Ability Glossary

Offensive
{| class="article-table" ! Command/Ability* !Icon ! Typical Unit(s) ! Description

Attack Object

 * Attack.png
 * All units with a standard weapon
 * By specifically targeting an enemy, battle units will ignore other distractions as they rip apart their foe.

Attack Land

 * Attack.png
 * All units with a standard weapon
 * By targeting a region with the "Attack" command, commanders set a tactical destination for their squad. Units move to the destination point, but stop to annihilate any enemy units.

Air Bombard (F)

 * Deploy, build up.png
 * Ballista and Trebuchet
 * Launching destructive flak high into the air, special artillery units can decimate entire air fleets. However, such devastation comes at a cost. Flak units take considerable amounts of preparation and must be installed with the “Air Bombard" ability. To adjust their positions, Flak units must release their installation with the "Air Bombard release" ability.

Air Bombard release (F)

 * Release.png
 * Ballista and Trebuchet

Bombard

 * Deploy, build up.png
 * Arbalest and Trebuchet
 * Specialized artillery-rigs lob devastating mortar rounds across huge expanses through the "Bombard" ability. "Bombard" preps and installs the artillery units with precise coordinates for their mortar rounds. To set new coordinates, commanders must release their artillery unit with the "Bombard release" command and then reinstall in the desired direction.

Bombard release

 * Release.png
 * Arbalest and Trebuchet

Alt-Charge

 * Air Mine.png
 * Albatross
 * Special aerial units can cover the skies with invisible alt-charges that detonate upon impact with unsuspecting airships. Friendly units do not trigger alt-charges. However exploding alt-charges indiscriminately damage friends and foes alike.

Carpet Bombing

 * Bombardment.png
 * War Pigeon
 * Aerial bombing units can drop a payload of devastating bombs on vulnerable ground troops. By using carpet bombing techniques, the bomber can continuously unload vast quantities of explosives to lay waste to large areas of land. The massive bombs explode with such force as to ignore any armor. Bombers can selectively carpet bomb specific areas in order to conserve their limited energy reserves.

Deploy Mine/ Deploy EMP Mine

 * Deploy, build up.png
 * Sapper
 * Certain specialized units are capable of placing mines that detonate when enemy units are detected within the mine’s range. A variety of mines are available, including EMP mines, which drain energy. Deployed mines only detonate upon impact with an enemy unit, but the actual mine blasts cripple friend or foe indiscriminately

Deploy Chemical Mine

 * Chenical mine.png
 * Sapper
 * Behaves like a Normal or EMP Mine, but in place of high dmg it reduces the speed by 50% for several Seconds.

Self-destruct

 * Self-destruct.png
 * Sapper
 * Some battles require desperate actions, and as a last resort effort, certain units can go out in a blaze of glory by selfdestructing. Self-destruction causes massive damage to all units within the blast proximity. The self-destruct process sounds a siren before exploding to warn all nearby allies of the impending destruction. The self-destructing unit cannot move.

Earthquake

 * Earthquake.png
 * Revenant
 * By smashing their powerful fist into the ground with the assistance of an amplifying oscillator, special Gaia-Frames release tremendous amounts of energy throughout a wide area. The force of the impact outwardly damages all nearby enemy ground forces. The Earthquake ability takes several minutes to charge before each use.

EMP Attack

 * Attack.png
 * Wraith
 * Electromagnetic Pulse (EMP) weapons deliver no damage, but disrupt the power systems of their target, effectively draining some of its energy. These specialized weapons are all but useless against aliens. They also tend to consume much energy when used. To use the EMP attack, activate this ability before firing upon a target. By disabling the EMP attack, the unit reverts back to their normal weapon.

EMP Grenade

 * Granade.png
 * Daeva
 * EMP grenade explosions generate powerful electromagnetic pulses that impair enemy power supplies. The moderate blast radius from EMP grenades can hinder several units at once.

Grenade

 * Granade.png
 * Daeva
 * Some ground specialists can lob grenades that explode upon impact, sending dangerous shrapnel into nearby units. Grenades are especially useful against squads traveling in tight formations.

Fusion Storm

 * Fusion Storm.png
 * Condor
 * The fusion storm attack fires a gigantic beam of energy, electrifying airborne craft nearby. Because of the enormous energy required for a fusion storm attack, fusion generators require time to build up enough power to fire. The fusion storm ignores armor and drains a percentage of its target's current Health, making it most effective against powerful foes.

IRBM

 * IRBM.png
 * Spectre
 * Units with specialized storage bays can carry several Intermediate Range Ballistic Missiles (IRBM) into combat. These powerful missiles require long charge times before they can be deployed. Successful IRBM hits cause massive destruction to a large area. A siren warns of a pending IRBM strike.

