeat through a single lucky enemy shot. Also, fighters expire if you don’t let them return to your ship. Avoid high speed chases or your fighters will be left far behind. Use fight-ers at short range and in conjunction with your main weapon. For best results, chase an opponent in one direction while you head off in the opposite direction to meet him as he wraps around.

Cyborg/Psytron's Commentary on the Kzer-Za (Post-SC2)
The Kzer-Za are a shattered race. Their doctrine is proved to be badly-founded, their ships proved inferior, they are now without a foundation. Once again, the Kzer-Za struggle to refind themselves.

Cyborg/Psytron's Commentary on the Kzer-Za (Post SC3)
The Kzer-Za are now stablized, but the bite has been taken off them. Their ships are still a force to be reckoned with, but the Kzer-Za piloting them is now a lot more subdued. They have still yet to recapture the former spark that made the Kzer-Za so great.

M y c o n

"Juffo-Wup fills my fibers and I grow turgid. Violent action begins."
Precursor planetary manipulation device

Name: Mycon
Original Homeworld: The Source
    Co-Ordinates: Epsilon Scorpii
Kessari Homeworld: Janus VIII
Status: Stable
Sphere of Influence: Medium

Formal Affilations: Hierarchy of Battle Thralls, League of Sentient Races
Religion: Juffo-Wup.
Ship Name: Podship
Primary Weapon: Plasmoids
Secondary Weapon: Regeneration

Trade Master Greenish on the Mycon
The Mycon are using this time while the Ur-Quan hace their attention elsewhere to expand their sphere of influence as fast as possible. The Mycon colonize planets by launching tough spore-pods from orbit and injecting them under the planet's surface. Months later, after the spores have grown hundreds of thick, fibrous tendrils under the planet's crust the tendrils suddenly thrust up out of the planet and create huge calderas not incidentally filling the planet's atmosphere with the Mycon's preferred gases clouds of super-heated steam and sulphuric acid.

SSRII on the Mycon:
Our researchers were partially baffled when confronting the frag-mentary remains of Mycons. The Mycons are bright fungus men possessing an obscure set of behavioral aesthetics and motivated by unknown factors. Mycons reproduce by belching clouds of minute spore particles into the atmosphere; when the particles come to rest on a living being, they affix themselves and start to grow. When the DNA dust lands on a Mycon, the genetic materials are mixed; otherwise, a clone of the Mycon sporer is created. By bathing themselves in concentrat-ed radiations, the creatures induce collective budding and the replacement of lost crew members. Hence the term: Mycon Regeneration. No doubt exists as to the slavish loyalty of the Mycons to their Ur-Quan masters. Having joined the Hierarchy in an act of free will, the Mycons show fungal fanaticism in their wholesale adoption of Ur-Quan aims.

The Mycons are neither plant nor animal, having evolved from something more closely resembling an ambulatory fungus. Mycons are asexual and reproduce by budding their own flesh into a separate off-spring. They exchange genetic material by exhaling and inhaling DNA-rich spores. Mycons are most comfortable in a hellish envi-ronment of hot rock and poisonous vapors which would kill most other species in seconds. Culturally, the Mycon are baffling. They appear to be born adult, instantly able to assume responsibilities. In addition, all Mycons occasionally undergo temporary but dramatic personality transformation, as though they were “possessed” by a different Mycon personality.

The Mycon are fungus-like beings obsessed with "Juffo-Wup" - the spreading of their species throughout the universe. They exchange genetic material by exhaling and inhaling DNA-rich spores and reproduce by budding. Mycon appear to be born adult, instantly able to assume responsibilities. However, they occasionally undergo dramatic personality shifts, as though possessed by a different personality. Mycon are comfortable in hellish environments of molten rock and poisonous vapors which would kill most other species in seconds. Unconfirmed alien reports suggest the Mycon are constructs and not the product of any natural evolutionary process. These reports claim the Mycon appear to be some kind of multi-purpose biological tool of unbelievably advanced design. After the Kzer-Za's Hierarchy of Battle Thralls were defeated in the last war, the Mycon were freed and accepted membership in the League of Sentient Races.

SSRII on the Podship (SC1 Manual):
Mycon Podships rely upon a tracking Plasmoid, a ball of coalesced energy which uses a highly-developed tracking system to lock on to, and home in on, a target. Deadly at close range, the Mycon Plasmoid is diffused as it travels longer distances. The Mycons have the amazing ability to regenerate their crew. A podship must have full power to begin regenerating crew, however; completion of the regenerating act adds four furious fungal fighters to a podship’s crew.

From the SC2 Manual
Mycon Podships rely upon a tracking Plasmoid, a ball of coalesced energy which uses a highly-developed tracking system to lock on to, and home in on, a target. Deadly at close range, the Mycon Plasmoid is diffused as it travels longer distances. The Mycons have the amazing ability to regenerate their crew. A podship must have full power to begin regenerating crew, however; completion of the regenerating act adds four furious fungal fighters to a podship’s crew.

From the SC3 Manual:
Mycon Podships use a tracking Plasmoid as its primary weapon--a ball of coalesced, semi-sentient energy--which is diffused at long distances. The Podship is extremely slow, and without effective use of forward acceleration and Gravity Whips around a planet it is defenseless against its enemies. If given enough time, the Podship can completely regenerate its crew, so the best strategy for the Podship Commander is to alternate rounds of attacking and fleeing so as to heal its crew. The Podship is most effective moving at maximum speed while firing backwards at its target.

S p a t h i

"Oh Lord, please don't let me die today! Tomorrow would be so much better!" - the Spathi Prayer
Cowardice Culture

Name: Spathi
Homeworld: Spathiwa
    Co-Ordinates: Epsilon Gruis I
Status: Stable (though always retreating)
Sphere of Influence: Medium-to-large (before they put themselves under a master-shield)

Formal Affilation: Hierarchy of Battle Thralls, New Alliance of Free Stars, League of Sentient Races, Hegemonic Crux (temp.)
Religion: One exists, though the name is unknown.
Ship Name: Eluder (formerly known as a Discriminator)
Primary Weapon: Punt Gun
Secondary Weapon: B.U.T.T. Missiles

Trade Master Greenish on the Spathi
The cowardly Spathi live at the single planet orbiting Epsilon Gruis. They do not actually live on their world, rather they reside on its solitary moon. The reason? A xenomorphic species, which craves the sweet-flavoured flesh of the Spathi has been transported to the surface of their planet and makes every attempt to devour the poor Spathi. I am certain that the Spathi would be forever in your debt if you were to eliminate these creatures from their planet. What? You fear the alien creatures will find you a treat also? Fear not. Our data reveals the beasts are not interested in your species. Should you wish to consult with the Spathi Ruling Council you will need to know the Secret Spathi Cypher - a password, which is 'Huffi-Muffi-Guffi'.

The Spathi is an odd creature, resembling a panicked mollusk. These naked space clams have leathery skin, and a slimy interior which is known to ooze through their pores when a Spathi is alarmed (a fre-quent occurrence). Stubby pincers and bulging, unblinking eyeballs mounted on multiple stalks complete the makeup of this timid creature. Socioanthropsychs frame a stark portrait of the Spathi outlook: creative, committed cow-ardice. The Spathis joined the Hierarchy only to escape the Ur-Quans chilling threat of annihilation. The Spathis’ aversion to combat may explain why their spacecraft are so crowded with crew members. Our combat experts assure us that a Spathi perishes from fright for each slain in combat.

