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	<updated>2026-04-14T06:00:20Z</updated>
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		<id>http://test.zero-k.info/mediawiki/index.php?title=Commander&amp;diff=7287</id>
		<title>Commander</title>
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		<updated>2021-02-14T12:22:37Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Mirriad of changes as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
= Commander intro =&lt;br /&gt;
&lt;br /&gt;
At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your desired playstyle will determine which of the commanders would suit you best, which are summarized in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  || HP || Speed || Can Jump || Build Power || Modules&lt;br /&gt;
|-&lt;br /&gt;
| '''Strike'''   || High || Fast|| No || Normal || Versatile&lt;br /&gt;
|-&lt;br /&gt;
| '''Guardian''' || Excellent || Medium || No || Normal || Powerful&lt;br /&gt;
|-&lt;br /&gt;
| '''Recon'''    || Low || Fast || Yes || Lower || Light&lt;br /&gt;
|-&lt;br /&gt;
| '''Engineer''' || Medium || Slow || No || Improved || Support&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your commander can be configured with a variety of [[#Module types|Modules]] to better suit your playstyle. A commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level you are given the option to spend metal to attach new modules.&lt;br /&gt;
&lt;br /&gt;
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected. &lt;br /&gt;
&lt;br /&gt;
Commanders start at Level 1 with a Beam Laser and a radar module attached. &lt;br /&gt;
&lt;br /&gt;
At Commander Level 2, it is possible to replace your starting [[#Weapon types|Weapon]].&lt;br /&gt;
&lt;br /&gt;
At Commander Level 4, a second weapon (or a [[#Weapon types|Special Weapon]]) can be added. Some weapons at this level require the use of both hands. If the weapon upgrade slot is left empty, your commander is given a second Beam Laser for free. &lt;br /&gt;
&lt;br /&gt;
Each added level past level 2 gives the commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer commanders will also gain additional build power with each level.&lt;br /&gt;
&lt;br /&gt;
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.&lt;br /&gt;
&lt;br /&gt;
= Modules and weapons =&lt;br /&gt;
&lt;br /&gt;
== Number of slots per level ==&lt;br /&gt;
&lt;br /&gt;
Commanders start at level 1. The number of modules and weapons increases with levels.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! +&lt;br /&gt;
|-&lt;br /&gt;
| Base [[File:Ibeam.png|20px]] cost || -&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; ||75 || 100 || 650 || 200 || +100&lt;br /&gt;
|-&lt;br /&gt;
| Base time || - || 2 || 6 || 30 || 8 || ++&lt;br /&gt;
|-&lt;br /&gt;
| Total Weapon slots || 0 || 1 || 1 || 2 || 2 || +0&lt;br /&gt;
|-&lt;br /&gt;
| Total Module slots || 0 || 1 || 3 || 5 || 8 || +3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipping weapons and modules costs additional metal. Morph time is partly dependant on the metal cost.&lt;br /&gt;
&lt;br /&gt;
== Module types ==&lt;br /&gt;
Modules have &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; names in the unlock list, although their icon color depends on their nature. They fall into four categories.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png&lt;br /&gt;
&lt;br /&gt;
These modules are able to be stacked up to 8 times. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt;.&lt;br /&gt;
This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP, and should be used with caution as too much will leave the commander a sitting duck.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Advanced targeting system&lt;br /&gt;
| +7.5% range for all weapons. -1 speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Damage booster&lt;br /&gt;
| +10% damage for all weapons. -1 speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High density plating&lt;br /&gt;
| +1600 HP, -3 speed. Requires Ablative armor plates.&lt;br /&gt;
| 400&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Ablative armor plates&lt;br /&gt;
| +600 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Companion drone&lt;br /&gt;
| +1 [[Firefly|Weak attack drone]]&lt;br /&gt;
| 200&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Battle drone&lt;br /&gt;
| +1 [[Viper|Drone with slowing laser]], requires Companion drone.&lt;br /&gt;
| 350&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Carrepairer's nanolathe&lt;br /&gt;
| +4 Buildpower&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High power servos&lt;br /&gt;
| +3 speed&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Autorepair system&lt;br /&gt;
| +10 HP/sec, -100 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png&lt;br /&gt;
&lt;br /&gt;
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Req. level&lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Area shield conversion&lt;br /&gt;
| Upgrades Personal shield. Larger shield (same as [[Aspis]]) &amp;lt;br&amp;gt; Prevents commander from cloaking&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘  || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘  || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Cloaking field&lt;br /&gt;
| Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to [[Iris]]&amp;lt;br&amp;gt; 15 E/s upkeep&lt;br /&gt;
| 600&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Field radar&lt;br /&gt;
| Basic radar with 1800 elmo range&lt;br /&gt;
| 75&lt;br /&gt;
| 1 (Free)&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Lazarus device&lt;br /&gt;
| Commander can resurrect wrecks same as [[Athena]]&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal cloak&lt;br /&gt;
| Cloaks the commander &amp;lt;br&amp;gt; Does not work with shields and slows down commander by -8 speed&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal shield&lt;br /&gt;
| Small shield with 1250 HP, no upkeep &amp;lt;br&amp;gt; Prevents commander from cloaking&lt;br /&gt;
| 300&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Radar jammer&lt;br /&gt;
| 500 elmo range&lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Boosters ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png&lt;br /&gt;
&lt;br /&gt;
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 2 commander. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;purple&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Weapon&lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Disruptor ammo&lt;br /&gt;
| Reduced direct damage by 25%. Add slow damage equal to 2X damage.&lt;br /&gt;
| 300&lt;br /&gt;
| Shotgun &amp;lt;br&amp;gt; Machine gun &amp;lt;br&amp;gt; Light/Heavy particle beam&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Flux amplifier&lt;br /&gt;
| Improves stun duration by 2 seconds and EMP damage by 25%.&lt;br /&gt;
| 300&lt;br /&gt;
| Lightning rifle &amp;lt;br&amp;gt; Multi stunner&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Napalm warhead&lt;br /&gt;
| Set targets on fire. Increased AoE by 25% and reduced direct damage by 25%.&lt;br /&gt;
| 350&lt;br /&gt;
| Riot cannon &amp;lt;br&amp;gt; Rocket launcher&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon types ==&lt;br /&gt;
There are 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png&lt;br /&gt;
&lt;br /&gt;
These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!Beam Laser&lt;br /&gt;
| 330 || || || 150 &lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Default weapon. Constant beam&lt;br /&gt;
|-&lt;br /&gt;
! Flame thrower&lt;br /&gt;
| 270 || 0.17 || 11 || 66&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
| Sets units on fire for 15s(15 DPS)&amp;lt;br&amp;gt;Pierces units&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
! Heatray&lt;br /&gt;
| 300 || 0.1 || 0 - 45 ||0 - 450 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; |✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ &lt;br /&gt;
| Damage falls off linearly with range&lt;br /&gt;
|-&lt;br /&gt;
! Heavy particle beam&lt;br /&gt;
| 390 || 3.1 || 800 || 258&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Replaces all other weapons&amp;lt;br&amp;gt;Mounted on second weapon slot&lt;br /&gt;
|-&lt;br /&gt;
! Light particle beam&lt;br /&gt;
| 300 || 0.33 || 70 || 210&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Lightning Rifle&lt;br /&gt;
| 300 || 1.83 || 220+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt; || 120+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;300&amp;lt;/font&amp;gt;&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| [[Weapon_classes#EMP|EMP]] duration: 1s&lt;br /&gt;
|-&lt;br /&gt;
! Machine Gun&lt;br /&gt;
| 285 || 0.17 || 30 || 180&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Missile launcher&lt;br /&gt;
| 415 || 1 || 80 || 80&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Homing&lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 300 || 1.63 || 220 || 135&lt;br /&gt;
|style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; |✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| AoE&lt;br /&gt;
|-&lt;br /&gt;
! Rocket launcher&lt;br /&gt;
| 430 || 3 || 360 || 120&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Not Homing&lt;br /&gt;
|-&lt;br /&gt;
! Shock Rifle&lt;br /&gt;
| 600 || 12 || 1512 || 125&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Replaces all other weapons&amp;lt;br&amp;gt;Mounted on second weapon slot&lt;br /&gt;
|-&lt;br /&gt;
! Shotgun&lt;br /&gt;
| 290 || 2 || 32x12 (384) || 192&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png&lt;br /&gt;
&lt;br /&gt;
Special weapons have a long reload time and must be manually aimed with the 'D' key. They are only affected by stackable modules. They are &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;orange&amp;lt;/font&amp;gt; and can only be put on the level 4 weapon slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Special Notes &lt;br /&gt;
|-&lt;br /&gt;
! Cluster bomb&lt;br /&gt;
| 360 || 30  || 300x8 (2400)|| 80 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Bomblets spread (like a shotgun)&lt;br /&gt;
|-&lt;br /&gt;
! Concussion shell&lt;br /&gt;
| 450 || 25 ||750 || 30&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Has Impulse (Tosses some units)&lt;br /&gt;
|-&lt;br /&gt;
! Disintegrator&lt;br /&gt;
| 200 ||30  ||2000 || 46.67&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Directed burst of energy&amp;lt;br&amp;gt;Damage varies on unit size&lt;br /&gt;
|-&lt;br /&gt;
! Disruptor bomb&lt;br /&gt;
| 450 ||25 ||350+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;2100&amp;lt;/font&amp;gt; || 14+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; &lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| [[Weapon_classes#Slow|Slow Effect]], Has large AOE (512)&lt;br /&gt;
|-&lt;br /&gt;
! Hellfire grenade&lt;br /&gt;
| 450 || 25||200 || 8&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Sets an area on &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;fire&amp;lt;/font&amp;gt; (45s,40dps+3s &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;burning&amp;lt;/font&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
! Multistunner&lt;br /&gt;