Snipe

 * Deploy, build up.png
 * Apparition
 * Specialized sniper units can pick off enemies from a distance. Snipers must install to ensure the accuracy of their shots. Snipers utilize specialized scopes that emit a red laser (visible only by allies) to ensure pinpoint accuracy

Snipe release

 * Release.png
 * Apparition

D Virus Kill
* Ability shortcut shown in Bold where applicable.
 * Granade.png
 * Virus
 * The Virus can plant deadly explosives on enemys with a clocktimer that deals damage to friend and foe alike. The Ability has to charge first and consumes a insane amount of energy. A unit can only deploy one such device at the time.
 * }

Defensive
{| class="article-table" !Command/Ability* !Icon !Typical Unit(s) !Description

Heal
Gear-Doc
 * Heal, Refule.png
 * Medic and
 * Medical kits can be used to heal Infantry and Organic units during combat. While energy intensive and often too slow to keep an embattled unit alive, medikits are excellent for regrouping and rallying weakened forces.

Repair
Gear-Doc
 * Heal, Refule.png
 * Medic and
 * Specially trained units equipped with a toolkit can increase the longevity of an army by providing life extending repairs to damaged mobile and aviation units.

U Heal install mode

 * Deploy, build up.png
 * Triage
 * The Triage must Install and become immobile to heal or repair allies. In this state every wounded units will be healed if it moves over it. The Triage can still teleport Units to its position in the heal area.

U Heal install mode release

 * Release.png
 * Triage

IRBM Defense/ IRBM Defense release

 * IRBM defense.png
 * Liche
 * This missile defense system utilizes a sophisticated targeting computer to shoot incoming enemy IRBM out of the sky before they can impact allied forces. Due to its complexity and high-energy consumption, this defense system can only cover a precise region and only for a limited period of time.

Mine detector

 * Mine detector.png
 * Sapper
 * Sci-Frames trained in detecting mines can swiftly neutralize an entire enemy minefield with a single mine detector.

Neutron Shield

 * Neutron.png
 * Leviathan
 * The neutron shield grants temporary invincibility to a unit by covering it in a coat of highly charged molecules. However, due to the intense energy drain when enabled, the Neutron Shield disables all weapon systems. Units cannot capture a POC with the Neutron Shield enabled.

Shield install/ Shield release
* Ability shortcut shown in Bold where applicable.
 * Defense Field.png
 * Orbus
 * The shield ability generates a force shield around a large area, absorbing some of the damage from enemies. Shields generally require large amounts of energy and must be installed.
 * }

Movement
{| class="article-table" !Command/Ability* !Icon !Typical Unit(s) !Description

Afterburner

 * Afterburn.png
 * Most Aviation
 * Many aircraft can utilize energy intensive afterburners for short bursts of increased speed. Afterburners generally consume high amounts of energy and do not provide long term solutions to mobility problems. However, the speed boost granted by afterburners can be the difference between escaping deadly flak or falling to the ground as a burning heap of metal.

Booster

 * Afterburn.png
 * Most Mobile
 * By utilizing boosters, ground units can substantially increase their mobility. Boosters generally consume large amounts of energy and therefore only function effectively for a short duration.

Anti-gravity harness
Gryphon
 * Anti-gravity.png
 * Infantry and
 * Anti-gravity harnesses allow units to levitate over the ground. Units utilizing an anti-gravity harness can float over enemy mines unharmed and also move without leaving tracks.

Install
and Mantlet
 * Deploy, build up.png
 * Red-Eye
 * Some units must install their complex equipment to operate special abilities. For instance, units can only employ Radar when installed. While installed, units sacrifice all mobility.

Install release

 * Release.png

Link Gate

 * Gate.png
 * Orbus
 * Utilizing special warp technology, commanders can link up distant Orbus to create a gateway between the two units. Units wishing to teleport between the two gates need to stop within the outgoing area of the link, where they are then instantly teleported to the incoming area of the linked Orbus.

Phasing
Mobile and Organics
 * Infantry,
 * Infantry,
 * Phasing greatly enhances the mobility of otherwise slow and lumbering units. Phasic units can instantly teleport across large regions via a transport unit equipped with a "phasic generator" (see Teleport). Vehicles, Infantry and Organics become phasic by equipping special phasic armor, biodrive or misc.

Teleport

 * Phase.png
 * Orbus
 * Phase generators allow commanders to teleport allies across large regions. When a transport unit is equipped with a phase generator, it can instantly teleport any allied phasic vehicle or infantry to a location near it. Vehicles and infantry become phasic by equipping special armor or a "phase facilitator".

Transport in

 * Transport in.png
 * Roc
 * Certain aircraft function as massive transport vehicles, enhancing the mobility of otherwise sluggish ground units. Transport units can "Transport in" a ground unit into their storage bays. Upon reaching their destination, they can then "Transport out" the unit to its new location. Each unit with this ability can only transport one unit at a time.