The Spathi are all abject cowards and have built quite a successful civilization around this basic characteristic. The Spathi physique is slight and soft, with the vital organs being covered by a hard shell surface. Spathi have large, humanoid eyes atop stiff thick stalks that protrude from their central body mass at odd angles. When alarmed Spathi ooze copious amounts of unpleasant fluid from their pores. It is somewhat confusing why the Spathi chose to fight with the Ur-Quan, since they certainly didn’t fight very hard against them (having surrendered after less than 6 hours of combat).

The Spathi have built a successful civilization around basic characteristic of cowardice. They are slight and soft skinned, with vital organs covered by a hard shell. Spathi have a single large eye atop a thick, stiff stalk that protrudes from the main body. The most recent source of fear for the Spathi is the Ultimate Evil, the nature and intentions of which the Spathi have not been able to identify. They claim it lies just beyond the range of their most sensitive detectors, which they say "gives conclusive evidence as to The Ultimate Evil's nefarious intent". A cruel hoax led the Spathi to become Battle Thralls in the Kzer-Za Hierarchy, but they were never very aggressive fighters. After the war, the Spathi were freed and quickly erected their own version of the Kzer-Za "Slave Shield" to protect Spathiwa from contact with all other races. However, they have emerged from their shielded homeworld to assist in the current galactic crisis and are now (reluctantly) active members of the League.

From the SC3 Manual
The Spathi Eluder is designed for intimidation--when the Spathi are intimidated, the Eluder allows them to flee with abandon. The Eluder is at its best while running from a vic- tim, and firing BUTT missiles at medium range. The Eluder is an agile target, and can outrun most enemy weapons. Colliding head on with this vessel while launching short-range weapons is an effective counter to its fire-and- flight tactics.

SSRII on the Discriminator (as it was called then) (SC1 Manual):
The Spathi spacecraft, the Discriminator, is designed with fear in mind — Spathi fear, that is. The vessel is heavily-armored, and built to decoy enemy fire away from the crew-containing sections. The latter swarm with frightened Spathis. Nonetheless, the Discriminator is fast and agile, a characteristic which led one Earthling crew to nickname the craft the “space jit-terbug.” Discriminators dodge most enemy weapons. The Spathi crew fires a small missile when flying towards an opponent. The Discriminator preference is the worthy B.U.T.T. (Backwards Utilizing Tracking Torpedo), a powerful missile that fires directly backwards.

From the SC2 Manual
The Spathi ship is very fast and maneuverable with a moderately ranged and relatively weak forward firing gun. This ship is most dangerous when running from the enemy and launching BUTT (Backward Utilized Tracking Torpedo) missiles directly into its pursuer’s path. The Spathi commander’s main job is to entice his opponent into chasing him. Taunts and jeers work well. Another effective strategy for a Spathi com-mander is to circle his opponent’s ship, just out of range, bobbing in to launch BUTT missiles, and then out again. The otherwise ineffectual forward guns can become quite deadly with practice. If you need to kill only a few more crew for a victory, as when fighting an undamaged Arilou, don’t shoot your wad in a single facing. Instead, rotate as you fire to increase your chance of a lucky hit.

A n d r o s y n t h

The Inspiration for Clone Fever

Name: Androsynth
Homeworld: Eta Velpeculae
    Co-Ordinates:
Status: Probably Extinct (?)
Sphere of Influence: Small to Medium Sized

Formal Affilations: Slaves of Earth, Hierarchy of Battle Thralls
Religion: Unknown (Any Suggestions?)
Ship Name: Guardian
Primary Weapon: Molecular Acid Spheres (Chaos™ tracking)
Secondary Weapon: Blazer Form

Trade Master Greenish on the Androsynth
Following the end of the War, the Androsynth began experimenting with Inter-Dimensional Fatigue, a process which is related to your faster-than-light (Hyperspace) drive but involves dimensions far more alien than Hyperspace. They had just made a major breakthrough when they were suddenly wiped out by a race called the Orz who appeared seemingly out of nowhere.
Actually, we don't know what the Orz did to the Androsynth - they're just all gone.

SSRII on the Androsynth (SC1 Manual)
SSRII employed a special team of Socioanthropsychs to analyze the Androsynths, which are humanoid clones. This race of renegade clones has been a thorn in the side of Star Control since it “emigrated” in the year 2535, shortly after physics experiments in which a team of Eurasian scientists subjected the clones to a series of cruel experiments. The resul-tant Hamburg revolt — in which the captive clones seized effective con-trol of the Baltic port for a time — collapsed, spurring the Androsynths to seek haven in space. Androsynth “animosity” towards Earthlings is well-documented; the clones’ wellspring of emotion has fueled seventy-seven years of hostility. They adhere to Ur-Quan discipline glad-ly, as the Hierarchy’s warmongering sates the Androsynth’s lust for revenge. Many an Earthling cruiser with an uncluttered laser display has flown on full-alert in regions where Androsynth Guardians have occasionally been sighted. The thought of an undetect-ed, glittering Guardian in the neighborhood has spurred some cruiser captains to pulverize asteroids in hallucinations known in the flying fraternity as ‘clone fever’.

From the SC2 Manual
These human clones established a fledgling colony in the Vulpecular constellation after fleeing from Earth in the year 2085. During the following three decades, the Androsynths focused their energies on reproduction and armament. The Androsynths were totally unaware of the Ur-Quan invasion until the aliens were on top of them, capturing their home star system in a few short weeks of intense interplanetary combat. Androsynths now fight for the Ur-Quan and many Earthlings fear that should the Alliance lose the War with the Ur-Quan, the Androsynth’s hostility toward Humanity could result in great suffering for Earth.

From the SC2 Manual:
The Androsynth vessel is normally very slow, and it’s weapon fires auto-homing molecular acid bubbles. These tend to be most effec-tive when fired en masse to create a dense cloud of bubbles that can serve as a haven for the Androsynth ship, or to create a cloud of bubbles in the opponent’s path. The Guardian can transform itself into a blazing comet-like ball of energy. When it does this it travels at high speed, until all of its energy is used up. When the Androsynth is in this comet-like “Blazer” form, it can ram an opponent’s ship and do a large amount of damage. Another use of the Blazer form is for escape.

SSRII on the Guardian (SC1 Manual):
The Androsynth Guardian consists of a strange layering of blue glass and platinum metal alloys. Its structure reflects the clones’ obsession with aesthetics; in the words of one of the SSRII team, the Androsynths are the “fashion design engineers of space warfare.” The ship’s design may be intended to lull an opponent into fatal complacency. The ship’s main weapon is a molecular acid-based blob, which is released in multiples and follows an erratic homing pattern to an enemy vessel. The chaotic tracking path baffles opponents’ defen-sive measures. Guardian commanders can give orders in battle to collapse a ship into a solid ball, simultaneously engaging a set of powerful thrusters. The trans-formed vessel then hurls itself at an enemy at terrifying speeds, causing enormous damage if impact occurs. An Androsynth vessel in ‘comet’ form and carrying full fuel can hold its curled shape for a substantial period; a Guardian low on fuel returns to its normal shape more quickly. The principle Guardian flaw is its slothful speed in normal configuration. The ship cannot easily escape a fleet pursuer; this defect probably explains the evolution of the Androsynth’s special power.