| 360 || 25||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;800&amp;lt;/font&amp;gt; x 16 (&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;8800&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;12800&amp;lt;/font&amp;gt;) ||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;352&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;512&amp;lt;/font&amp;gt;&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Affected by flux amplifier. Max &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;[[Weapon_classes#EMP|EMP]]&amp;lt;/font&amp;gt; time: 8s [upgraded: 10s]&lt;br /&gt;
|-&lt;br /&gt;
! SLAM&lt;br /&gt;
| 700 ||30 || 1512|| 50.4&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Tactical Missile with high vertical arc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Key: &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;EMP Damage&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Slow Damage&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are 4 types of commander chassis to choose for a battle.&lt;br /&gt;
&lt;br /&gt;
You can configure custom commanders based on these chassis on your user page; you must be logged in to the Zero-K website and go to: https://zero-k.info/My/Commanders.  These custom commanders may be selected at the beginning of the game in multiplayer matches.  You will still need to upgrade them as usual, but the upgrade options are filled in to your preferences.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Metal Production''' || 5 / s || &amp;amp;nbsp;&amp;amp;nbsp; || '''Energy Production''' || 8 / s  &lt;br /&gt;
|-&lt;br /&gt;
| '''Beam Range''' || 330 || &amp;amp;nbsp;&amp;amp;nbsp; || '''HP Regen''' || 5 / s&lt;br /&gt;
|-&lt;br /&gt;
| '''Sight Distance'''|| 500 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Sonar Distance''' || 500 &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Power''' || 10 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Power (Engineer)''' || 12+ &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Range''' || 144 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Range (Engineer)''' || 220+ &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Metal and energy production come from a unique '''Vanguard economy module'''.  Any resurrected commanders will have lost this module and produce no resources. Engineer commanders gain additional build power and range with levels.&lt;br /&gt;
&lt;br /&gt;
== Chassis list ==&lt;br /&gt;
Note that '''attributes on level 1 and level 2 are equal'''. Morphing to level 2 provides no bonus other than the weapon and module slot.&lt;br /&gt;
&lt;br /&gt;
=== Strike Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* All rounder&lt;br /&gt;
* Good health and highest speed (43.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus on top of the base 5 HP/second&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 4200 || HP: 4200 || HP: 4600&amp;lt;br /&amp;gt;Bonus regen: 5|| HP: 5200&amp;lt;br /&amp;gt;Bonus regen: 11|| HP: 5800&amp;lt;br /&amp;gt;Bonus regen: 20||HP: 6400&amp;lt;br /&amp;gt;Bonus regen: 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Best HP&lt;br /&gt;
* Medium speed (40)&lt;br /&gt;
* Gains more HP from increased levels than other chassis do&lt;br /&gt;
* Able to use most non-exotic weapons&lt;br /&gt;
* Gains free companion and battle drones with levels&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 4400&amp;lt;br /&amp;gt;Light Drones: 1||HP: 4400&amp;lt;br /&amp;gt;Light Drones: 1||HP: 5000&amp;lt;br /&amp;gt;Light Drones: 2||HP: 5700&amp;lt;br /&amp;gt;Light Drones: 2||HP: 6600&amp;lt;br /&amp;gt;Light Drones: 2&amp;lt;br /&amp;gt;Heavy Drones: 1||HP: 7600&amp;lt;br /&amp;gt;Light Drones: 3&amp;lt;br /&amp;gt;Heavy Drones: 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest HP&lt;br /&gt;
* Highest Speed (43.5)&lt;br /&gt;
* Can Jump&lt;br /&gt;
* Uses light weapons&lt;br /&gt;
* Has lowest buildpower (8 instead of 10)&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 3250||HP: 3250||HP: 3400||HP: 3600||HP: 3800||HP: 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest speed (39)&lt;br /&gt;
* Low HP&lt;br /&gt;
* Gains buildpower and small amount of build range with levels&lt;br /&gt;
* Increased build range (220 + 12/level, up to 280, compared to 144 for others) &lt;br /&gt;
* Fewer direct damage weapons &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 3800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 14||HP: 4000&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4300&amp;lt;br /&amp;gt;Buildpower: 18||HP: 4600&amp;lt;br /&amp;gt;Buildpower: 21||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 24&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Exact effects of attribute modifiers =&lt;br /&gt;
Attribute modifiers are applied in this order:&lt;br /&gt;
* Commander Chassis absolute statistics&lt;br /&gt;
* Percentage modifiers both from modules and chassis&lt;br /&gt;
* Absolute modifiers&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% damage modules multiply a commander's damage by 1.5 instead of by 1.1^5 = 1.61.&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from weapon boosters and converters are cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon, rather than adding a bonus.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Firefly&amp;diff=7286</id>
		<title>Firefly</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Firefly&amp;diff=7286"/>
		<updated>2021-02-14T12:15:38Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (range 180-&amp;gt;150 elmo) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an attack drone.{{ Infobox zkunit&lt;br /&gt;
| name = Firefly&lt;br /&gt;
| defname = dronelight&lt;br /&gt;
| description = Attack Drone&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/dronelight.png&lt;br /&gt;
| icontype = fighter&lt;br /&gt;
| cost = 20&lt;br /&gt;
| hitpoints = 180&lt;br /&gt;
| movespeed = 210&lt;br /&gt;
| turnrate = 131&lt;br /&gt;
| sight = 500&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Particle Beam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 32&lt;br /&gt;
	| reloadtime = 0.80&lt;br /&gt;
	| dps = 40&lt;br /&gt;
	| range = 150&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 10&lt;br /&gt;
	| timetoenable = 10.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Firefly is an attack drone with a weak high precision pulse laser. They can protect their parent unit from light enemy units. They do not share stealth with it though, so they can also betray the presence of a cloaked commander.&lt;br /&gt;
&lt;br /&gt;
A Firefly can be created by adding the Companion Drone module to a [[Commander]].&lt;br /&gt;
&lt;br /&gt;
The Guardian Commander can spawn in one Firefly for free at level 1, and gains an additional Firefly at levels 3 and 5.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Viper&amp;diff=7285</id>
		<title>Viper</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Viper&amp;diff=7285"/>
		<updated>2021-02-14T12:15:36Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (range 240-&amp;gt;200 elmo) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an advanced battle drone.{{ Infobox zkunit&lt;br /&gt;
| name = Viper&lt;br /&gt;
| defname = droneheavyslow&lt;br /&gt;
| description = Advanced Battle Drone&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/droneheavyslow.png&lt;br /&gt;
| icontype = gunship&lt;br /&gt;
| cost = 35&lt;br /&gt;
| hitpoints = 430&lt;br /&gt;
| movespeed = 150&lt;br /&gt;
| turnrate = 131&lt;br /&gt;
| sight = 500&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulse Beam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 200&lt;br /&gt;
	| reloadtime = 2&lt;br /&gt;
	| dps = 100&lt;br /&gt;
	| slowdamage = 400&lt;br /&gt;
	| slowdps = 200&lt;br /&gt;
	| range = 200&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 10&lt;br /&gt;
	| timetoenable = 10.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Viper is an advanced battle drone similar to the Firefly but equipped with a Disruptor Pulse Beam, slowing its targets more with each hit.&lt;br /&gt;
&lt;br /&gt;
A Viper can be created by adding the Battle Drone module to a [[Commander]].&lt;br /&gt;
&lt;br /&gt;
The Guardian Commander can spawn in one Viper for free at level 4, and gains an additional Viper at level 6.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Snitch&amp;diff=7284</id>
		<title>Snitch</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Snitch&amp;diff=7284"/>
		<updated>2021-02-14T12:12:09Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (decloak radius 75-&amp;gt;80 elmo) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a burrowing &amp;quot;crawling&amp;quot;/mobile bomb from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Snitch&lt;br /&gt;
| defname = shieldbomb&lt;br /&gt;
| description = Crawling Bomb (Burrows)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldbomb.png&lt;br /&gt;
| icontype = walkerbomb&lt;br /&gt;
| cost = 160&lt;br /&gt;
| hitpoints = 60&lt;br /&gt;
| movespeed = 120&lt;br /&gt;
| turnrate = 593&lt;br /&gt;
| sight = 240&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Explosion&lt;br /&gt;
	| damage = 1201&lt;br /&gt;
	| aoe = 192&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| customdata1 = Only when idle&lt;br /&gt;
	| customdata2 = Free and automated&lt;br /&gt;
	| decloakradius = 80&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Instant self-destruction&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This fast-moving suicide unit is very good against massed units, particularly assault tanks. It features a cloaking device which is automatically activated once the unit stands still, effectifely turning it into a mine. Chain explodes terribly, so best not to mass it. Counter with defenders and missile trucks, or single cheap units to set off a premature detonation.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Imp&amp;diff=7283</id>
		<title>Imp</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Imp&amp;diff=7283"/>
		<updated>2021-02-14T12:12:06Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (decloak radius 75-&amp;gt;80 elmo) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an all terrain burrowing [[Weapon_classes#EMP|EMP]] bomb from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Imp&lt;br /&gt;
| defname = cloakbomb&lt;br /&gt;
| description = All Terrain EMP Bomb (Burrows)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakbomb.png&lt;br /&gt;
| icontype = spiderbomb&lt;br /&gt;
| cost = 120&lt;br /&gt;
| hitpoints = 50&lt;br /&gt;
| movespeed = 126&lt;br /&gt;
| turnrate = 593&lt;br /&gt;
| sight = 240&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = EMP Explosion&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| empdamage = 2500&lt;br /&gt;
	| empdps = 0&lt;br /&gt;
	| stuntime = 16&lt;br /&gt;
	| aoe = 176&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| customdata1 = Only when idle&lt;br /&gt;
	| customdata2 = Free and automated&lt;br /&gt;
