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1. Introduction to VGA Planets   7. Minefields Sub-Menu   3C. Ship Friendly Codes   3K. Gryphon Friendly Codes  
2. Race Information Sub-Menu   8. Combat Sub-Menu   3D. Torpedo Ship Friendly Codes   3L. Hugerock Friendly Codes  
3. Friendly Codes Sub-Menu   9. Ion Storm Sub-Menu   3E. Carrier Ship Friendly Codes   3M. Jumpgate Friendly Codes  
4. Planet Information Sub-Menu   10. Misc. Information Sub-Menu   3F. Hull Specific Friendly Codes   3N. Nemesis Friendly Codes  
5. Starbase Information Sub-Menu   11. Strategy and Strategy Guides   3G. Race Specific Friendly Codes   3O. Raceplus Friendly Codes  
6. Ship Information Sub-Menu   12. Add-on Information   3H. Host 3.20 Friendly Codes   3P. Starbase Plus Friendly Codes  
  3Q. Tachyon Friendly Codes  
  3R. Teleport Friendly Codes  
GRYPHON:  
  ANY PLANET  
  B1T Build one Tank  
  BAM Build Antimatter Doomsday Missile. Must keep first letter of Friendly Code as B, but may reset last two characters for   
  remainder of turns until it is completed  
  BWI Install Planetary Warp Interdictor  
  EWI Engage Planetary Warp Interdictor  
  GRY Sends the configuration as a message  
  NNN Launch Missile at any Planet. NNN = ID # of target Planet. Must keep Friendly Code for three turns  
  SDN Sell Defense Posts. N = # of units to sell * 10  
  SFN Sell Factories. N = # of units to sell * 10  
  SMN Sell Mineral Mines. N = # of units to sell * 10  
  SSB Sell Starbase  
  ANY SHIP  
  EXN Exchange Ship with another Race. N = any character  
  GRB Initiate Ground Bombardment  
  LTN Load Tanks onto empty Ship  
  UTN Unload Tanks from Ship  
  YES Ship must be in orbit over Planet selling back Defense Posts, Mineral Mines, Factories, or Starbase  
  TORPEDO SHIP  
  DBN Birdmen (Race 3) can set Remote-Response Beacons. N = Q(uarter), H(alf), T(hree fourths), or A(ll)  
  UMB Birdmen (Race 3) can cause Remote-Response Beacons to become Minefields  
  HULL SLOT 6 (BANSHEE CLASS DESTROYER):  
  LNR Allows Federation (Race 1) to load and store Natives (no Amorphous or Reptilians) on board  
  UNR Allows Federation (Race 1) to unload Natives  
  HULL SLOT 12 (DIPLOMACY CLASS CRUISER):  
  Sweet Talk (Federation (Race1) only)  
  HULL SLOT 23 (T-REX CLASS BATTLESHIP):  
  NNN The Lizards (Race 2) can convert Torpedoes into Mines directly before combat. First N = Q(uarter), H(alf), T(hree fourths), or A(ll)  
  Second N = A, or a. Third N = F, or f  
  HULL SLOT 25 (SAURIAN CLASS LIGHT CRUISER):  
  LCH The Lizards (Race 2) can load and store Colonists on board  
  HULL SLOT 36 (D7 COLDPAIN CLASS CRUISER):  
  Board Starbase (Fascists) (Race 4) only)  
  HULL SLOT 42 (LADY ROYALE CLASS CRUISER):  
  Gambling ship over enemy Planet using enemy Colonists (Privateers (Race 5) only)  
  HULL SLOT 47 (REDWIND CLASS CARRIER):  
  SFN Birdmen (Race 3) may steal Fighters from enemy Ships. N = any alphanumeric character  
  HULL SLOT 48 (SKYFIRE CLASS CRUISER):  
  RID   Birdmen (Race 3) can scan target Ship  
  HULL SLOT 52 (BIOCIDE CLASS CARRIER):  
  Super Intercept (Cyborg (Race 6) only)  
  HULL SLOT 53 (ANNIHILATOR CLASS BATTLESHIP):  
  Super Intercept (Cyborg (Race 6) only)  
  HULL SLOT 64 (ONYX CLASS FRIGATE):  
  Climate control (Crystals (Race 7) only)  
  HULL SLOT 65 (TOPEZ CLASS GUNBOAT):  
  Honor Device (Crystals (Race 7) only)  
  HULL SLOT 66 (OPAL CLASS TORPEDO BOAT):  
  Honor Device (Crystals (Race 7) only)  
  HULL SLOT 67 (CRYSTAL THUNDER CLASS CRUISER):  
  Oscillator Beam (Crystals (Race 7) only)  
  HULL SLOT 68 (MOSCOW CLASS STAR ESCORT):  
  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.  