V U X

"Salutations, and may your sense of self-preservation always be so dim."
Squid-like Banana-Slugs

Name: VUX
Nickname: Very Ugly Xenoform
Homeworld: Beta Luyten
    Co-Ordinates
Status: Just merged with the Vyro-Ingo
Sphere of Influence: Medium-sized

Formal Affilations: Hierarchy of Battle Thralls, League of Sentient Races
Religion: One may be the Oowee religion. (meet the VUX two times...)
Ship Name: Intruder
Primary Weapon: Gigawatt Laser
Secondary Weapon: Limpets

SSRII on the VUX (SC1 Manual)
The process of synthetic reconstruction of the VUX produced evi-dence of a plodding, homely race whose dedication to duty is matched only by its temperamental outlook. The VUX is a bipedal assemblage of an octopus and a slug, and has inherited the least appealing features of both. With its single, unblinking eye, the VUX is sensitive to wide-spectrum EMR, and well-adapted to the low-light environment of its home world. The VUX’s physical repulsiveness is matched by technological advances and enormous linguistic-perceptive powers. This lan-guage translation ability allowed one VUX ship to intercept the communications of one Cruiser’s commander, who had just sighted the VUX on his laser display. The Captain’s offhand remark about VUXian looks led to a severe Xenoform backlash. The offended VUX, nursing a sense of collective insult, soon attached itself to the Hierarchy. To this day, the VUX find pleasure in repaying the Earthling insult; their crews’ unblinking eyes glisten in unison at the sight of a sizzling Cruiser which has taken the force of a VUX laser full-bore. Nonetheless, SSRII’s resident Socioanthropsychs claim that the VUX’s hostility may not be engraved in duralloy. They urge future overtures towards the VUX once the Alliance smash-es the Hierarchy threat.

From the SC2 Manual
The VUX are bipedal, and would be considered humanoid were it not for their heads, which look like a tragic combination of a squid and a banana slug. The VUX are very sensitive about their looks. Indeed, in the VUX culture, physical appearance is of tantamount importance, and the VUX spend a great deal of their time on clothing, jewelry and useless finery. The VUX’s repulsiveness to most other races is matched by their technological achievement in linguistic transla-tion devices. This combination led to the unfortunate incident in 2126, when the Earthling Cruiser Miwok made first contact with the VUX near the Beta Luyten star system. The Miwok’s Captain Rand, upon first seeing the VUX commander on his view screen, remarked to his officers, “That’s the ugliest freak-face I’ve ever seen!” Rand was unaware that his every word was being relayed to the VUX captian with perfect clarity. This griev-ous insult, and the subsequent ill-will between Earth and the VUX delayed the VUX’s entry into the Alliance long enough for the Ur-Quan to enslave them.

From the SC3 Manual
The Vux resemble one eyed humanoid Earth squids. While they are very sensitive about their own appearance, most Vux find it difficult to stomach the sight of other races, espe-cially Humans. The Vux fought effectively as Battle Thralls, joyously attacking every other race the Kzer-Za pointed them at. After the last war, the Vux were freed from the Hierarchy and offered membership in the League of Sentient Races. They postponed joining the League for as long as possible, but finally agreed to join so that they could participate in this mission.

The VUX Intruder carries a sole, monstrous optical laser that burns through several meters of duralloy in a few sec-onds. The craft’s stasis-pulse battery, with its enor-mous capacity, powers the optical laser. The Intruders are capable of appearing in Truespace adjacent to any enemy vessel; the crews’ navigational abil-ities make the sneak attack a favorite tactic of these bipedal nasties. An additional Intruder offensive weapon is the “Limpet”, which launches inside a protective cocoon which automatically targets enemy vessels. Upon nearing a target, the cocoon cracks, releasing the limpet to clamp down upon the enemy vessel’s hull. The combination of inflicted damage and added mass decreases a starship’s maneuverability. Only after battle can a damaged ship remove the offending limpets.

Rather than building a faster ship, the VUX have taken the approach of slowing the other ships down. They do this by means of homing limpets which cling to the hull of an enemy ship, making it less and less maneuverable. In addition to this, the VUX ship comes equipped with a very powerful medium-range laser, and a large store of energy to power it. The VUX is one of the slowest and least maneuverable ships in the game. Helping to offset this, the Intruder has the advantage of always appear-ing near an enemy vessel when combat begins. The VUX commander must be ready to fire instantly, and make course adjust- ments to keep his laser on target. If the enemy escapes and possesses any long or intermediate range weapons, the VUX must immediately seek out a planet and engage in a Gravity Whip. If the enemy launches a seeking weapon, don’t forget to shoot at it as it approaches. When the VUX nears its target, it should slow by rotating to face the enemy and thrusting. Never engage your enemy unless you have lots of fuel! To make effective use of your limpets, deploy them in a curtain, then turn and thrust ahead of where your enemy must flee to avoid them. When the enemy is really gunked-up, and you are fully recharged, use your laser to blast the enemy ship’s hull. Remember, though the Yehat’s shield is proof against your laser, your limpets pass through its defenses unaffected.

The Intruder is the only ship capable of appearing adjacent to an enemy vessel at the start of battle. As the Intruder is painfully slow, this is its one chance to even the playing field. Rather than making a ship capable of catching the enemy, the VUX design strategy is to slow all other ships down to their own speed. The Intruder accomplishes this task by launching cocooned, biological limpets which latch on to the enemy, adding mass and destroying the vehicle's control planes. As long as the Intruder can train its optical laser on an enemy, it stands a good chance of destroying the enemy vessel; however, there are very few ships that cannot out- run the Intruder and its limpets. If an enemy vessel can escape from the initial Intruder attack without incurring limpets, the enemy vessel stands a high probability of win- ning the battle.

I l w r a t h

"And Now, YOU DIE!!!" - A very wrong Ilwrath
Dill-Rats

Name: Ilwrath (name was changed to Dill-Rats)
Homeworld: Alpha Tauri
    Co-Ordinates:
Status: Decimated and destroyed
Sphere of Influence: Smaller than the Arilou (he he he)

Formal Affilations: Hierarchy of Battle Thralls
Religion: 'Warshipping' the Twin Gods of Darkness, Dogar and Kazon
Ship name: Avenger
Primary weapon: Hellfire Blast
Secondary Weapon: Cloak

Trade Master Greenish on the Ilwrath
The Ilwrath are presently attacking the Pkunk in the Lacille and Krueger constellations. These beings have slavish devotion to their dark gods Dogar and Kazon which in the past has been used against them by the Umgah. If you ever need to manipulate the Ilwrath, we suggest you discover the Umgah's technique and duplicate it.

SSRII on the Ilwrath:
This Hierarchy race epitomizes evil. The Ilwrath are spiderlike creatures committed to an absolute religion. Ilwrath piety dictates a devotion to a frightening higher calling. An Ilwrath crew receives spiritual endorse-ment in the accomplishment of vicious surprise attacks. Moreover, Ilwrathian faith opposes the taking of prisoners. Given the race’s devotion to war, the alliance with the Ur-Quans is entirely natural. However, fragmentary reconstruction of one Ur-Quan -Ilwrath summit dialogue shows that even Ur-Quans show restraint in the face of a belligerent faith. One multilingual Ur-Quan Talking Pet inscribed the follow-ing note in shorthand, deciphered by SSRII’s interstellar linguist:
"Ilwrath hospitality best accepted in small doses. Dinner fit for a spider. Entertainment a grisly TELEVDR recap of annihilation of Chenjesus. Most enjoyable."

From the SC2 Manual:
Before the arrival of the Ur-Quan, these violent, religious insectoids were of little consequence to their neighbors, the Chenjesu and the Mmrnmhrm, because they possessed little in the way of advanced technology or raw resources. However, when the Ur-Quan conquered their species, the spider-ish Ilwrath became dangerous indeed. Now, with modern weapons and drive systems, the Ilwrath revel in their opportunities to deceive and destroy other forms of life, as is required by their twin gods of evil, Dogar and Kazon.