	| decloakradius = 80&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Instant self-destruction&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Imp relies on its speed and small size to dodge inaccurate weapons, especially those of assaults and many skirmishers. It can paralyze heavy units or packs of lighter raiders which cannot kill it before it is already in range. Reavers or Glaives can then eliminate the helpless enemies without risk. Counter with defenses or single cheap units to set off a premature detonation. This unit [[Cloak|cloaks]] when otherwise idle.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Imp is best used defensively - it is easier to kill a stunned enemy within your territory than within the enemy's.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Iris&amp;diff=7282</id>
		<title>Iris</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Iris&amp;diff=7282"/>
		<updated>2021-02-14T12:11:05Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (cloak and jammer radiuses 440-&amp;gt;400 elmo) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an area cloaker/jammer walker from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Iris&lt;br /&gt;
| defname = cloakjammer&lt;br /&gt;
| description = Area Cloaker/Jammer Walker&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakjammer.png&lt;br /&gt;
| icontype = kbotjammer&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 415&lt;br /&gt;
| energy = -1.5&lt;br /&gt;
| sight = 400&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
        | name = Radar Jammer&lt;br /&gt;
	| jam = 400&lt;br /&gt;
	}}&lt;br /&gt;
        {{ Infobox zkability cloak&lt;br /&gt;
	| name = Area Cloak&lt;br /&gt;
	| radius = 400&lt;br /&gt;
	| upkeep = 15&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability morph&lt;br /&gt;
	| to = [[Cornea]]&lt;br /&gt;
	| cost = 0&lt;br /&gt;
	| time = 30&lt;br /&gt;
	| disabled = Yes&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Iris has a jamming device to conceal your units' radar returns. It also has a small [[Cloak|area cloaker]] to hide friendly nearby units from enemy sight. It hides units in a smaller range and uses more energy than its stationary cousin, the [[Cornea]], and is able to transform into a Cornea at no additional cost.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
&lt;br /&gt;
Having no weapons of its own, the Iris acts as a force multiplier for your other units, cloaking them from enemy view. This makes the Iris especially helpful at dealing with enemy skirmishers (such as [[Ronin]]s or [[Fencer]]s), artillery (such as [[Firewalker]]s or [[Merlin]]s), anti-heavy sniper units (such as [[Phantom]]s or [[Lance]]s), and even static defenses (such as [[Picket]]s, [[Stinger]]s, or even [[Cerberus]]) which normally won't fire at cloaked targets until they're revealed. As a result, the Iris effectively prevents longer-ranged enemy units from skirmishing any of your slower, shorter-ranged assaults (such as [[Knight]]s), riots (such as [[Reaver]]s), and even striders (such as [[Dante]]s or even [[Detriment]]s), allowing them to sneakily close the distance towards the enemy's units before coming under fire, so long as your units remain under the Iris's cloaking field, and so long as they don't shoot or take damage.&lt;br /&gt;
&lt;br /&gt;
Note that the Iris itself is very fragile, and if it is killed, you may find your units in dangerous positions outside the safety of your lines.&lt;br /&gt;
&lt;br /&gt;
In addition to its traditional role, the Iris can also be used to deliver bombs (such as [[Imp]]s and [[Snitch]]es) to the heart of enemy unit clusters. When used correctly, this can be a very efficient counter to [[Shieldbot_Factory#Tactics_and_Strategy|shield balls]].&lt;br /&gt;
&lt;br /&gt;
Remember that the Iris (along with the [[Aspis]]) is amphibious, so it can be used to cloak friendly [[Shipyard|ships]], [[Amphbot Factory|amphbots]], [[Hovercraft Platform|hovercraft]], [[Reef]]s, [[Shogun]]s, and even [[Detriment]]s. Also remember that the [[Athena]] can build Irises (along with Aspis), so there's always an opportunity to build them without needing a [[Cloakbot Factory]], even if the battle takes place at sea (though you may need to terraform some dry land in order to build Athenas at sea if your Strider Hub is built far from dry land).&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Stardust&amp;diff=7281</id>
		<title>Stardust</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Stardust&amp;diff=7281"/>
		<updated>2021-02-14T11:53:24Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Sweet dreams little one (added rough heat up stat box)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an anti-swarm turret.{{ Infobox zkunit&lt;br /&gt;
| name = Stardust&lt;br /&gt;
| defname = turretriot&lt;br /&gt;
| description = Anti-Swarm Turret&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretriot.png&lt;br /&gt;
| icontype = defenseriot&lt;br /&gt;
| cost = 220&lt;br /&gt;
| hitpoints = 1500&lt;br /&gt;
| sight = 499&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Pulse Autocannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 45&lt;br /&gt;
	| reloadtime = 0.10&lt;br /&gt;
	| dps = 450&lt;br /&gt;
	| range = 410&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| projectilespeed = 550&lt;br /&gt;
	}}&lt;br /&gt;
	{{ infobox&lt;br /&gt;
	| header1  = Heat Up&lt;br /&gt;
	| label2 = Heat Per Shot (%)&lt;br /&gt;
	| data2 = 3.80&lt;br /&gt;
	| label3 = Heat Decay (%/s)&lt;br /&gt;
	| data3 = 14&lt;br /&gt;
	| label4 = Heat Max Slow (%)&lt;br /&gt;
	| data4 = 50&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Stardust sports a powerful autocannon. While it has a short range and is thus even more vulnerable to skirmishers than the [[Lotus]], its high rate of fire and AoE allow it to quickly chew up swarms of lighter units.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
You can think of the Stardust as a fixed riot unit. It is deadly against raiders and can destroy large swarms very efficiently. It also possesses enough firepower to give assaults pause, specially groups of light assaults that will take a lot of damage from the scatter. Its damage output at close range is very high, which will severely punish enemies that have to close to melee range or are trying to rush past the Stardust.&lt;br /&gt;
&lt;br /&gt;
However, being alike a riot unit also means having the same weaknesses: the Stardust has a very short range for a fixed unit and not that much health for cost. Its very vulnerable to artillery, skirmishers, and even heavy assaults, who can destroy the Stardust efficiently by shooting from as far away as possible.&lt;br /&gt;
&lt;br /&gt;
The Stardust is best deployed when you already know that your enemy is dealing in large raider swarms or in melee units. Use it to protect your other defenses and forward positions against such threats.&lt;br /&gt;
&lt;br /&gt;
Lone Stardusts placed behind the lines can also be effective at closing potential pathways enemy raider forces could take to quickly reach your economically important areas before your mobile forces could react.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Stinger&amp;diff=7280</id>
		<title>Stinger</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Stinger&amp;diff=7280"/>
		<updated>2021-02-14T11:32:04Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Nerfed (cost 420-&amp;gt;450 BP, HP 2475-&amp;gt;2250) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a high-energy laser tower.{{ Infobox zkunit&lt;br /&gt;
| name = Stinger&lt;br /&gt;
| defname = turretheavylaser&lt;br /&gt;
| description = High-Energy Laser Tower&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretheavylaser.png&lt;br /&gt;
| icontype = defenseheavy&lt;br /&gt;
| cost = 450&lt;br /&gt;
| hitpoints = 2250&lt;br /&gt;
| sight = 730&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = High-Energy Laserbeam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 850&lt;br /&gt;
	| reloadtime = 4.5&lt;br /&gt;
	| dps = 189&lt;br /&gt;
	| range = 620&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Stinger is a medium laser turret. Its three rotating laser guns can kill almost any small unit, but its low rate of fire makes it vulnerable to swarms when unassisted.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
Stinger is the turret you build when you want to lock down an area as belonging to you. It has enough range to comfortably zone out most skirmishers, and enough firepower to fry most assault units. While a strong push can overwhelm it, the enemy will need to invest a lot more metal into it than you did into the turret, and the turret is likely to pay for itself in the losses it will cause your opponent.&lt;br /&gt;
&lt;br /&gt;
However, Stinger is vulnerable to artillery. For this reason, building many stingers in close proximity is not advisable, as you're just creating a nest of units that will be easily defeated by even a small artillery group. 2 stingers placed a good distance apart, but still within supporting distance of each other, is a good formation to use if you feel a single one may be overrun. If the enemy is making very heavy use of artillery, you may want to build Gauss turrets instead: no use building a Stinger that will just get blown up by artillery immediately.&lt;br /&gt;
&lt;br /&gt;
Stinger is also vulnerable to groups of light raiders. That isn't a problem as long as your mobile army is nearby, but if you expect a Stinger to be able to hold an area on its own for a while, complement it with 2 lotuses or a Stardust.&lt;br /&gt;
&lt;br /&gt;
As they significantly outrange most other defenses by a good margin, stingers can also be used to push your territory by building them at the edge of the range of enemy turrets. In order for this to work, the enemy must have no mobile units around that could quickly interfere with your plans. Ideally you should use a lot of build power and set the Stinger to high priority build, so that it is finished before the enemy can react. Using this strategy many times in a row is not advised, since you will end up leaving a trail of stingers where a lot of your metal has been invested. If the enemy builds a few artillery units, they can easily start toppling that Stinger trail one by one.&lt;br /&gt;
&lt;br /&gt;
Putting a Stinger in a high location can multiply their usefulness: if they're hard to reach or shot, they become much more dominating over an area. The extra height can also give them an easier time getting LoS to enemies on hilly terrain. However, they have spherical range so a Stinger positioned very high up can have its effective range at ground level reduced.&lt;br /&gt;
&lt;br /&gt;
Using Stinger for defense of your main base and other backline locations is not advisable: apart from not being that effective against raiding forces, its too expensive to spread around like that. When you build a stinger, you want it to start inconveniencing the enemy immediately. Always build them at the frontline, where they will limit your opponent's mobility and attack options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Faraday&amp;diff=7279</id>
		<title>Faraday</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Faraday&amp;diff=7279"/>
		<updated>2021-02-14T11:30:33Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Much nerf (cost 250-&amp;gt;260 BP) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an EMP turret.{{ Infobox zkunit&lt;br /&gt;
| name = Faraday&lt;br /&gt;
| defname = turretemp&lt;br /&gt;
| description = EMP Turret&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretemp.png&lt;br /&gt;
| icontype = defensespecial&lt;br /&gt;
| cost = 260&lt;br /&gt;
