Offense

Offensive Commands and Abilitys with description
{| class="article-table" ! Command/Ability ! Typical Unit(s) ! Description

Attack Object

 * 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

 * 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/Air Bombard release

 * 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.

Bombard/ Bombard release

 * 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.

Alt-Charges

 * 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

 * 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

 * 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

Earthquake

 * 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

 * 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

 * 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.

Explosive

 * Sapper
 * Some Sci-Frames can plant deadly explosives to detonate from afar with precise timing, ambushing unwary enemies. Sci-Frame units must first carefully set the explosive device before they can detonate it. A unit can only deploy one such device at any time.

Fusion Storm

 * 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.

Grenade

 * 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.

IRBM

 * 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.

Self-destruct

 * 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.

Snipe/ Snipe release
* Ability shortcut shown in Bold where applicable.
 * 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
 * }

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