The Ilwrath Avenger maneuvers effortlessly. The Avenger relies upon the deadly HellFire Blast, which is potent at short range. The Avenger’s unique cloaking powers render the ship invisible. Combined with the Avenger’s aggressive instincts, this stealth capability makes the Avenger the ideal attack weapon. The Avenger’s maximum speed doesn’t match that of the Alliance’s best ships. This weak-ness is concealed, however, unless enemy vessels remove themselves from the Hellfire Blast’s effective range. Rumors suggest that Avenger crews chant a death spell after successful battle, contorting their spi-dery forms into joyful frenzies and paroxysms of unearthly pleasure.

The Ilwrath ships are only moderately powerful because they are not very fast, and their weapon is only effective at short range. In order to compensate for their weapon’s shortcomings, the Ilwrath ship has a special cloaking capabili-ty. Learn where the Ilwrath Avenger is when it is invisible. Since the screen always centers on the midpoint between the two ships, the Ilwrath is always diagonally opposite its opponent. When your enemy gets near the center of the screen, you must be there too. So open fire, literally! Be aware that when you uncloak by firing your hellblast, your ship is automatically oriented to point at your opponent’s ship. If your enemy has maneuvered around behind you, you can turn around instantly by cloaking and immediately firing your hellblast.

U m g a h

"We pretty crazy blobbies, huh?"
The Agoraphobic ones

Name: Umgah
Homeworld: Beta Orionis
    Co-Ordinates:
Status: Stable
Sphere of Influence: Small-to-medium sized

Formal Affilations: Hierarchy of Battle Thralls, New Alliance of Free Stars (briefly)
Religion: Unknown (Any Suggestions?)
Ship Name: Drone
Primary Weapon: Anti-Matter Cone
Secondary Weapon: Retro-Propulsion System

The Umgah are blobbish creatures consisting of three main body parts: mouths, eyes and tentacles. Their heightened sensory appendages do not compensate for an appearance which, in the words of a tired SSRII syntho-reconstructionist, “gives the VUX a run for their starbucks.” The Umgah are marked by an unusual sense of humor, a cosmic wittiness fitted to their bizarre appearance. Umgahs regard their participation in the Ur-Quan Hierarchy with bemusement, and the conflict between the Hierarchy and the Alliance as an ongoing intergalactic prank. Boredom, as ever, motivates all creatures to feats of deadly purpose.

The Umgah are blobbish creatures consisting of four main attributes; eyes, mouths, tentacles and a strong sense of humor. The Umgah make use of bio-logical forms in their technology and must often rely on biomechanical hybridization. The Umgah prefer warm, moist subterranean dwellings, sheathing the interior of their ships with a thick, wet skin, and suffer from agoraphobia – the fear of open spaces. Before they were enslaved by the Ur-Quan, the Umgah culture was rela-tively peaceful, content to expand slowly through the surrounding Orionis constellation. The most serious conflicts caused by the Umgah are the result of their incessant practical jokes, such as clogging a fleet of Spathi Eluders’ life-support systems with fast-growing foul-smelling goo.

The Umgah fly an anti-matter cone whose profile, when analyzed, projects forward. The Drone’s navigational attitude can be main-tained indefinitely without loss of power, and lets the ship be both weapon and shield against incoming missiles. Enemy vessels entering the Umgah Drone’s anti-matter cone take immediate, often fatal, damage. The Umgah rely on a phenomenal retro-propulsion system which hurls the ship backwards with terrific force, endangering any enemy vessels sucked into the anti-matter cone. Retro-propulsion drains great amounts of energy; however, the Drone’s power is unilaterally restored after a prolonged delay in which the Umgah are noticeably vulnerable.

The Umgah Drone can defeat any other ship, given just a few seconds at close range. A favorite Umgah tactic is to zip backwards right up next to its enemy. If the anti-matter cone is up through the maneuver, there is a chance of it grazing the enemy as you zip past for a few bonus points of damage – especially important against the Arilou. Another way to use the retro-movement is to thrust at the same time you zip backwards. This results in a jerky, half-speed maneu-ver which opponents often find difficult to deal with. The Umgah’s anti-matter cone also makes an effective shield against most incoming missiles. Notable exceptions are the Chenjesu’s whole pho-ton crystal and the Ur-Quan’s fusion blast, which pass through the conical field unharmed. The Umgah receives all its power in one big whack after a considerable delay. Each time the Umgah uses its anti-matter cone, this delay is reset to maximum. So if you keep the cone up, you will never regain fuel.

T h r a d d a s h

"YAK YAK YAK - YAMMER YAMMER YAMMER!"
of the 19th Culture (If you call it a culture...)

Name: Thraddash
Homeworld: Delta Draconis
    Co-Ordinates:
Status: Devastated, probably will emerge as the 20th Culture
Sphere of Influence: Non-existant

Formal Affilations: Hierarchy of Battle Thralls, New Alliance of Free Stars (briefly, if at all) Religion: Unknown. (Any Suggestions?)
Ship Name: Torch
Primary Weapon: Mark 6 Guns
Secondary Weapon: Reeunk Afterburners

Trade Master Greenish on the Thraddash
The Thraddash are an arrogant, stubborn and thick-skinned species who reside in the Draconis and Apodis star systems. They have little or no respect for anything but force, which they admire greatly. To make the Thraddash your friends, you should consider killing most, but not all of them. In addition, they guard some kind of sacred relic at the star system Zeta Draconis though we do not know the true nature of this artifact. The Thraddash homeworld is at Delta Draconis.

From the SC2 Resource Guide:
The Thraddash are an arrogant, stubborn, and thick-skinned species who reside in the Draconis and Apodis star systems. They have little or no respect for anything but force, which they admire greatly. There is an old Melnorme proverb about the Thraddash which goes something like this: “To make a Thraddash your friend, kill him — but then of course, he’s dead, so what’s the point?” Thraddash history includes the rise and fall of nineteen planetwide cultures. Tradition dictates that for a new culture to emerge and assume dominance, it must defeat the previous culture in battle. As a consequence, the Thraddash are constantly blasting themselves back into savagery — all in the name of progress. When the Ur-Quan entered the local region of space, the first race they conquered was the Thraddash, who eagerly chose the role of battle thrall. However, due to the Thraddash’s arrogance and relatively weak starships (a model previous to the one now in service), the Ur-Quan left them behind in the Draconis star system to “guard the rear”.

From the SC2 Manual:
The Torch is a difficult ship to master, but can be quite potent when it is flown well. The normal weapon of this ship is a simple long range weapon that does a small amount of damage. The special capability of this ship is to eject ultra high pressure bursts of plasma out the rear of the craft. These propel the ship forward at great speed and act as an effective turbo boost. Commanders must learn to use this as their primary means of propulsion rather than their engines, which actually slow the vessel down. By using the rear ‘Torch’, commanders can stay far away from shorter range ships, and hit enemies with its long range weapon. When these Torch bursts are laid down in a wall in the path of an oppo-nent that is moving a lot, they can be a powerful offense. These bursts can also be used defensively to block incoming shots. This technique requires the Torch captain to keep the rear of the ship facing the opponent whenever it is not advantageous to be firing.

U r - Q u a n . Ko h r - A h

"Make whatever rituals are necessary for your species."
Sub-Species of the Original (though extinct) Ur-Quan

Name: Ur-Quan Kohr-Ah
Homeworld: None. They have been wanderers for 20,000 years.
    Co-Ordinates:
Status: Re-Doctrinating
Sphere of Influence: Huge. (At least, before the Chmmr decimated it...)
Formal Affilations: Sentient Milieu, Dnyarri Slave Empire, Hierarchy

of Battle Thralls (kinda...), League of Sentient Races
Religion: The Various Doctrines (most recently, the Path of Ceaseless Vigilence), though they do believe in re-incarnation.
Ship Name: Marauder
Primary Weapon: Shurikens
Secondary Weapon: The F.R.I.E.D Corona

Trade Master Greenish on the Kohr-Ah
The creatures presently fighting the Ur-Quan are called the Kohr-Ah. They are an Ur-Quan sub-species that split off from the main species many thousands of years ago. Their present fight is a ritual reenactment of a major difference of opinion between rival Ur-Quan leaders after the Ur-Quan overwhelmed their slave-masters, the Dnyarri. The Kohr-Ah are immune to reason, having long ago lost the ability to see their situation objectively. They live in a self-maintained paradox: to ensure their safety and security, the Kohr-Ah fight an endless battle against all other sentient species.