| hitpoints = 1600&lt;br /&gt;
| sight = 554&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Electro-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| reloadtime = 2.7&lt;br /&gt;
	| empdamage = 1200&lt;br /&gt;
	| empdps = 444&lt;br /&gt;
	| stuntime = 2&lt;br /&gt;
	| range = 460&lt;br /&gt;
	| aoe = 80&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability armored&lt;br /&gt;
	| reduction = 75%&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Faraday is a powerful EMP tower. It has high damage and area of effect. Greatly amplifies the effect of other towers, but virtually useless on its own. When closed damage received is reduced to a quarter. Be careful of its splash damage though, as it can paralyze your own units if they are too close to the enemy.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
The Faraday is often useful in situations in which you would like to build a Stardust, but fear that it will be quickly destroyed by the enemy's skirmisher or artillery units. With its 75% damage reduction when closed, the Faraday is much more durable against such tactics. Its powerful emp blast will quickly halt enemy raids, and can even give enemy assault and riot units pause (quite literally).&lt;br /&gt;
&lt;br /&gt;
However, the Faraday deals no direct damage, meaning that it only wins half of the battle. You then need nearby mobile units or turrets to finish the paralyzed enemies off.&lt;br /&gt;
&lt;br /&gt;
As the Faraday excels at stalling enemy forces, it is also very useful for protecting valuable units and buildings against deep raids: in such situations, you usually only need to buy enough time for a portion of your main forces to make it back to your endangered base or unit and finish the invaders off. You can also pair the Faraday with 1 or 2 lotuses to provide the damage.&lt;br /&gt;
&lt;br /&gt;
Faradays are not exactly cheap, so when used for base defense it pays to position them carefully so that you can get the most coverage for the lowest cost. Putting them atop a small terraform pedestal may be worth it if it allows them to shot over nearby structures.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Badger&amp;diff=7278</id>
		<title>Badger</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Badger&amp;diff=7278"/>
		<updated>2021-02-14T11:29:34Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Nerfed (damage per mine 200&amp;gt;170 (+20 direct collision)) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an artillery minelayer rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Badger&lt;br /&gt;
| defname = veharty&lt;br /&gt;
| description = Artillery Minelayer Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/veharty.png&lt;br /&gt;
| icontype = vehiclearty&lt;br /&gt;
| cost = 260&lt;br /&gt;
| hitpoints = 450&lt;br /&gt;
| movespeed = 68&lt;br /&gt;
| turnrate = 105&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Mine Artillery&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 190&lt;br /&gt;
	| reloadtime = 5.5&lt;br /&gt;
	| dps = 34&lt;br /&gt;
	| range = 750&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| customlabel1 = Spawns Unit&lt;br /&gt;
	| customdata1 = [[Claw]]&lt;br /&gt;
	| customlabel2 = Spawn Life (s)&lt;br /&gt;
	| customdata2 = 60&lt;br /&gt;
	| projectilespeed = 500&lt;br /&gt;
	| special1 = High trajectory&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Badger lays mines which are fairly effective but have a limited lifespan from a distance (rather haphazardly). The Badger outranges most defenses comfortably, but is lightly armored and cannot flee easily so keep it screened with friendly units, possibly assisted by your own mines.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Badger is generally too weak and inaccurate to effectively counter more robust enemy defenses like [[Stardust]] or [[Stinger]]s (which would be better countered with [[Impaler]]s). However, the Badger is useful in an area denial role (similar to the [[Firewalker]]), where its mines, while not particularly damaging to enemy assault units, can stop enemy raiders, skirmishers, and even cloaked units (like [[Scythe]]s, [[Widow]]s, and [[Ultimatum]]s) dead in their tracks.&lt;br /&gt;
&lt;br /&gt;
The bulk of the damage of Badger is done via the mines it spawns, not its projectile. The Badger projectile only does 20 damage (with a respectable AoE), and spawns a mine that will explode into 5 bomblets inflicting 40 damage each to a single target, for 220 damage total per shot (and very little AoE). The full 220 damage will also be done if the projectile hits a shield directly.&lt;br /&gt;
&lt;br /&gt;
The Badger's mines stay active for a single minute, so a single Badger that force-fires on the ground can prepare a minefield consisting of 11 mines in a minute, which it can maintain indefinitely as long as it keeps firing.&lt;br /&gt;
&lt;br /&gt;
To quickly order multiple Badgers to create a minefield that stretches from place to place, hold down the Alt key, and drag a line from one spot to another, while giving the Badgers a force-fire order.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Sling&amp;diff=7277</id>
		<title>Sling</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Sling&amp;diff=7277"/>
		<updated>2021-02-14T11:26:52Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (DPS 25-&amp;gt;23) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a light artillery bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Sling&lt;br /&gt;
| defname = cloakarty&lt;br /&gt;
| description = Light Artillery Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakarty.png&lt;br /&gt;
| icontype = kbotarty&lt;br /&gt;
| cost = 100&lt;br /&gt;
| hitpoints = 350&lt;br /&gt;
| movespeed = 48&lt;br /&gt;
| turnrate = 297&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 140&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 23&lt;br /&gt;
	| range = 860&lt;br /&gt;
	| projectilespeed = 270&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Sling has a long range plasma cannon that allows indirect fire over obstacles, and outranges static defenses up to heavy laser towers. Slings are ineffective against most mobile units and should be guarded in order to prevent raiders and other fast units from closing range.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
Slings are by far the cheapest artillery in the game, which is both a strength and a weakness. On the one hand, this means you may need lots of them to accomplish the same task as a single [[Impaler]] or [[Lance]]. On the other hand, Slings are far better suited to combating light static defences like [[Picket|Pickets]], against which the relatively fragile Cloakbots are vulnerable and where heavier artillery units would be overkill. Building a few Slings for this task is often a good idea - being low cost allows them to be used with more granularity and earlier in the game than most other artillery.  Since their projectiles are slow and do not have a significant area of effect, Slings are poor against mobile units except in large-scale engagements. Make sure to protect your Slings against raids since they are flimsy and weak at short range combat.&lt;br /&gt;
&lt;br /&gt;
While Slings are not effective against most mobile units due to the low velocity of their projectile, they can still hit large targets such as shields or slow moving groups of enemy skirmishers. This makes them a useful soft counter to small quantities of shield bot units, particularly the relatively fragile and dangerous Felon. However, when encountered in larger groups linked Shield bot regeneration will be too high to overcome and the Slings will likely become ineffective.&lt;br /&gt;
&lt;br /&gt;
A common employment of Slings is to station one or two within your own front line defences to prevent opponents from building defences and metal extractors of their own nearby.&lt;br /&gt;
&lt;br /&gt;
Slings have excellent damage per cost compared to other artillery but have relatively low range so will take losses from heavier artillery such as [[Emissary]] or [[Firewalker]] as the game progresses and unit density increases. Slings will likely need protection so they can remain near the frontline, or support from other, longer range artillery to act as suppression fire.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Claymore&amp;diff=7276</id>
		<title>Claymore</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Claymore&amp;diff=7276"/>
		<updated>2021-02-14T11:25:44Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Major buff (hp 1260-&amp;gt;1300, x1.5 projectile speed (280-&amp;gt;400 elmos/s, both land and sea, homing for sea 275-&amp;gt;330 deg/s), range 300-&amp;gt;280 elmo both land and sea) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an anti-sub hovercraft from the [[Hovercraft Platform]].{{ Infobox zkunit&lt;br /&gt;
| name = Claymore&lt;br /&gt;
| defname = hoverdepthcharge&lt;br /&gt;
| description = Anti-Sub Hovercraft&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/hoverdepthcharge.png&lt;br /&gt;
| icontype = hoverspecial&lt;br /&gt;
| cost = 300&lt;br /&gt;
| hitpoints = 1300&lt;br /&gt;
| movespeed = 70&lt;br /&gt;
| turnrate = 102&lt;br /&gt;
| sight = 385&lt;br /&gt;
| sonar = 385&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Depth Charge&lt;br /&gt;
	| type = TorpedoLauncher&lt;br /&gt;
	| damage = 400&lt;br /&gt;
	| reloadtime = 2.8&lt;br /&gt;
	| dps = 143&lt;br /&gt;
	| range = 280&lt;br /&gt;
	| aoe = 80&lt;br /&gt;
	| homing = 330&lt;br /&gt;
	| projectilespeed = 400&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Rolled Charge&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 400&lt;br /&gt;
	| reloadtime = 2.8&lt;br /&gt;
	| dps = 150&lt;br /&gt;
	| range = 280&lt;br /&gt;
	| aoe = 80&lt;br /&gt;
	| projectilespeed = 400&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The somewhat old-fashioned Claymore is armed with a heavy depthcharge launcher, It is one of the hovercraft's few AOE weapons. The depth charge can be rolled across the ground when on land.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Dagger&amp;diff=7275</id>
		<title>Dagger</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Dagger&amp;diff=7275"/>
		<updated>2021-02-14T11:16:02Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (range 212-&amp;gt;205 elmo) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a fast attack hovercraft from the [[Hovercraft Platform]].{{ Infobox zkunit&lt;br /&gt;
| name = Dagger&lt;br /&gt;
| defname = hoverraid&lt;br /&gt;
| description = Fast Attack Hovercraft&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/hoverraid.png&lt;br /&gt;
| icontype = hoverraider&lt;br /&gt;
| cost = 80&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| movespeed = 143&lt;br /&gt;
| turnrate = 142&lt;br /&gt;
| sight = 640&lt;br /&gt;
| sonar = 640&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Gauss Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 100&lt;br /&gt;
	| reloadtime = 2.83&lt;br /&gt;
	| dps = 35&lt;br /&gt;
	| shielddamage = 150&lt;br /&gt;
	| range = 205&lt;br /&gt;
	| inaccuracy = 0.80&lt;br /&gt;
	| projectilespeed = 2200&lt;br /&gt;
	| special1 = Water capable&lt;br /&gt;
