RETURN TO SWITCHBOARD                   2A. The Solar Federation (race 1)   2G. The Crystal Confederation (race 7)  
Return to Races Sub Menu   2B. The Lizard Alliance (race 2)   2H.The Evil Empire (race 8)  
1. Introduction to VGA Planets   7. Minefields Sub-Menu   2C. The Empire of the Birds (race 3)   2I. The Robotic Imperium (race 9)  
2. Race Information Sub-Menu   8. Combat Sub-Menu   2D.The Fascist Empire (race 4)   2J. The Rebel Confederation (race 10 or a)  
3. Friendly Codes Sub-Menu   9. Ion Storm Sub-Menu   2E. The Privateer Bands (race 5)   2K. The Missing Colonies of Man (race 11 or b)  
4. Planet Information Sub-Menu   10. Misc. Information Sub-Menu   2F. The Cyborg (race 6)  
5. Starbase Information Sub-Menu   11. Strategy and Strategy Guides  
6. Ship Information Sub-Menu   12. Add-on Information  
 
 
THE CYBORG (RACE 6)  
  Origin:  
  The Cyborg are based on the Borg from Star Trek, the Next Generation  
  About Race 6:  
  The Cyborg are a half humanoid, half machine race. In order to maintain population  
  levels, they assimilate Natives into their collective.  
  Because of their machine like nature, the Cyborg are able to repair their Ships in space  
  without docking at a Starbase.  
  The Cyborg Ship count consists of many small Probes and Scouts, used for finding enemy   
  Planets and Planets with Natives ready to be assimilated.  
  However, the Cyborg also have two of the most powerful Ships in the galaxy.  
  The most feared weapon in the Cyborg arsenal is the Ship equipped with a Chunnel device, which  
  allows the Cyborg to travel vast distances instantly, along with an invasion fleet.  
  The Cyborg also do not waste materials. Whenever a Cyborg Ship destroys an enemy Ship  
  in combat, it will beam aboard the wreckage in the form of Minerals and put into Cargo.  
  It will also beam aboard as much fuel as it can.  
  Advantages, Abilities, and Friendly Codes:  
  (Host 3.20)  
  All Ships can repair themselves at a rate of 10% per turn  
  Ships cannot move while performing this action. Ships must have fuel on board to perform this action.  
  Assimilate Natives at a rate of 100% (Hconfig)  
  Every turn, 1 Native Clan is converted into 1 Colonist Clan for every Colonist Clan on the Planet.  
  Amorphous Natives cannot be assimilated.  
  Beam Minerals aboard after enemy Ship is destroyed in combat.  
  Only the Borg Ship that actually destroys the enemy Ship beams Minerals aboard.  
  Minerals are beamed in the following order: Molybdenum, Tritanium, Duranium, then Neutronium.  
  cln   Clone a captured Ship (Ship Friendly Code) (Hconfig)  
  (Gryphon)  
  Super Intercept. Hull Slot 52 (Biocide Class Carrier) and Hull Slot 53 (Annihilation Class Battleship) will pursue at twice the normal speed while Intercepting enemy Ships  
  MMX Any Ship can move a Minefield. First three characters of Ship name must be Minefield ID #. Fourth character of Ship name must be D(own), U(p), L(eft), or R(ight)
  NML Institutes Martial Law to prevent gambling by Privateers. (Planet Friendly Code). N = any character  
  SNN Keep Federation (Race 1) from stealing Natives from Planet. (Planet Friendly Code). NN = any letters or numbers  
  (Nemesis)  
  Immune to Federation Sweet Talk Ability  
  a2S   Any Ship with more than 50 Crew can convert Amorphous into Siliconoids  
  STR Hull Slot 58 (Quietus Class Cruiser) strips Planets for Minerals and Supplies  
  (Raceplus)  
  STB Activate Super Tractor Beam using Hull Slot 58 (Quietus Class Cruiser) only  
  Race 6 Ship List:  
  Hull Slot # and Ship Name     Beam Fight Torp Engines Mass Cargo Fuel Tech Crew Cost D T M  
  15 SMALL DEEP SPACE FREIGHTER   0 0 0 1 30 70 200 1 2 10 2 2 3  
  16 MEDIUM DEEP SPACE FREIGHTER   0 0 0 1 60 200 250 3 6 65 4 4 6  
  17 LARGE DEEP SPACE FREIGHTER   0 0 0 2 130 1200 600 6 102 160 85 7 8  
  18 SUPER TRANSPORT FREIGHTER   0 0 0 4 160 2600 1200 10 202 220 125 13 18  