The Kohr-Ah are a variant strain of the Ur-Quan race, synthetically split off from the main species to become the “muscle” of the Dnyarri slave empire — the physical laborers and soldiers. In appearance, the Kohr-Ah resemble the Ur-Quan, except that they have a black body sheath, while the Ur-Quans have a brilliant green exterior. When the Dnyarri were defeated over 20,000 years ago, both the Ur-Quan and the Kohr-Ah agreed that they had to do something to ensure that they would never again be made slaves. The green Ur-Quan devised the “Path of Now and Forever”, a doctrine which dictated that all other races must be either permanent slaves to the Ur-Quan, or be forever trapped on their own world under an impenetrable force shield. This plan was not sufficient for the black Ur-Quan. Nothing less than the complete destruction of all non-Ur-Quan sentient life was acceptable, and this was defined to be the “Eternal Doctrine” by a new leader named Kohr-Ah. The conflict between the Kohr-Ah and the Ur-Quan led to a bloody war. The Kohr-Ah lost, and were exiled by the Ur-Quan. The Kohr-Ah slowly rebuilt their strength and now pursue their “Eternal Doctrine” of geno-cide.

Physically, Ur-Quan resemble huge ten meter long caterpillars. The black bodied Kohr-Ah are sub-species of the original brown Ur-Quan, now extinct. After winning their freedom, the subspecies of Ur-Quan adopted competing doctrines, each designed to guarantee the Ur-Quan would never again be made slaves. The Kohr-Ah adopted their own "Eternal Doctrine", which dictated the total annihilation of all non Ur-Quan sentient life. In the last war, the Kohr-Ah were on the verge of defeating the Kzer-Za. But the Kohr-Ah were in turn defeated by the clever human use of priceless Precursor artifacts to destroy the otherwise indestructible battle platform, the Sa-Matra. With the threat of the Sa-Matra elimi-nated, the combined forces of the expanded New Alliance of Free Stars defeated the Kohr-Ah. The Kzer-Za represented the now united Ur-Quan in all negotiations. The Ur-Quan were admitted as probationary members of the League of Sentient Races. They participate in this mission to prove their loyalty to the League.

The Kohr-Ah ship is one of the few ships that is a good match for an Ur-Quan Dreadnought. The two ships are comparable in speed, maneuverability, crew, and energy regeneration. However, instead of firing plasma blasts, the Kohr-Ah vessel fires missiles which continue to move away from the ship until the Fire Button is released. Once the Fire Button is released, these spinning, metal blade-disks remain where they are placed. When an enemy vessel draws near, it tracks on the vessel and closes with it. A Kohr-Ah commander will often first lay down a defensive wall of blades around his ship, then litter an opponent’s path with the spinning weapons. Only eight blades may be present on the screen at any given time. When a ninth is fired, the first one disappears. The other capability of the Kohr-Ah ship is known by the other alien races as “the Fiery Ring of Inevitable and Eternal Destruction” or F.R.I.E.D. This is actually an expanding ring of super-heated gases that can be used both for defense and close range offense. When facing the Ur-Quan, the Kohr-Ah is better off staying farther away, and the Ur-Quan is better off closing.

Because of their history, Kohr-Ah loyalty should continually be placed under close scrutiny. The Marauders were a unique ship that in many ways were not properly suited to the Kohr-Ah temperament. This vessel fired a spinning metal razor disk that continued to travel in a straight path as long as the commander held down the primary fire button. When the fire button was release, the razor disks held their posi- tion in space, and acted as mines. A Marauder holding a defensive position inside a ring of razor disks would prove a daunting opponent. As the razor disks effectively had an unlimited range, the Marauder's enemy would eventually be pressed into an attack or lose the battle through attrition. In the past, the Human Cruiser's best tactics were to hold out a long-distance position and hope to launch enough missiles and destroy the Marauder before being ripped to shred by its razor disks.

Commence Retrodigestive Data Disposal — Security Experts, Division of Special Synthetic Reconstruction, Intergalactic Intelligence.

Hegemonic Crux
Ploxis
K'Tang Kaktorri
Daktaklakpak
Doog
Clairconctlair
Harika
Yorn

KESSARI QUADRANT SHIPS

The data compiled on Kessari Quadrant vessels is current as of the time of this document's creation; however, note that most conclusions drawn are based on available sources, and the data is considered provisionary and incomplete. Execution of battlefield strategy based on these conclusions is at the Captain's discretion.
For more information on the actual race go to the Pages of Now and Forever.

Ploxis Plunderer

Formal Affiliation: Hegemonic Crux
Primary Weapon: weak, small, long-range tracking missiles
Secondary Ability: redirecting surrounding shield

The Plunderer is at its best at long-range against enemies with no long-range auto-tracking weapons; however, the Human Cruiser is best suited for a short-range attack with its point defense lasers, as a rapid attack will deplete the Plunderer's shields and allow further attacks to break through. It doesn't take much to destroy this tiny ship. The longer a Plunderer maintains a stand-off position, the more shots it gets in.

K'tang Crippler

Formal Affiliation: Hegemonic Crux
Primary Weapon: powerful forward bullet spread
Secondary Ability: powerful spread mines (rear)

The K'tang are the bullies of the Kessari Quadrant, and their Crippler ship reflects this. The combination of mines and guns make the Crippler exceptionally dangerous, as it maintains powerful stand-off and short-range capability. While moving in for an attack, stay clear of the Crippler mines.

Daktaklakpak Vivisector

Formal Affiliation: Hegemonic Crux
Primary Weapon: moderately powerful drill (used with grabbing arms)
Secondary Ability: individually weak, but potentially numerous missile mines (rear)

The Vivisector's drill is powerful, but not exceptionally effec- tive in battle. The Vivisector is best used by retreating while launching mines. As the mines move to the aft of the Daktaklakpak ship, they act more as missiles than as mines against pursuing enemies. While the Vivisector's mines are an annoyance, when defend- ing against the Daktaklakpak, ensure that you are not latched onto by the Vivisector's drill. The Vivisector must line up exactly in order to deploy its drill; by maintaining less than a ninety degree angle with the Vivisector's drill it is possible to prevent the vessel from employing its drill against your hull.

Doog Constructor

Formal Affiliation: Hegemonic Crux
Primary Weapon: weak, but rapid small auto-tracking missiles
Secondary Ability: repair hull

The Constructor's biggest attribute is its ability to repair dam- age. A Constructor firing at close range while continuously repairing itself is a formidable opponent. The Constructor is not terrifically fast, and its firing range is limited. Stay outside of its missile radius and bring the brunt of your attack immediately on the enemy ship. Do not allow the Constructor to survive long enough to repair itself!

Clairconctlar Pinnacle

Formal Affiliation: Hegemonic Crux
Primary Weapon: powerful tri-directional bullets
Secondary Ability: launch and teleport to warp beacon

The Clairconctlar are known for their valor in battle. The ship is built to launch a deadly broadsides attack, then transport away with its warp beacon in order to recharge its energy reserves for another attack. When engaged against a Pinnacle, keep a close eye on the ship and its warp beacon. Pinnacle Commanders are extremely adept at executing quick getaways and surprise attacks.