  HULL SLOT 73 (MIG CLASS SCOUT):  
  Destroy Remote Beacons  
  HULL SLOT 76 (SUPER STAR CARRIER):  
  Improve Morale (Evil Empire (Race 8) only)  
  HULL SLOT 84 (PAWN CLASS BASESHIP):  
  Detect enemy Cloakers  
  HULL SLOT 90 (SAGE CLASS FRIGATE):  
  Honor Device  
  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.  
  HULL SLOT 91 (DEEP SPACE SCOUT):  
  Honor Device  
  THE SOLAR FEDERATION (RACE 1):  
  Goodwill Factor. 3 - 30 Natives will join the Federation every turn (Gconfig)  
  LNR Load and store Natives (no Amorphous or Reptilians) on board Hull Slot 6 (Banshee Class Destroyer) only  
  NML Institutes Martial Law to prevent gambling by Privateers. (Planet Friendly Code) N = any character  
  UFP Super Refit in space. (Any Ship) First letter of Ship must be E, T, or B  
  UFP Super Refit around Planet with special Natives. (Any Ship) First letter of Ship must be E, T, or B  
  UNR Unload Natives that are on board Hull Slot 6 (Banshee Class Destroyer) only  
  SNN NN = anything. Planetary Friendly Code to keep Natives from joining the Federation  
  SWT Any Ship can Sweet Talk enemy into not attacking or force enemy Ship to surrender to Starbase  
  THE LIZARD ALLIANCE (RACE 2):  
  LCH Load and store Colonists on Hull Slot 25 (Saurian Class Light Cruiser) only  
  NML Institutes Martial Law to prevent gambling by Privateers. (Planet Friendly Code). N = any character  
  NNN Hull Slot 23 (T-Rex Class Battleship) converts Torpedoes into Mines directly before combat. First N = Q(uarter), H(alf), T(hree fourths), or A(ll)  
  Second N = A, or a. Third N = F, or f  
  SNN Keep Federation (Race 1) from stealing Natives from Planet. (Planet Friendly Code). NN = any letters or numbers  
  THE EMPIRE OF THE BIRDS (RACE 3):  
  Honor Device. All Ships with more than ten (10) Crew have this  
  BWI Install a Ship based Warp Interdictor on any Ship (Ship Friendly Code)  
  DBN Any Torpedo Ship can set Remote-Response Beacons. N = Q(uarter), H(alf), T(hree fourths), or A(ll)  
  EWI Engage a Warp Interdictor on any Ship. (Ship Friendly Code)  
  NMI Institutes Martial Law to prevent gambling by Privateers. (Planet Friendly Code).  N = any character  
  RID   Hull Slot 48 (Skyfire Class Cruiser) can scan target Ship  
  SFN Hull Slot 47 (Red Wind Class Carrier) may steal Fighters from another Race. N = any alphanumeric character  
  SNN Keep Federation (Race 1) from stealing Natives from Planet. (Planet Friendly Code). NN = any letters or numbers  
  UMB Any Torpedo Ship can cause Remote Beacons to become Minefields  
  THE FASCIST EMPIRE (RACE 4):  
  BBN Hull Slot 36 (D7 Coldpain Class Cruiser) Crew boards an enemy Starbase. N = anything  
  DNN Planet can destroy a launched Missile. NN = Missile ID #  
  SNN Keep Federation (Race 1) from stealing Natives from Planet. (Planet Friendly Code).  NN = any letters or numbers  
  LBM Any Torpedo Ship of at least Hull tech level 6 launches a Biological Missile  
  LFM Any Torpedo Ship of at least Hull tech level 6 launches an Anti Fighter Missile  