	| special2 = Piercing&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Dagger is the hover plant's scout. It provides a cheap, disposable method of getting intel, and can also hit economic targets of opportunity. Its light Gauss gun can also hit underwater targets.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Although they lack the damage-per-second values of most other raiders, such as [[Glaive]]s or [[Bandit]]s, Daggers have their own advantages over them. Not only are Daggers' speed unrivaled on the surface, their gauss guns pack enough punch to kill a Glaive in just 3 shots, plus they penetrate through multiple targets. Don't be surprised to see your armies of Glaives lose out against an equal force of Daggers, especially if said Daggers use the attack-move command to automatically kite your Glaives to oblivion.&lt;br /&gt;
&lt;br /&gt;
The Dagger is a versatile raider, capable of attacking surface, air, and even underwater targets, which is useful to know if your enemy is fielding a mixture of said units.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Venom&amp;diff=7274</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Venom&amp;diff=7274"/>
		<updated>2021-02-14T11:13:18Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (range 245-&amp;gt;240 elmo, hp 750-&amp;gt;740) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a lightning riot spider from the [[Spider Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Venom&lt;br /&gt;
| defname = spideremp&lt;br /&gt;
| description = Lightning Riot Spider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spideremp.png&lt;br /&gt;
| icontype = spiderriotspecial&lt;br /&gt;
| cost = 200&lt;br /&gt;
| hitpoints = 740&lt;br /&gt;
| movespeed = 84&lt;br /&gt;
| turnrate = 316&lt;br /&gt;
| sight = 440&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Electro-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 65&lt;br /&gt;
	| reloadtime = 1.10&lt;br /&gt;
	| dps = 59&lt;br /&gt;
	| empdamage = 400&lt;br /&gt;
	| empdps = 364&lt;br /&gt;
	| stuntime = 1&lt;br /&gt;
	| range = 240&lt;br /&gt;
	| aoe = 64&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Venom is an all-terrain unit designed to paralyze enemies so other units can easily destroy them. It moves particularly fast for a riot unit and in addition to the paralysis from its [[Weapon_classes#EMP|EMP]] weapon it does a respectable amount of damage. Works well in tandem with the Recluse to keep enemies from closing range with the fragile skirmisher.&lt;br /&gt;
&lt;br /&gt;
==Strategy and Tactics==&lt;br /&gt;
The Venom's stun is very powerful, and can keep units stunlocked very effectively, which makes it a powerful addition to any spiderball. Because of the stun, a few Venoms can leave many enemy units defenseless against any attacks. Hard-hitting assaults like the [[Hermit]] or skirmishers like the [[Recluse]], which fire projectiles that move too slowly to reliably hit agile enemies, can benefit greatly from the Venom's ability to stunlock enemies.&lt;br /&gt;
&lt;br /&gt;
Aim for clusters of enemies, as the small splash radius can be exploited better, stunning many enemy units. Ensure that you don't stun your own Venoms.&lt;br /&gt;
&lt;br /&gt;
The Venom is fast enough to close range on skirmishers.&lt;br /&gt;
&lt;br /&gt;
Given enough time, a Venom can stunlock even a [[Jugglenaut]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Duck&amp;diff=7273</id>
		<title>Duck</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Duck&amp;diff=7273"/>
		<updated>2021-02-14T11:11:44Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Traded land range for less junky projectiles (land range 240-&amp;gt;235 elmo, projectile velocity increased by 10% (200-&amp;gt;220 elmo/s), projectile turn rate increased by 39% (essentially land homing 99-&amp;gt;137 deg/s, same as water now)) as of Zero-K v1.9.2.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an amphibious raider bot (anti-sub) from the [[Amphbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Duck&lt;br /&gt;
| defname = amphraid&lt;br /&gt;
| description = Amphibious Raider Bot (Anti-Sub)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/amphraid.png&lt;br /&gt;
| icontype = amphtorpraider&lt;br /&gt;
| cost = 80&lt;br /&gt;
| hitpoints = 360&lt;br /&gt;
| movespeed = 90&lt;br /&gt;
| turnrate = 346&lt;br /&gt;
| sight = 560&lt;br /&gt;
| sonar = 560&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Torpedo × 2&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 130&lt;br /&gt;
	| reloadtime = 2&lt;br /&gt;
	| dps = 65&lt;br /&gt;
	| range = &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;235&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color: aqua&amp;quot;&amp;gt;160&amp;lt;/span&amp;gt;&lt;br /&gt;
	| aoe = 16&lt;br /&gt;
	| homing = &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;137&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color: aqua&amp;quot;&amp;gt;137&amp;lt;/span&amp;gt;&lt;br /&gt;
	| arcing = &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;22&amp;lt;/span&amp;gt;&lt;br /&gt;
	| projectilespeed = &amp;lt;span style=&amp;quot;color: yellow&amp;quot;&amp;gt;220&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color: aqua&amp;quot;&amp;gt;240&amp;lt;/span&amp;gt;&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| waterregen = 5&lt;br /&gt;
	| atdepth = 40&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Duck is the basic underwater raider. Armed with short ranged torpedoes, it uses its (relatively) high speed to harass sea targets that cannot shoot back, though it dies to serious opposition. On land it can launch arcing torpedoes a short distance through the air as a decent short ranged anti-heavy weapon.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Jumpbot_Factory&amp;diff=7190</id>
		<title>Jumpbot Factory</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Jumpbot_Factory&amp;diff=7190"/>
		<updated>2021-01-12T20:21:30Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Pretty sure JF can't actually jump, yeah.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces jumpjet equipped robots.{{ Infobox zkunit&lt;br /&gt;
| name = Jumpbot Factory&lt;br /&gt;
| defname = factoryjump&lt;br /&gt;
| description = Produces Jumpjet Equipped Robots, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryjump.png&lt;br /&gt;
| icontype = facjumpjet&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The esoteric Jumpbot Factory offers unique tactical options for rapidly closing the distance in a knife fight, or getting over hills and rivers to cut a path through enemy lines. Key units: Pyro, Moderator, Jack, Firewalker, Jugglenaut&lt;br /&gt;
&lt;br /&gt;
The Jumpbot Factory builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpcon.png [[Constable]] &amp;amp;nbsp; Jumpjet Constructor&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpscout.png [[Puppy]] &amp;amp;nbsp; Walking Missile&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpraid.png [[Pyro]] &amp;amp;nbsp; Raider/Riot Jumper&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpblackhole.png [[Placeholder]] &amp;amp;nbsp; Black Hole Launcher&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpskirm.png [[Moderator]] &amp;amp;nbsp;  Disruptor Skirmisher Walker&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpassault.png [[Jack]] &amp;amp;nbsp; Melee Assault Jumper&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpsumo.png [[Jugglenaut]] &amp;amp;nbsp; Heavy Gravity Riot Jumper&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumparty.png [[Firewalker]] &amp;amp;nbsp; Saturation Artillery Walker&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpaa.png [[Toad]] &amp;amp;nbsp; Heavy Anti-Air Jumper&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpbomb.png [[Skuttle]] &amp;amp;nbsp; Cloaked Jumping Anti-Heavy Bomb &lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Jumpbots combine a wide array of gimmicks into a potent force. The Constable, Pyro, Jack, Toad, Skuttle, and Jugglenaut can jump over obstacles, allowing them to attack from unexpected directions or escape from enemies, and the Jugglenaut turns the jump itself into a deadly weapon. The Moderator, Placeholder and Firewalker are specialists which contribute utility effects from longer range.&lt;br /&gt;
&lt;br /&gt;
The Jump and Specalist bots rely on their unique characterisics in battle and therefore require a great deal of attention for effective use. Furthermore, if your opponent is setting the terms of engagement such that your advantages do not come fully into play, the Jumpbots are at a disadvantage in a direct fight. Combining the utility of the Jumpers and Specialists with more directly powerful units such as [[Amphibious Bot Plant|Amphibious Bots]] or [[Shield Bot Factory|Shield Bots]] nullfies this weakness and leaves you with a truly fearsome force.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
In addition to their construction role, Constables have a slow beam. Use this in combination with Pyros to easily clear out enemy raiders.&lt;br /&gt;
&lt;br /&gt;
Use Placeholders in combination with Moderators or Firewalkers to keep enemy units at long range and destroy them safely. This also works with cheaper skirmishers of other factories, such as the [[Rogue]] or [[Recluse]].&lt;br /&gt;
&lt;br /&gt;
Use Jacks in combination with a Jugglenaut to destroy enemy units and buildings while the Jugglenaut throws the enemy army into disarray.&lt;br /&gt;
&lt;br /&gt;
Protect your Firewalkers with Placeholders, shields or cloaks.&lt;br /&gt;
&lt;br /&gt;
Get your Skuttles close to the enemy with an [[Iris]] or an air transport.&lt;br /&gt;
&lt;br /&gt;
Use a Jugglenaut or Placeholder to prevent enemies from running away from bigger threats such as a [[Dante]].&lt;br /&gt;
&lt;br /&gt;
=== Beating Jumpbots ===&lt;br /&gt;
&lt;br /&gt;
In general the Jumpbots are not particularly good against static defences. Firewalkers can slowly chip away from long range and Jacks can tear down turrets if it's safe for them to get that close, but their options are pretty limited.&lt;br /&gt;
&lt;br /&gt;
The Pyro is a fearsome raider if it sneaks into your base by jumping, but it is quite expensive and rather flimsy. Engaging it at close range with your own raiders can be dicey, but a pair of Defenders will easily polish off a Pyro.&lt;br /&gt;
&lt;br /&gt;
If you're getting aggressive in enemy territory, be very careful not to run into Placeholders. If your army is caught by Placeholders, it will be unable to retreat - not only will you lose your army, but its wreckage will be in enemy territory.&lt;br /&gt;
&lt;br /&gt;
If there is a lot of wreckage to reclaim on the map, keep an eye on it and prevent the Jumpbot player from sucking it all up to create a mass of Puppies.&lt;br /&gt;
&lt;br /&gt;
Jugglenauts and Jacks are very tough and are frequently able to retreat to repair using their jump. Try to kill at least one when they attack to inflict permanent damage on your opponent's army.&lt;br /&gt;
&lt;br /&gt;
The Jugglenaut is a scary opponent but it's ineffective against structures. Stingers or a larger number of Lotuses will force it to retreat. If it is disabled or disarmed the Jugglenaut cannot jump, push or pull, and so it can be caught and defeated easily. It also doesn't do much on its own against heavier opponents such as Striders.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Strider_Hub&amp;diff=7189</id>