Harika/Yorn Ravager

Formal Affiliation: Hegemonic Crux
Primary Weapon: moderately powerful forward bolo missiles
Secondary Ability: speed burst

The Ravager may prove a difficult adversary. The Ravager's Bolo missiles are fairly slow, but do not require precision accuracy. These Bolo missiles are effective at preventing smaller ships from making hit-and-run attacks. The Ravager's Achilles' heel is the short range of its Bolo mis- siles. Stay out of the range of its weapons, and force it to consume crew and use its turbo acceleration to get to you. Be advised that when the Ravager is at full turbo speed, it cannot fire its own missiles without running into them. Unfortunately, retreating away from the Ravager is not a viable option, as this vessel is capable of regenerating its crew over time.

Sentient Milieu
Drall
Faz
Mael-Num
Taalo
Ur-Quan (Original)
Yuli
Yuptar

The Drall were one of the four founding members of the cooperative union of races known as the Sentient Milieu, which dominated the local region of space some 20,000 years ago. Historical fragments show the Drall to be tall, skeletal humanoids often reaching 3 meters in height. It is suggested that the Drall evolved from a mud-skipper analog, because the few images that remain show clear evidence of both mouth-lung and gill systems.
In terms of their culture, philosophy, and history, we know almost nothing. When the Dnyarri assumed control over the Milieu, they found the Drall to be inferior to their other slave races, and compelled the Ur-Quan and the Mael Num to destroy them.

The Faz joined the Sentient Milieu several centuries before the Ur-Quan, about 2,000 years ago. Like the Ur-Quan and the other Milieu races, the Faz fell under the psychic compulsion of the Dnyarri and for over 2,000 years served their masters every perverted wish. The Faz survived their time as slaves and helped the Ur-Quan defeat the Dnyarri. But when their evil masters were finally overthrown, the Faz became the first victims of the “Path of Now and Forever”, a new Ur-Quan doctrine designed to ensure that race’s perpetual freedom. The Faz were offered the choice of fighting for the Ur-Quan as battle thralls, or being forever contained on the surface of their world, cut off from the rest of the galaxy. The Faz chose the latter option, and thus became the first world — there would eventually be thousands — to be enclosed in an Ur- Quan slave shield.
The location of the Faz homeworld, and their eventual fate is unknown.

The Mael-Num were one of the founding members of the Sentient Milieu who survived the millennia of Dnyarri enslavement along with the Ur-Quan, the Kohr-Ah, the Yuptar, and the Faz. When the Dnyarri were finally overthrown, the Ur-Quan and the Kohr-Ah adopted different strategies for protecting their species from future enslavement. The green Ur-Quan chose to become slave masters themselves, while the Kohr-Ah chose to destroy all other intelligent life. When these two rival factions met at the Mael-Num’s home planet, this doctrinal conflict led to a bloody war. During the battles between the Ur-Quan and the Kohr-Ah, the Mael-Num fled their planet in a huge fleet of interstellar vessels, and vanished.
Cyborg/Psytron's Add-in: It is widely accepted that the Mael-Num could have turned into the Melnorme, though this is unconfirmed by the Melnorme.

The Taalo were the only member of the Sentient Milieu who were able to resist the mental compulsion powers of the Dnyarri and maintain their freedom. This was a mixed blessing though, since the Dnyarri response was to have all the other enslaved Milieu races attack the Taalo planet at Delta Vulpeculae 2c, annihilating the Taalo.
Some historians have suggested that just before they were wiped out, the Taalo were near completion of a device which would have conferred their psychic immunity on the other Milieu races.

Cyborg/Psytron's note: Information on the original Ur-Quan is unavailable, though here is some information on an Ur-Quan who lived then -
Kzer-Za is the name of the Ur-Quan hero who discovered that it could temporarily stun the Dnyarri by inflicting severe pain upon itself. Although Kzer-Za died in the process, this technique was soon perfect-ed, and a device known as the Excruciator was built which provided the Ur-Quan and the Kohr-Ah with the constant flow of agony necessary to defeat the Dnyarri. In honor of its courage, Ur-Quan Kzer-Za was adopted as the name of the green Ur-Quan.
And the words to get both Ur-Quan subspecies to talk...
For the most part, neither the Ur-Quan or the Kohr-Ah are particularly fine conversationalists. However, if you know the right words, you can get them to “open up” to you — at least a bit. To learn the words, you can talk to the Pkunk (ask them for advice on how to deal with the Ur- Quan), the Melnorme, or with Spathi ships in space. Once you have heard the “words” you can repeat them to the Ur-Quan and/or Kohr-Ah at your next encounter.
To give it away a bit, the words are 'Hold! What you are doing is wrong! Why do you do this thing?'. Not that it will do you any good...

The Yuli were members of the Sentient Milieu who were enslaved by the Dnyarri, found inferior and ordered destroyed. Additional details regarding this race are not available at this time.

Like the Yuli, the Yuptar were of the Sentient Milieu and fell victim to the psychic coercive abilities of the evil Dnyarri. Unlike the Yuli, the Yuptar survived the millennia of slavery only to become the first victim of the Kohr-Ah’s “Eternal Doctrine” which required the “cleansing” of all non-Ur-Quan races.

Races of Neutrality
Burvixese
Dnyarri
Druuge
Exquivan
Gg
Herald
Lk
Melnorme
Owa
Precursors
Slylandro
Vyro-Ingo
Xchagger

The Burvixese race evolved on the planet Arcturus 1, progressing from turtle-like swamp dwellers to a benevolent, highly technological society in just over fifteen million Earth years. Although the Burvixese had the wherewithal to build crude interplanetary vessels, they preferred to remain on the comfortable damp surface of their world and explore the galaxy through HyperWave communication. Using this method, the Burvixese made contact with several neighboring alien cultures, includ-ing the Utwig, the Gg, and unfortunately, the Druuge, whom the Burvixese would have been much better off never finding. For many decades, the Burvixese exchanged information with these races, trading technological, historical and philosophical facts and theories, until the fateful year 2142. It was then that the Gg announced that they had come under attack by a unknown alien race, who appeared to want nothing less than their complete annihilation. The Gg surmised that the hostile race, the Kohr-Ah, had located them using the Gg’s HyperWave transmissions. Knowing that they had little chance of survival, the Gg warned the Burvixese that, unless they restricted their own transmis-sions, they too might face a gruesome fate. Being a charitable race, before the Burvixese turned off their HyperWave transmitters, they shared the Gg’s warning with the Druuge. But it was too late. The Druuge’s powerful advertising beacons had already attract-ed the attention of the murderous Kohr-Ah, who, having finished with the Gg, began moving in the general direction of the Persei constella-tion, home of the Druuge. Realizing their peril, the Druuge took imme-diate action. They ceased all transmissions and sent a task force of their fastest ships to the moon of the Burvixese world. Once there, the task force assembled a huge HyperWave broadcaster on the moon’s surface. When it was complete, the Druuge activated the unit which began emit-ting powerful HyperWave signals, focused directly toward the oncoming Kohr-Ah fleet. The Druuge hoped that the hostile aliens would change course toward the Burvixese planet and fail to find their own worlds. Unfortunately, this ruse was all too effective: the Kohr-Ah changed course, attacked the poor Burvixese and, sadly, destroyed them all in three days of orbital bombardment.
Trade Master Greenish on the Burvixese
The Burvixese race evolved on the planet Arcturus I. They lived there in a relatively benevolent manner until the Kohr-Ah came and destroyed them during the course fo 2 or 3 unfortunate days. The Druuge were largely responsible for the Kohr-Ah's finding the Burvixese. You see, the Burvixese were in long-distance HyperWave contact with a race known simply as the Gg. For decades the Gg and the Burvixese traded much valuable information until the Gg came under attack by an invading race who you may know as the Kohr-Ah. The Gg warned the Burvixese that the Kohr-Ah located races by their HyperWave transmissions and they had already discovered the radiations from the Druuge. When the Burvixese were kind enough to warn the Druuge shut down all their transmitters and erected a powerful HyperWave beacon on the surface of the Burvixese moon. The Kohr-Ah changed course, attacked the poor Burvixese and sadly, destroyed them all.