  51 B200 CLASS PROBE   2 0 0 1 30 15 80 1 6 30 12 17 7  
  52 BIOCIDE CLASS CARRIER   10 10 0 6 860 320 1260 9 2810 910 340 343 550  
  53 ANNIHILATION CLASS BATTLESHIP   10 0 10 6 960 320 1260 10 2910 910 340 343 550  
  54 B-41 EXPLORER   4 0 0 1 35 70 270 2 8 40 6 20 15  
  55 B222 DESTROYER   7 0 0 2 86 40 160 5 165 130 32 43 65  
  56 FIRE CLOUD CLASS CRUISER   6 0 2 2 120 290 440 6 236 290 32 47 84  
  57 WATCHER CLASS SCOUT   2 0 0 1 47 50 270 1 86 50 6 25 5  
  58 QUIETUS CLASS CRUISER   4 0 1 2 130 250 470 5 170 120 52 61 73  
  85 IRON SLAVE CLASS BASESHIP   1 2 0 1 60 70 320 2 258 80 22 23 10  
  104 NEUTRONIC REFINERY SHIP   6 0 0 10 712 1050 800 9 190 970 125 150 527  
  105 MERLIN CLASS ALCHEMY SHIP   8 0 0 10 920 2700 450 10 120 840 625 250 134  
  Race 6 Ship Abilities:  
  16 MEDIUM DEEP SPACE FREIGHTER  
  (Starbase Plus)  
  GBN Get Beam Slot (N = 0-9) from Starbase  
  GEN Get Engine Slot  (N = 1-9) from Starbase  
  GTN Get Torpedo Tube Slot (N = 0-9) from Starbase  
  UAP Unload All Ship Components to Starbase  
  UBN Unload Beam Slot (N = 0-9) to Starbase  
  UEN Unload Engine Slot (N = 1-9) to Starbase  
  UTN Unload Torpedo Tube Slot (N = 0-9) to Starbase  
  51 B200 CLASS PROBE  
  (Host 3.20)  
  HYP Hyperdrive ship. Initiates hyperjump. Waypoint must be set to at least 21 light years away and a warp speed of at least 1.  
  Ship jumps 350 light years and burns 50 KT of fuel.   
  Hyperjumping Ship cannot have Mission set to Intercept and cannot be towing or towed.  
  Hyperjumping Ship will avoid Minefields.  
  After Hyperjumping, the Ship will have a Speed of 0 and no Waypoint set.  
  52 BIOCIDE CLASS CARRIER  
  (Gryphon)  
  Super Intercept (Cyborg (Race 6) only)  
  53 ANNIHILATION CLASS BATTLESHIP  
  (Gryphon)  
  Super Intercept (Cyborg (Race 6) only)  
  54 B-41 EXPLORER  
  (Fhost)  
  Ramscoop  
  56 FIRE CLOUD CLASS CRUISER  
  (Host 3.20)  
  NNN Chunnel Ship. Chunnell to another Ship of this type. NNN = ID of target Firecloud.   
  Both Ships must have a warp speed set to 0.  
  Chunneling Ship must have at least 50 KT of fuel. Chunneling burns 50 KT of fuel. Target Ship must have at least 1 KT of fuel.  
  If a Chunneler is being towed, it cannot Chunnel. However, if the towing Ship runs out of fuel, the Chunneler can Chunnel  
  that same turn. A Chunneler cannot tow another Ship while Chunneling.   
  The range is minimum 100 light years and maximum 5000 light years. (Misprint - actually the minimum is 10 light years)  
  All other Ships at same location as Chunneler are pulled through also. Enemy Ships can also 'Chunnel' if:  
  They are cloaked OR They have no fuel OR Their warp speed is 0 OR They have same Friendly Code as Chunneling Ship.  
  All Chunneling Ships have no shields after Chunneling. All Cloaked Chunnelers remain Cloaked.  
  A Firecloud with at least 50 KT of fuel at a Starbase will stop all Cloning at that Starbase (Host 3.22.024) and is set to  
  warp 0. (Host 3.22.026)  
  58 QUIETUS CLASS CRUISER  
  (Nemesis)  
  STR Strip mine (Cyborg (Race 6) only)  
  (Raceplus)  
  STB Super Tractor Beam (Cyborg (Race 6) only)  
  104 NEUTRONIC REFINERY SHIP  
  (Host 3.20)  
  Converts Minerals and Supplies into Neutronium.  
  1 KT of any Mineral + 1 Supply = 1 KT of Neutronium.  
  NAL Do not perform Alchemy function. (Registered only)  
  105 MERLIN CLASS ALCHEMY SHIP  
  (Host 3.20)  
    Converts Supplies into Minerals.  
      9 Supplies = 1 KT Duranium, 1 KT Tritanium, and 1 KT Molybdenum.  
  This ship will perform Alchemy function even if the ship has no fuel on board.  
  ald   Convert Supplies into Duranium only. 3 Supplies = 1 KT Duranium. (Registered only)  
  alm   Convert Supplies into Molybdenum only. 3 Supplies = 1 KT Molybdenum. (Registered only)  
  alt   Convert Supplies into Tritanium only. 3 Supplies = 1 KT Tritanium. (Registered only)  
  NAL Do not perform Alchemy function. (Registered only)