		<title>Strider Hub</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Strider_Hub&amp;diff=7189"/>
		<updated>2021-01-12T20:20:18Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost drop 800-&amp;gt;700 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that constructs striders.{{ Infobox zkunit&lt;br /&gt;
| name = Strider Hub&lt;br /&gt;
| defname = striderhub&lt;br /&gt;
| description = Constructs Striders, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/striderhub.png&lt;br /&gt;
| icontype = t3hub&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 2000&lt;br /&gt;
| sight = 380&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Strider Hub deploys striders, the &amp;quot;humongous mecha&amp;quot; that inspire awe and fear on the battlefield. Unlike a normal factory, the hub is only required to start a project, not to finish it.&lt;br /&gt;
&lt;br /&gt;
The Strider Hub builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/athena.png [[Athena]] &amp;amp;nbsp; Airborne SpecOps Engineer&lt;br /&gt;
* http://manual.zero-k.info/unitpics/striderantiheavy.png [[Ultimatum]] &amp;amp;nbsp; Cloaked Anti-Heavy/Anti-Strider Walker&lt;br /&gt;
* http://manual.zero-k.info/unitpics/striderscorpion.png [[Scorpion]] &amp;amp;nbsp; Cloaked Infiltration Strider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/striderdante.png [[Dante]] &amp;amp;nbsp; Assault/Riot Strider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/striderarty.png [[Merlin]] &amp;amp;nbsp; Heavy Saturation Artillery Strider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/striderfunnelweb.png [[Funnelweb]] &amp;amp;nbsp; Shield Support Strider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/striderbantha.png [[Paladin]] &amp;amp;nbsp; Ranged Support Strider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/striderdetriment.png [[Detriment]] &amp;amp;nbsp; Ultimate Assault Strider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shipheavyarty.png [[Shogun]] &amp;amp;nbsp; Battleship (Heavy Artillery)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shipcarrier.png [[Reef]] &amp;amp;nbsp; Aircraft Carrier (Bombardment)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/subtacmissile.png [[Scylla]] &amp;amp;nbsp; Tactical Nuke Missile Sub&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Shipyard&amp;diff=7188</id>
		<title>Shipyard</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Shipyard&amp;diff=7188"/>
		<updated>2021-01-12T20:20:10Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost drop 800-&amp;gt;700 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces naval units.{{ Infobox zkunit&lt;br /&gt;
| name = Shipyard&lt;br /&gt;
| defname = factoryship&lt;br /&gt;
| description = Produces Naval Units, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryship.png&lt;br /&gt;
| icontype = facship&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 6000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Shipyard is where both ships and submarines are built. Other waterborne units such as hovercraft and amphibious bots have separate factories.&lt;br /&gt;
&lt;br /&gt;
The Shipyard builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shipcon.png [[Mariner]] &amp;amp;nbsp; Construction Ship&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shipscout.png [[Cutter]] &amp;amp;nbsp; Disarming Scout&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shiptorpraider.png [[Hunter]] &amp;amp;nbsp; Torpedo Raider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/subraider.png [[Seawolf]] &amp;amp;nbsp; Attack Submarine&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shipriot.png [[Corsair]] &amp;amp;nbsp; Raider/Riot Corvette&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shipskirm.png [[Mistral]] &amp;amp;nbsp; Rocket Skirmisher&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shipassault.png [[Siren]] &amp;amp;nbsp; Riot/Assault Destroyer&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shiparty.png [[Envoy]] &amp;amp;nbsp; Artillery Cruiser&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shipaa.png [[Zephyr]] &amp;amp;nbsp; Anti-Air Frigate&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Shipyard has the unique property of being the pre-eminent factory in its domain - the water. While the Hovercraft and Amphbots are limited to travelling above and below the waterline respectively, the Ships can move in and control both with vessels such as the versatile Corsair, Seawolf and Siren. On the other hand, Ships cannot travel on land and their impact is limited to shoreline bombardment by the Envoy and Mistral.&lt;br /&gt;
&lt;br /&gt;
Since they are the only sea-only factory, Ships have less of an explicit theme to work around; instead they have a wide variety of units for every occasion. They don't have every base covered though, so use the more specialised [[Hovercraft Platform|Hovercraft]] and [[Amphibious Bot Plant|Amphbot]] units to supplement your Ship fleet.&lt;br /&gt;
&lt;br /&gt;
===Example Unit Combinations===&lt;br /&gt;
&lt;br /&gt;
On a large map where speed is important, Cutters should be combined with Corsairs (for more firepower), Seawolves (which defeat Cutters and Corsairs from underwater) and/or Hunters (to defeat Seawolves).&lt;br /&gt;
&lt;br /&gt;
On smaller maps, skip Cutters and build a combination of Corsairs, Seawolves and Hunters in the early game.&lt;br /&gt;
&lt;br /&gt;
Make sure units with no underwater attack (like Corsair, Mistral or Envoy) are escorted by units which can attack underwater (Seawolf, Hunter, Siren).&lt;br /&gt;
&lt;br /&gt;
Later on build the [[Aspis]] mobile shield generator to protect your Envoys from counter artillery.&lt;br /&gt;
&lt;br /&gt;
===Beating Ships===&lt;br /&gt;
&lt;br /&gt;
If you are playing against Ships on an open body of water, then if possible it's a good idea to get Ships of your own since they are specialised for fighting in this domain.&lt;br /&gt;
&lt;br /&gt;
Sirens are tough but they can be defeated by Corsairs (which deal much more damage at close range) or Mistrals/Envoys/Lances/Grizzlies (which attack from outside the Siren's range). Envoys and Mistrals will attack you from long range - if possible catch them with Seawolves.&lt;br /&gt;
&lt;br /&gt;
If the game continues, Striders are just as important on sea as on land. The [[Shogun]] battleship in particular dominates all surface ships as long as it is protected.&lt;br /&gt;
&lt;br /&gt;
Hovercraft and Amphbots can also provide units useful against Ships. The Hovercraft [[Lance]] can pick off enemy Ships at range, and the [[Claymore]] is effective against large numbers of submarines. The Amphbot [[Grizzly]] can also engage at range then retreat safely underwater, while a large group of [[Duck|Ducks]] will punish the enemy if they have neglected to build anti-submarine defences.&lt;br /&gt;
&lt;br /&gt;
Gunships cannot attack underwater units, but the Raven precision bomber from the Airplane Plant can bomb submarines (as well as ships). Since Defenders and Lotuses (which act as flex anti-air) are often eschewed in favour of Urchins in the water, air units are frequently more effective in raiding mex against a Ships player.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Amphbot_Factory&amp;diff=7187</id>
		<title>Amphbot Factory</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Amphbot_Factory&amp;diff=7187"/>
		<updated>2021-01-12T20:20:01Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost drop 800-&amp;gt;700 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces amphibious bots.{{ Infobox zkunit&lt;br /&gt;
| name = Amphbot Factory&lt;br /&gt;
| defname = factoryamph&lt;br /&gt;
| description = Produces Amphibious Bots, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryamph.png&lt;br /&gt;
| icontype = facamph&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Amphibious Operations Plant builds the slow but sturdy amphibious bots, providing an alternative approach to land/sea warfare. Units from this factory typically regenerate while submerged.&lt;br /&gt;
&lt;br /&gt;
The Amphbot Factory builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphcon.png [[Conch]] &amp;amp;nbsp; Amphibious Construction Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphraid.png [[Duck]] &amp;amp;nbsp; Raider Bot (Anti-Sub)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphimpulse.png [[Archer]] &amp;amp;nbsp; Raider/Riot Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphsupport.png [[Bulkhead]] &amp;amp;nbsp; Deployable Fire Support&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphfloater.png [[Buoy]] &amp;amp;nbsp; Heavy Skirmisher Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphriot.png [[Scallop]] &amp;amp;nbsp; Riot Bot (Anti-Sub)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphassault.png [[Grizzly]] &amp;amp;nbsp; Heavy Assault Walker&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphaa.png [[Angler]] &amp;amp;nbsp; Anti-Air Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphbomb.png [[Limpet]] &amp;amp;nbsp; Slow Bomb&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphtele.png [[Djinn]] &amp;amp;nbsp; Teleport Bridge&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphlaunch.png [[Lobster]] &amp;amp;nbsp; Launcher Bot&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Amphbot Factory produces slow but tough bots that can travel up hills, across the flats and into the water. Some Amphbots like the Grizzly and Buoy float to the water surface to deploy their weapons, while others such as the Duck and Scallop remain underwater and fire from there.&lt;br /&gt;
&lt;br /&gt;
While they may be slow the Amphbots compensate with several tricks. They can hide and regenerate underwater, inflict slow damage on the enemy, or use special tools to relocate their army quickly. If the map has a lot of water [[Hovercraft Platform|Hovercrafts]] are a good choice to support your Amphbots. Otherwise, a more mobile factory like the [[Jumpbot Factory|Jumpbots]] can compensate for the Amphbots' weaknesses.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Buoys are not helpless against fast-moving raiders but they will fare a lot better if protected by Ducks or Archers. The same principle extends to escorting Grizzlies against raiders.&lt;br /&gt;
&lt;br /&gt;
The slow damage inflicted by Limpet will only last for a limited time - use Buoys to extend the slow duration.&lt;br /&gt;
&lt;br /&gt;
The Lobster works best with units that attack at close range, but struggle to close the distance on their own - think Scallop, Limpet, [[Imp]] or [[Snitch]]. You also use two lobsters to throw each other around with a group of units.&lt;br /&gt;
&lt;br /&gt;
Djinni are expensive but moving units quickly and directly over long distances has definite advantages. Try relocating expensive units to like Grizzly or [[Dante]] to forestall enemy attacks, or to recover these valuable units for repair.&lt;br /&gt;
&lt;br /&gt;
=== Beating Amphbots ===&lt;br /&gt;
&lt;br /&gt;
The Amphbot raiders (Duck and Archer) are not especially effective against buildings but they tend to defeat other factories' raiders in a fair fight. Since the Amphbot raiders are slower, you should either keep your raiders away from them or engage with other units (many Skirmishers are surprisingly effective, even in small numbers).&lt;br /&gt;