This evil alien race consists of small, grayish creatures resembling a cross between a toad and an unhealthy mushroom. The Dnyarri’s unassuming aspect belies its true nature as one of the most hostile and dan-gerous species in the galaxy, because each Dnyarri possesses psychic compulsion men-tal powers. With these powers, a single Dnyarri can hold an entire planet enthralled. A Dnyarri mental command is so strong that only one race, the extinct Taalo, had been able to resist its power.
The non-technological Dnyarri were discov-ered over 20,000 years ago by the Ur-Quan, then a peaceful member of the Sentient Milieu. The Ur-Quan brain was particularly susceptible to the Dnyarri’s psychic compulsion, and the Dnyarri used this weakness to force the Ur-Quan to transport them off their planet and distribute them throughout Milieu space. The ensuing slave war lasted only a few months as race after race was quickly enslaved by the Dnyarri’s’ powers. Only the Taalo could resist, and they were destroyed by the other, now-enslaved races.
The reign of the Dnyarri lasted several thousand years. During this time, they ruled the ex-milieu races with uniquely perverse cruelty, even caus-ing two of the species to be utterly destroyed. This period of time was a living nightmare for the races who survived.
Like all slave masters, the Dnyarri were eventually defeated. The hatred of their freed slaves was so extreme that the Dnyarri were not eliminat-ed. Instead, their genetic structures were modified so that their offspring were born non-sentient — dumb animals, who the Ur-Quan took as pets. The immense telepathic powers remained in the Dnyarri, but with-out intelligence they could use these abilities only for interspecies trans-lation at the command of their masters. Over the following millennia the Dnyarri became known as the “Talking Pets”.

Druuge

"Die, Child, DIE!!!"
The Slave Traders (don't deny it!)

Name: Druuge
Main Trading World: Zeta Persei I
    Co-Ordinates:
Status: Business is dropping...
Sphere of Influence: Large

Formal Affilations: No outside affilations are known at present.
Religion: Unknown. (Any Suggestions?)
Ship Name: Mauler
Primary Weapon: High-Velocity Cannon
Secondary Weapon: Matter-to-energy Furnace

Trade Master Greenish on the Druuge
I must warn you about some very bad people. "Is this worth so many credits?" you ask yourself. I assure you, it is! The creatures called the Druuge and they are a callous and evil race. They care for nothing but profit and personal gain through unfair mercantile exchanges... Why are you looking at me like that, Captain? It is not appropriate. As I was saying, these wicked creatures will try to sell you commodities at unreasonably low prices. Hoy! - they almost gave away fuel! Do not fall for their tricks! There are hidden costs - secret tariffs! So that you may avoid them, I will tell you that their major homeworld is Zeta Persei I. Why are you smiling, Captain?

From the SC2 Resource Guide
The Druuge are a callous, amoral and per-haps even genuinely evil race who care for nothing but profit and personal gain, usual-ly through devious mercantile exchange. Physiologically, the Druuge are humanoid, but they possess certain characteristics which make them less than attractive to people from Earth. Chief among these traits are body odor, constant oozing from the mouth, nose and ears, and breath best described as putrid.
Druuge history bears strong similarity to that of Earth, however. Having evolved from solitary hunter-gatherers, rather than tribes, the individualization of the Druuge is much greater than that of most humans. Sentiment, and more specifically the con-cepts of Love, Honor and Charity, are totally foreign. Druuge “families” are profit-making undertakings. Mutually acceptable males and fe-males meet at “Repro Mixers”, negotiate terms, sign the necessary forms, and engage in the requisite carnality. Any offspring are instantly made part of this business arrangement, and typically accept terms which give their parents a 12-18% lifetime royalty on their income. Since the parents’ take is directly proportional to their offsprings’ occupation, families usual-ly spend considerable funds in education and specific training to further the return on their investment.
At present, all living Druuge are employed by a single entity, the Crimson Corporation. In the past there were other businesses, but with the relaxation of anti-monopoly laws, the formation of a single, mono-lithic company was inevitable. Using leverage buyout tactics, the Crimson Corporation has purchased all land on all Druuge planets, and the atmosphere as well. Breathing, as such, is considered a perq of working for the Corporation, and consequently there is limited job turnover. Retirement benefits most often include continued breath provi-sions, though at reduced levels.
Not more than fifty years ago, the Druuge were informed by the now-extinct Burvixese race (whose sad death can be blamed directly on the Druuge) of a powerful alien nation called the Utwig. The Utwig pos-sessed some kind of gigantic bomb. The Druuge recognized the description of the bomb as a Precursor planeteering tool, and they set out to make it their own. Traveling from Zeta Persei (the location of their central trade world), the Druuge met the Utwig at Beta Aquarii. Their plan was to entice them with useless but genuine Precursor arti- facts and take the bomb in exchange. The Utwig fell for the Druuge’s foul ruse, and snapped up the artifacts. But instead of giving the Druuge their desired price, the Utwig traded a collection of `historical oddments and genuine artifacts’, which to this day the Druuge are trying to unload on unwary buyers. Specifically, these include Wimbli’s Trident and the Glowing Rod which are worthless, as well as the Rosy Sphere which is useful.

This ship is perfect for sharp-shooters since its only weapon is a high-velocity, very long-range cannon. When fired, the recoil of the massive discharge will send the Mauler sailing backwards. Should the heavy projectile strike its target, the enemy vessel gets a similar shove. The experi-enced Druuge commander can use this recoil effect as a super-thruster. The Druuge Mauler has pitifully slow energy regeneration and when unable to shoot the ship is a sitting duck. To compensate for this weak-ness, the Druuge has a matter-to-energy converter that transforms crew members into instant bursts of power. Each time the special power is acti-vated, one crew will be “tossed into the furnace.”

Exquivan Enigma

Formal Affiliation: none - defensive recluses
Primary Weapon: weak, but rapid and smart guardian missiles
Secondary Ability: teleport opponent

Although the Enigma has no conventional offensive weaponry, it is deceptively powerful, and is one of the most dangerous ships in the Kessari Quadrant. At first glance, the Enigma appears only suited for defense; however, if allowed time to deploy its entire array of blocker missiles, the Enigma can lit-erally roll over its enemy by launching a surprise attack with the teleporter then quickly advancing to the target. The Enigma's blockers will attempt to intercept enemy missiles; this tendency can be used to your advantage.

The Gg were known only by the now-extinct Burvixese race who com-municated with the Gg via long range HyperWave broadcast. It was the Gg who warned the Burvixese of the approach of the hostile Kohr-Ah, as well as the accurate conjecture that the Kohr-Ah used HyperWave trans-missions to locate their prey. Since the Gg were loath to engage in visual transmissions, their appearance must remain an eternal mystery for their world was incinerated by the Kohr-Ah in 2142.