  LMM Any Torpedo Ship of at least Hull tech level 6 launches a Minefield Missile  
  NML Institutes Martial Law to prevent gambling by Privateers. (Planet Friendly Code).  N = any character  
  THE PRIVATEER BANDS (RACE 5):  
  GXX Hull Slot 42 (Lady Royale Class Cruiser) gambles over enemy Planet  
  RID   Hull Slot 48 (Skyfire Class Cruiser) can scan target Ship  
  SNN Keep Federation (Race 1) from stealing Natives from Planet. (Planet Friendly Code). NN = any letters or numbers  
  SFN Hull Slot 47 (Red Wind Class Carrier) may steal Fighters from another Race. N = any alphanumeric character  
  THE CYBORG (RACE 6):  
  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  
  THE CRYSTAL CONFEDERATION (RACE 7):  
  Honor Device. Hull Slot 64 (Onyx Class Frigate) and Hull Slot 66 (Opal Class Torpedo Boat) are equipped with Honor Devices  
  B1C Any Planet builds one Combot  
  MMX Any Ship can move a Web 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  
  OSC Hull Slot 67 (Crystal Thunder Class Carrier) destroys all Fighters in forward Bays of enemy Ship. Can also use Osc, oSc, and osC  
  RAV Hull Slot 6 (Onyx Class Frigate) increases temperature of Planet by 1 degree/turn  
  SNN Keep Federation (Race 1) from stealing Natives from Planet. (Planet Friendly Code). NN = any letters or numbers  
  THE EVIL EMPIRE (RACE 8):  
  B1C Any Planet builds one Combot  
  HYP Hull Slot 68 (Moscow Class Escort) can Hyperjump  
  NML Institutes Martial Law to prevent gambling by Privateers (Planet Friendly Code) N = any character  
  PAC Hull Slot 76 (Super Star Carrier) improves moral of Planetss Natives  
  SNN Keep Federation (Race 1) from stealing Natives from Planet. (Planet Friendly Code). NN = any letter or number  
  MIG Hull Slot 73 (Mig Class Scout) can destroy Remote Beacons  
  THE ROBOTIC IMPERIUM (RACE 9):  
  DEC Hull Slot 84 (Pawn Class Baseship) detects enemy Cloakers  
  MDN Any Ship with Hull Mass greater than 100 can transport Minerals to distant Planets. N = M, D, T, N, or S  
  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  
  THE REBEL CONFEDERATION (RACE 10):  
  Ship Hull 90 (Sage Class Frigate) and Ship Hull 91 (Deep Space Scout) are equipped with Honor Devices  
  DSB Any Ship constructs a Deep Space Base  
  HYP Ship Hull 90 (Sage Class Frigate) can Hyperjump  
  NML Institutes Martial Law to prevent gambling by Privateers (Planet Friendly Code) N = any character  
  SBN Any Ship with more than 10 Crew can Sabotage enemy Starbase. N = any character  
  SNN Keep Federation (Race 1) from stealing Natives from Planet. (Planet Friendly Code). NN = any letters or numbers  
  THE MISSING COLONIES OF MAN (RACE 11):  
  FBA Any Carrier can send Fighters to attack enemy Starbase  
  IOC   Any Ship can manipulate an Ion Storm.  First character of Ship name must be N, I, D, S, W, R, or L. Second and Third characters of Ship name must be ID # of Ion Storm
  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