&lt;br /&gt;
Until they can afford a Grizzly, the Amphbots struggle to defeat fast-moving skirmishers like the [[Ronin]] and [[Recluse]] with conventional tactics. Use this weakness against them in the early game.&lt;br /&gt;
&lt;br /&gt;
If the map has any water bodies Amphbots become a lot more threatening, since they can retreat underwater to hide and repair. Buoys are especially annoying since they can bob up and down, continually harassing you from safety. You'll need to either build a lot of Urchins, terraform the water away, or switch to your own water-capable factory (Amph or Hovers) to dislodge them.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Tank_Foundry&amp;diff=7186</id>
		<title>Tank Foundry</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Tank_Foundry&amp;diff=7186"/>
		<updated>2021-01-12T20:19:53Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost drop 800-&amp;gt;700 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces heavy tracked vehicles.{{ Infobox zkunit&lt;br /&gt;
| name = Tank Foundry&lt;br /&gt;
| defname = factorytank&lt;br /&gt;
| description = Produces Heavy Tracked Vehicles, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factorytank.png&lt;br /&gt;
| icontype = factank&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Tank Foundry is the ultimate in brute force methods - nothing gets the job done quite like a sustained artillery barrage followed by a decisive push with the largest tanks in the field. Key units: Emissary, Minotaur, Ogre, Cyclops&lt;br /&gt;
&lt;br /&gt;
The Tank Foundry builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/tankcon.png [[Welder]] &amp;amp;nbsp; Armed Construction Tank&lt;br /&gt;
* http://manual.zero-k.info/unitpics/tankraid.png [[Kodachi]] &amp;amp;nbsp; Flame Raider Tank&lt;br /&gt;
* http://manual.zero-k.info/unitpics/tankheavyraid.png [[Blitz]] &amp;amp;nbsp; Lightning Assault/Raider Tank&lt;br /&gt;
* http://manual.zero-k.info/unitpics/tankriot.png [[Ogre]] &amp;amp;nbsp; Heavy Riot Support Tank&lt;br /&gt;
* http://manual.zero-k.info/unitpics/tankassault.png [[Minotaur]] &amp;amp;nbsp; Assault Tank&lt;br /&gt;
* http://manual.zero-k.info/unitpics/tankheavyassault.png [[Cyclops]] &amp;amp;nbsp; Very Heavy Tank Buster&lt;br /&gt;
* http://manual.zero-k.info/unitpics/tankarty.png [[Emissary]] &amp;amp;nbsp; General-Purpose Artillery&lt;br /&gt;
* http://manual.zero-k.info/unitpics/tankheavyarty.png [[Tremor]] &amp;amp;nbsp; Heavy Saturation Artillery Tank&lt;br /&gt;
* http://manual.zero-k.info/unitpics/tankaa.png [[Ettin]] &amp;amp;nbsp; Flak Anti-Air Tank&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Heavy Tank Factory dispenses with subtlety in favour of raw strength. The Minotaur and Cyclops epitomise the Tank philosphy - hit hard, and be tougher than your opponent, so they lose units and you do not. The Welder, Kodachi and Blitz similarly emphasise toughness and high weight, compared to the constructors and raiders of other factories.&lt;br /&gt;
&lt;br /&gt;
The greatest weaknesses of the Heavy Tanks are their lack of subtelty and of faster, light-weight units. They can be outmanouvered more easily than most other factories. Using tanks in combination with [[Cloakbot Factory|Cloakbots]] and [[Rover Assembly|Rovers]] compensates very well for this weakness and results in a strong, well-balanced force.&lt;br /&gt;
&lt;br /&gt;
===Example Unit Combinations===&lt;br /&gt;
&lt;br /&gt;
Ogres and Minotaurs are the bread-and-butter of the Tank Factory. An army of Minotaurs, accompanied by a few Ogres to destroy mobile enemies which the Minotaur cannot easily hit, is a fearsome force.&lt;br /&gt;
&lt;br /&gt;
Adding a Cyclops to almost any army, Tank or otherwise, makes it punch a lot harder.&lt;br /&gt;
&lt;br /&gt;
Minotaurs are very effective when escorted by light-weight raiders from another factory such as the [[Glaive]] or [[Bandit]], to screen the Minotaurs from raiders and anti-heavies.&lt;br /&gt;
&lt;br /&gt;
Protect your Emissaries and Tremors with Blitzes, Minotaurs and shields while they tear down enemy defences and harass their armies.&lt;br /&gt;
&lt;br /&gt;
===Beating Heavy Tanks===&lt;br /&gt;
&lt;br /&gt;
The key to defeating Heavy Tanks is that they are not numerous. Your raiders can be in more places than theirs at once, your army can threaten more locations than theirs, and any cloaked attacks you make are less likely to be discovered. &lt;br /&gt;
&lt;br /&gt;
In the raiding stage, remember that the Welder is much tougher than most constructors and it is armed. A single [[Scorcher]] should still be able to deal with a Welder, but you will need multiples of most other raiders to destroy a Welder in a timely fashion, or sometimes at all.&lt;br /&gt;
&lt;br /&gt;
Both in the raiding stage and later on, attempt to surround the Tanks and destroy them so that they cannot retreat and repair. This is especially relevant to the Kodachi, which can automatically repair itself without the assistance of a constructor. If you are consistently reducing the tanks to half HP but then they retreat and repair, you are losing the attrition battle.&lt;br /&gt;
&lt;br /&gt;
Anti-heavy units like the [[Racketeer]], [[Widow]], [[Skuttle]] or [[Ultimatum]] are especially effective against the Tank factory, since they do not have any light-weight units to counter you with.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that if you are abusing the weaknesses of the Tanks, their wielder is quite likely to switch factories or to seek assistance from an ally. Make sure that your army is still capable of holding its own if their Minotaurs suddenly acquire a screening force of Glaives to deal with your raiders or cloaked anti-heavies.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Jumpbot_Factory&amp;diff=7185</id>
		<title>Jumpbot Factory</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Jumpbot_Factory&amp;diff=7185"/>
		<updated>2021-01-12T20:19:45Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost drop 800-&amp;gt;700 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces jumpjet equipped robots.{{ Infobox zkunit&lt;br /&gt;
| name = Jumpbot Factory&lt;br /&gt;
| defname = factoryjump&lt;br /&gt;
| description = Produces Jumpjet Equipped Robots, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryjump.png&lt;br /&gt;
| icontype = facjumpjet&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability jump&lt;br /&gt;
	| range = 400&lt;br /&gt;
	| reload = 10&lt;br /&gt;
	| speed = 6&lt;br /&gt;
	| midairjump = No&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The esoteric Jumpbot Factory offers unique tactical options for rapidly closing the distance in a knife fight, or getting over hills and rivers to cut a path through enemy lines. Key units: Pyro, Moderator, Jack, Firewalker, Jugglenaut&lt;br /&gt;
&lt;br /&gt;
The Jumpbot Factory builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpcon.png [[Constable]] &amp;amp;nbsp; Jumpjet Constructor&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpscout.png [[Puppy]] &amp;amp;nbsp; Walking Missile&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpraid.png [[Pyro]] &amp;amp;nbsp; Raider/Riot Jumper&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpblackhole.png [[Placeholder]] &amp;amp;nbsp; Black Hole Launcher&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpskirm.png [[Moderator]] &amp;amp;nbsp;  Disruptor Skirmisher Walker&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpassault.png [[Jack]] &amp;amp;nbsp; Melee Assault Jumper&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpsumo.png [[Jugglenaut]] &amp;amp;nbsp; Heavy Gravity Riot Jumper&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumparty.png [[Firewalker]] &amp;amp;nbsp; Saturation Artillery Walker&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpaa.png [[Toad]] &amp;amp;nbsp; Heavy Anti-Air Jumper&lt;br /&gt;
* http://manual.zero-k.info/unitpics/jumpbomb.png [[Skuttle]] &amp;amp;nbsp; Cloaked Jumping Anti-Heavy Bomb &lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Jumpbots combine a wide array of gimmicks into a potent force. The Constable, Pyro, Jack, Toad, Skuttle, and Jugglenaut can jump over obstacles, allowing them to attack from unexpected directions or escape from enemies, and the Jugglenaut turns the jump itself into a deadly weapon. The Moderator, Placeholder and Firewalker are specialists which contribute utility effects from longer range.&lt;br /&gt;
&lt;br /&gt;
The Jump and Specalist bots rely on their unique characterisics in battle and therefore require a great deal of attention for effective use. Furthermore, if your opponent is setting the terms of engagement such that your advantages do not come fully into play, the Jumpbots are at a disadvantage in a direct fight. Combining the utility of the Jumpers and Specialists with more directly powerful units such as [[Amphibious Bot Plant|Amphibious Bots]] or [[Shield Bot Factory|Shield Bots]] nullfies this weakness and leaves you with a truly fearsome force.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
In addition to their construction role, Constables have a slow beam. Use this in combination with Pyros to easily clear out enemy raiders.&lt;br /&gt;
&lt;br /&gt;
Use Placeholders in combination with Moderators or Firewalkers to keep enemy units at long range and destroy them safely. This also works with cheaper skirmishers of other factories, such as the [[Rogue]] or [[Recluse]].&lt;br /&gt;
&lt;br /&gt;
Use Jacks in combination with a Jugglenaut to destroy enemy units and buildings while the Jugglenaut throws the enemy army into disarray.&lt;br /&gt;
&lt;br /&gt;
Protect your Firewalkers with Placeholders, shields or cloaks.&lt;br /&gt;
&lt;br /&gt;
Get your Skuttles close to the enemy with an [[Iris]] or an air transport.&lt;br /&gt;
&lt;br /&gt;
Use a Jugglenaut or Placeholder to prevent enemies from running away from bigger threats such as a [[Dante]].&lt;br /&gt;
&lt;br /&gt;
=== Beating Jumpbots ===&lt;br /&gt;
&lt;br /&gt;
In general the Jumpbots are not particularly good against static defences. Firewalkers can slowly chip away from long range and Jacks can tear down turrets if it's safe for them to get that close, but their options are pretty limited.&lt;br /&gt;
&lt;br /&gt;
The Pyro is a fearsome raider if it sneaks into your base by jumping, but it is quite expensive and rather flimsy. Engaging it at close range with your own raiders can be dicey, but a pair of Defenders will easily polish off a Pyro.&lt;br /&gt;
&lt;br /&gt;
If you're getting aggressive in enemy territory, be very careful not to run into Placeholders. If your army is caught by Placeholders, it will be unable to retreat - not only will you lose your army, but its wreckage will be in enemy territory.&lt;br /&gt;
&lt;br /&gt;
If there is a lot of wreckage to reclaim on the map, keep an eye on it and prevent the Jumpbot player from sucking it all up to create a mass of Puppies.&lt;br /&gt;
&lt;br /&gt;
Jugglenauts and Jacks are very tough and are frequently able to retreat to repair using their jump. Try to kill at least one when they attack to inflict permanent damage on your opponent's army.&lt;br /&gt;
&lt;br /&gt;