Herald Eradicator

Formal Affiliation: Bound to the Eternal Ones
Primary Weapon: moderately powerful, fairly rapid small forward missiles with very long range
Secondary Ability: cloak

The Eradicator holds the advantage in battle as long as its enemy is confused as to the ship's position and heading. For faster ships, the Eradicator is best suited to stay far out, uncloak for a brief shot, then cloak again while changing position. Against a ship with a slow turning radius, the Eradicator is very effective at moving in for a sneak attack on the ship's rear flank, then opening up with a barrage of fire. The cloaking feature effectively acts as a shield to the Human Cruiser's weapons as they cannot track on a cloaked ship, so the Captain is advised to monitor his energy reserves, and time his attack for when the Eradicator is uncloaked.

LK Sanctorum

Formal Affiliation: none
Primary Weapon: weak, but rapid oscillating forward bullets with long range
Secondary Ability: phase shift

The Sanctorum is a relatively simple ship, and its only advantage is that it is virtually impossible to engage a Sanctorum without suffering damage. The Sanctorum has a restricted range where it can maintain an effective attack but still have enough time to maneuver away from or shift through enemy missiles. Rapid damage at close range may effectively nullify the Sanctorum's few advantages.

Melnorme

"In our culture, the transmission of information without fair and proper exchange of goods, is considered vulgar."
The Mael-Num

Name:
Homeworld: Unknown.
    Where the Melnorme can be found: Any supergiant star system
Status: Stable, more prosperous than the Druuge...
Sphere of Influence: No official sphere of influence.

Formal Affilations:
Religion: Unknown. (Any Suggestions?)
Ship Name: Trader (How appropriate...)
Primary Weapon: Keel-Veresy Power Blaster
Secondary Weapon: Confusion Ray

The Melnorme are interstellar traders who deal primarily in information. Since they enjoy somewhat of a monopoly on HyperSpace trading, the Melnorme never haggle over a price. Their first offer is their one and only offer. The Melnorme are espe-cially interested in data on alien life forms, as well as the locations of “Rainbow Worlds”, rare planets whose strange radia-tions confuse starship scanning systems.
The history of the Melnorme is poorly understood, not because they are unwilling to reveal details, but because they will only do so for vast sums of credits. Even the location of their homeworlds is unknown.
Regardless of the details, the depth and breadth of this species’ knowl-edge makes it obvious that the Melnorme are an old and widely traveled race.
Since the Melnorme have only one eye, they have no depth perception, but their singular ocular organ is rich in complex-cone cells, affording them sensitivity to light far outside the range of human perception. Perhaps as a consequence, the Melnorme take great care and concern with color.

The primary weapon aboard the Melnorme (pro-nounced Mehl-nor-may) Trader is a long-range, variable power blaster, fired by holding down the Fire key and then releasing it. The Melnorme’s pro-jectile becomes larger and more destructive while the Fire key is held. The weapon has 4 degrees of power, reflected in the color of the pulsating mis-sile. A green weapon is weakest, next comes blue, pur-ple, and finally red. Each color change represents a dou-bling in the strength of the weapon. The Melnorme ship will not regenerate energy while “holding” the weapon; however, at these times the weapon acts as a front shield for the ship. The special power of the Melnorme Trader is a long-range confusion ray which scrambles the enemy vessel control systems, causing the enemy to tumble out of control. The effect lasts only a few sec-onds, so the Melnorme must follow-up the attack with a powerful blaster strike, or an additional whack with another confusion ray. Note that in order to penetrate an enemy ship’s hardened control system, the Melnorme confusion weapon drains almost half of its maximum supply of energy.

Owa Voyager

Formal Affiliation: none
Primary Weapon: powerful long-range tracking cluster missile
Secondary Ability: non-damaging control inhibition missiles (rear)

The Owa's cluster missile must have enough distance from the target for its cluster missiles to break and spread. If the Owa strikes its opponent with an inhibition missile, a follow-up with cluster missiles is likely to end the battle.

All over the galaxy, there can be found ruins and artifacts left by the race we know as the Precursors. Even with all these artifacts, we know little about them. We do know the Precursors were apparently giant non-bipedal beings with great intelligence. Most of the Precursor items that have been discovered seem to be technological in nature. Unconfirmed alien reports indicate the Precursors either discovered or manufactured the Rainbow Worlds, but we didn't know how or why. The ten Rainbow Worlds in the home quadrant seem to form an arrow pointing toward the Kessari quadrant and the galactic core. Those same reports say the Precursors had found an answer to some great secret mystery just before their departure about 235,000 years ago.

Slylandro

"Great. Now look what you've done. You've made Sullen Plummet so nervous that she can't even regulate her ballast."
The Gas-Bags

Name: Slylandro
Homeworld: Beta Corvi V
    Co-Ordinates:
Status: Stable, though unable to expand.
Sphere of Influence: Non-existant. They own a planet - that's it.
Formal Affilations: None.

Religion: Cloud Religion
Ship Name: Probe
    Classification Number: 2418-B
Primary Weapon: Lightening Strike
Secondary Weapon: Asteroid-to-Energy Converter

Slylandro are a mostly non-solid, sentient race who live in a gas giant at Beta Corvi. We recently sold them a self-replicating exploration probe which has somehow turned hostile and attacks everything it detects. If such encounters have angered you, Captain, please do NOT address your concerns to us. We possess a formal Waiver of Damages, authorized by a Slylandro Speaker and are in no way responsible for the situation.

The Slylandro are an ancient race of gasbag people who live in the upper reaches of a gas giant’s atmosphere. Their insubstantial physiology has made it difficult for the Slylandro to construct starships or other physical paraphernalia, and indeed they are incapable of surviving the rigors of space travel. However, the Slylandro are interested in exploration and new knowledge, and were frustrated in this regard until the Melnorme happened by a few decades ago. The Melnorme, who are always interested in barter for new knowledge, offered to sell the Slylandro robotic probe ships with which they could explore the galaxy in a remote fashion.
Unfortunately, the Slylandro made a slight error in programming the probes resulting in unanticipated behavior; instead of making friendly contact with alien life forms, the probes attack anything that moves.

The Slylandro Probe tumbles through space devouring asteroids and zapping anything it can catch with massive electrical dis-charges. Like a shark, the Probe must continually move, constantly twist-ing its invisible magnetic scoops to scavenge interstellar hydrogen for its internal fusion generator. While the player cannot cause the Probe to stop, the rotational controls will cause a change in its trajectory, and the thrust control will make the Probe reverse direction instantly. Gravity has no effect on this vessel; however, impacting the planet will be severely damaging. The Probe’s best combat strategy is to first energize its lightning batteries by moving close to an asteroid and use its special power to pulverize the rock and absorb it as energy. Then the Probe must move toward its opponent, dodging all incoming missiles. When it has gotten close enough for the screen to zoom it to the most magnified view, the Probe should unleash its auto-fire lightning until its batteries are exhausted, all the while maneuvering to stay behind its opponent.

Vyro-Ingo Invader

Formal Affiliation: none
Primary Weapon: weak surrounding shield
Secondary Ability: drop weak wakes

This ship is one of the least effective fighters, but if used correctly it can prove an annoyance. Wakes placed around planets serve a dual purpose to the Invader by directly harm-ing its enemies and making their escape from a planet's gravity more difficult. The Invader's shield is not particularly effective, and most ships can get in enough shots to destroy this vessel before the Invader is able to ram with its shields up.

Xchagger Exclave

Formal Affiliation: League
Primary Weapon: weak, but rapid dual forward bullets
Secondary Ability: non-damaging rotation reversal missiles (rear)

The Exclave's rapid firing rate can prove devastating. Effective use of the paralysis missiles minimizes the Exclave's disadvantageous slow turning radius. As long as you stay clear of the Exclave and launch stand-off attacks, combat with the Exclave is relatively safe.