Transport out

 * Drop.png
 * Roc

Move

 * Move.png
 * All
 * Commanders can command their units to "Move", cause sometimes the space to give the command is to small for only using the mice.

Stop

 * Stop.png
 * All
 * Commanders can command their units to "Stop" and ignore the chaos of the battle around them. Units given the "Stop" command only fire upon units within their range and do not stray from their position until given a new order.

Warp
* Ability shortcut shown in Bold where applicable.
 * Warp.png
 * Medic
 * A Special personal Phase generator allows the Medic to teleport itself to a allyed Unit.
 * }

Espionage
{| class="article-table" !Command/Ability* !Icon !Typical Unit(s) !Description

Camouflage
Apparition
 * Camouflage.png
 * Revenant and
 * Camouflage items allow units to hide undetected against enemy units. Camouflage units cannot attack, move, or capture a POC while hidden. If a camouflage unit was targeted before enabling its ability, the opposing unit continues to fire.

Cloak
Pegasus, and Falcon
 * Cloak.png
 * Infantry,
 * Cloak gives units the ability to disappear from enemy sights. Although hidden from the enemy, the cloaked units leave behind a disruption trail, allowing sharpeyed commanders to know their approximate locations. Units can target cloaked enemies by manually targeting them. Cloaked units cannot capture a POC.

Disguise

 * Disguise.png
 * Imp
 * Disguise allows a unit to masquerade as enemy troops and sneak deep behind enemy lines. Units that are disguised appear the same color as enemy troops, yet their status bars do not show up to the enemies. To attack disguised units, they must be manually targeted.

Flare

 * Flare.png
 * Banshee
 * Units equipped with powerful flares can function as scouts and spotters for allies. Flares briefly uncover hidden regions to assist allies in arranging offenses.

Radar

 * Radar.png
 * Red-Eye
 * Radar systems are extremely useful for detecting enemy forces. When used, the Mini-map will reveal to all allies the location of all forces in the province. The radar is only active for a brief moment, which is long enough to identify concentrations of enemies and their current courses of movement.

Radar Evasion

 * Radar Evasion.png
 * Spirit
 * By equipping special stealth equipment, certain units can conceal their presence to radar sweeps. Stealth equipment also dampens the imprint of enemy sensors, effectively reducing the enemy range against the evading unit.

Radar Jam

 * Radar Jam.png
 * Red-Eye
 * The powerful radar jammer generates huge distortions that jam enemy sensors, reducing their ability to share important visual information. This disruption masks their Mini-maps. However, radar jammers require enormous amounts of energy to create the necessary disruption flux.

Tachyon Sweep
Owl
 * Tachyon Sweep.png
 * Manta, Onnir, Albatross and
 * Certain units can utilize special detection items to uncover enemy espionage units. The detectors are usually highly specific to which type of espionage forms they detect. They also can only detect hidden enemies within a small radius.

Unit Inspection
* Ability shortcut shown in Bold where applicable.
 * Radar.png
 * Red-Eye
 * Some reconnaissance units can utilize the unit inspection ability to determine specific attributes of individual units. Inspection technology can precisely determine an enemy’s endurance, providing valuable information for you and your allies.
 * }

Miscellaneous
{| class="article-table" !Command/Ability* !Icon !Typical Unit(s) !Description

Mind Warp
Medic
 * Mind Warp.png
 * Spirit and
 * The mind warp attack confuses Organic and Infantry units, causing confusion to the victim. When afflicted by mind warp, a unit loses its telepathic link with its owner and often attacks nearby friendly units.

Refuel
Organic
 * Heal, Refule.png
 * All except
 * Energy couplers allow units to transfer power from one unit to another. The two units do not need to be using the same type of power supply; Energy is Energy. However, the transfer process is not 100% efficient. Larger and/or more advanced couplers are generally more efficient.

U Heal install mode

 * Deploy, build up.png
 * Volte
 * The Volte must Install and become immoblie to refuel allies. In this state every Unit that has not full energy will be refueled if it moves close or over it.

U Heal install mode release

 * Release.png
 * Volte

Short Circuit

 * Short Circuit.png
 * Spirit
 * Short circuit grenades developed for special-operative units temporarily debilitate the electrical systems of Mobile and Aviation units. However, Organic and Infantry units are immune to any detrimental effects.

Exp Booster
Organic * Ability shortcut shown in Bold where applicable.
 * All except
 * All except
 * Exp Boosters are Equipment Parts that gives a units a a increased Exp gain. Alldo the boost is low 2%, 4% and 6% the Infantry Units can even get up to 8% by combine 2 Equipment Parts.
 * }

Source: http://www.sgalaxy.com/gameinfo/SGManual.pdf