The Jugglenaut is a scary opponent but it's ineffective against structures. Stingers or a larger number of Lotuses will force it to retreat. If it is disabled or disarmed the Jugglenaut cannot jump, push or pull, and so it can be caught and defeated easily. It also doesn't do much on its own against heavier opponents such as Striders.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Spider_Factory&amp;diff=7184</id>
		<title>Spider Factory</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Spider_Factory&amp;diff=7184"/>
		<updated>2021-01-12T20:19:35Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost drop 800-&amp;gt;700 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces all-terrain spiders.{{ Infobox zkunit&lt;br /&gt;
| name = Spider Factory&lt;br /&gt;
| defname = factoryspider&lt;br /&gt;
| description = Produces Spiders, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryspider.png&lt;br /&gt;
| icontype = facspider&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Optimized for rough terrain, the Spider Factory relies primarily on range and maneuverability rather than brute force. Key units: Flea, Recluse, Hermit, Crab&lt;br /&gt;
&lt;br /&gt;
The Spider Factory builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/spidercon.png [[Weaver]] &amp;amp;nbsp; Construction Spider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/spiderscout.png [[Flea]] &amp;amp;nbsp; Ultralight Scout Spider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/spiderassault.png [[Hermit]] &amp;amp;nbsp; All Terrain Assault Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/spideremp.png [[Venom]] &amp;amp;nbsp; Lightning Riot Spider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/spiderriot.png [[Redback]] &amp;amp;nbsp; Riot Spider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/spiderskirm.png [[Recluse]] &amp;amp;nbsp; Skirmisher Spider (Indirect Fire)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/spidercrabe.png [[Crab]] &amp;amp;nbsp; Armored Heavy Riot/Skirmish Spider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/spideraa.png [[Tarantula]] &amp;amp;nbsp; Anti-Air Spider&lt;br /&gt;
* http://manual.zero-k.info/unitpics/spiderantiheavy.png [[Widow]] &amp;amp;nbsp; Cloaked Scout/Anti-Heavy&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
All of the Spiders can climb any hill, no matter how steep, giving you a wider range of angles from which you can attack and to which you can retreat. The Hermit, Recluse and Crab are especially powerful when firing from hills since they can abuse their long range. The Spider factory has an effective scout in the Flea, but no true raider; the Venom compensates for this as a comparatively fast Spider which stuns enemy raiders, allowing you to destroy them at your leisure.&lt;br /&gt;
&lt;br /&gt;
The strength of the Spiders lies in defence, since they are much weaker when they come down from the hills and they are lacking in conventional artillery. With sufficient numbers they can overrun enemy positions (especially with Hermits) but it is not their specialty. Using [[Gunship Plant|Gunships]] or [[Airplane Plant|Airplanes]] to assist your Spiders will give you an offensive boost without comprimising your advantage on hilly terrain. Alternatively, heavier factories such as the [[Strider Hub]] or [[Heavy Tank Factory]] will benefit from the utility and capacity to control hills which the Spider Factory offers.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Use Venoms to stun enemy units, then bring in Fleas, Redbacks or Hermits to eliminate the helpless foe.&lt;br /&gt;
&lt;br /&gt;
Protect your Recluses from enemy raiders with Venoms and/or Redbacks.&lt;br /&gt;
&lt;br /&gt;
Using Weavers or other constructors, terraform a high tower, then place your Crab on top; this will give it greater range and immunity to many attackers.&lt;br /&gt;
&lt;br /&gt;
Since they are fast and cheap, Fleas are very effective at protecting heavy units such as the [[Grizzly]] or [[Paladin]] from stealthed anti-heavies such as the [[Widow]], [[Skuttle]], [[Ultimatum]] or [[Scorpion]]. Order them to circle-guard the valuable unit you wish to protect.&lt;br /&gt;
&lt;br /&gt;
Placing Fleas in enemy territory at the beginning of the game will give you invaluable intelligence, and precise targeting information for long-range artillery pieces like the [[Impaler]] and [[Emissary]] which require it. &lt;br /&gt;
&lt;br /&gt;
Later on, you can move Widows into enemy territory to achieve the same effect. Widows can also stun enemy units for a long duration, allowing your artillery to destroy mobile units which they would ordinarily be ineffective against.&lt;br /&gt;
&lt;br /&gt;
=== Beating Spiders ===&lt;br /&gt;
&lt;br /&gt;
First and foremost, don't attempt to fight the Spiders in their preferred terrain if you can possibly avoid it. Hit them with artillery to force a fight on your terms, or attack somewhere else where the terrain is less imposing.&lt;br /&gt;
&lt;br /&gt;
If you attempt to raid a Spider player, make sure you bring multiple raiders and they are spread apart - if not, a single Venom may nullify your entire attack. The Spider player probably has Fleas all over the map and will see your raid coming, so don't count on surprise.&lt;br /&gt;
&lt;br /&gt;
The Crab is the greatest threat of the Spider factory, and it's generally safe to assume that an opposing Spider player will be constructing one sooner rather than later. Take precations in advance, if you can. An armored Crab on a spire is nearly impossible to dislodge with a conventional attack. Instead, use height-independent artillery like the [[Impaler]] to chip away at it, knock it off the spire with a [[Likho]] or [[Jugglenaut]], or remove the spire entirely with a [[Quake]]. Of course, attacking elsewhere will also make the Crab-tower redundant.&lt;br /&gt;
&lt;br /&gt;
If your opponent masses Hermits or Recluses, you will need a way to kill them - driving them back up their mountain so they can repair will probably not be sufficient. Air power is a good answer, or switch to Spider and make your own Crab.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Airplane_Plant&amp;diff=7183</id>
		<title>Airplane Plant</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Airplane_Plant&amp;diff=7183"/>
		<updated>2021-01-12T20:19:27Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost drop 800-&amp;gt;700 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces airplanes.{{ Infobox zkunit&lt;br /&gt;
| name = Airplane Plant&lt;br /&gt;
| defname = factoryplane&lt;br /&gt;
| description = Produces Airplanes, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryplane.png&lt;br /&gt;
| icontype = facair&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Airplane Plant offers a variety of fixed-wing aircraft to suit your needs. Choose between multirole fighters that can double as light attackers or specialized interceptors, and between precision bombers for taking down specific targets or their saturation counterparts for destroying swarms. The plant also comes bundled with one rearm pad.&lt;br /&gt;
&lt;br /&gt;
The Airplane Plant builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/planecon.png [[Crane]] &amp;amp;nbsp; Construction Aircraft&lt;br /&gt;
* http://manual.zero-k.info/unitpics/fighter.png [[Swift]] &amp;amp;nbsp; Multi-role Fighter&lt;br /&gt;
* http://manual.zero-k.info/unitpics/planeheavyfighter.png [[Raptor]] &amp;amp;nbsp; Air Superiority Fighter&lt;br /&gt;
* http://manual.zero-k.info/unitpics/bomberprec.png [[Raven]] &amp;amp;nbsp; Precision Bomber&lt;br /&gt;
* http://manual.zero-k.info/unitpics/bomberriot.png [[Phoenix]] &amp;amp;nbsp; Saturation Napalm Bomber &lt;br /&gt;
* http://manual.zero-k.info/unitpics/bomberdisarm.png [[Thunderbird]] &amp;amp;nbsp; Disarming Lightning Bomber&lt;br /&gt;
* http://manual.zero-k.info/unitpics/bomberheavy.png [[Likho]] &amp;amp;nbsp; Singularity Bomber&lt;br /&gt;
* http://manual.zero-k.info/unitpics/planescout.png [[Owl]] &amp;amp;nbsp; Radar/Sonar Plane&lt;br /&gt;
* http://manual.zero-k.info/unitpics/planelightscout.png [[Sparrow]] &amp;amp;nbsp; Light Scout Plane&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Airplane Plant provides the most unique array of units of any factory in Zero-K; the Planes are more like a support force, as opposed to combat units. Both the speed of the Planes and their first-strike capability is unparalleled. The Swift is the Planes' main air-to-air option, while the Raven, Thunderbird and Likho bombers punish any poorly-covered ground forces.&lt;br /&gt;
&lt;br /&gt;
In contrast to the Gunships, the Airplane bombers deliver their damage in a very short period of time, so anti-air which relies on prolonged engagements is less effective against them. On the other hand, the bombers have to return to base and rearm before making another run. The Swift fighter relies on similar hit-and-run tactics against enemy air forces.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Once your fleet of Swifts is large enough, add a few Raptors for more sustained damage. Make sure your Swifts are in position to protect the Raptors' flank and rear.&lt;br /&gt;
&lt;br /&gt;
Fly a Swift or two over enemy territory before a bombing run to soak up a few missiles and scout for an unexpected concentration of anti-air. Losing a Swift or two is far less painful than losing a Likho.&lt;br /&gt;
&lt;br /&gt;
Follow up a Thunderbird strike with swift ground units such as the [[Glaive]] or [[Scorcher]] to capitalise while the enemy is disarmed. &lt;br /&gt;
&lt;br /&gt;
Use Owls to scout for your artillery pieces like the [[Sling]], [[Emissary]] or [[Lance]].&lt;br /&gt;
&lt;br /&gt;
Owls jam enemy radar in an area around and below them. Order a line of Owls to fly circles behind your team's front lines to provide radar, line of sight, and to hide your allies from enemy radar.&lt;br /&gt;
&lt;br /&gt;
=== Bombing Mechanics ===&lt;br /&gt;
&lt;br /&gt;
The Airplane Plant provides its owner with access to four bombers, being the [[Raven]], [[Phoenix]], [[Thunderbird]], and [[Likho]]. Upon attacking they will drop their payload, which differs between the different types of bomber.&lt;br /&gt;
&lt;br /&gt;
*The [[Raven]] will drop a single bomb almost straight down, dealing 800 damage. &lt;br /&gt;
*The [[Phoenix]] will drop 15 napalm bomblets, each doing 25 damage on impact and another 150 damage per unit hit as it burns. The bomblets are dropped over a wide area, which means small units may dodge the majority of bomblets, whereas large groups may be hit multiple times.&lt;br /&gt;
*The [[Thunderbird]] releases disarming lightning from its belly towards the ground in a line, with the center of the line at the ordered point of attack or target unit. The Thunderbird is free to change direction while firing, and can be manually fired (default 'D').&lt;br /&gt;
*The [[Likho]] drops a single homing implosion bomb dealing approximately 2000 damage. &lt;br /&gt;
&lt;br /&gt;
The four different bombers will move differently during their payload release. As mentioned above, [[Thunderbird]]s will happily continue flying in a straight line unless ordered not to. The [[Phoenix]] is the exact opposite, and will prefer to drop its payload in a J-shape unless given a move order to continue on in the direction it came from. The [[Likho]] launches its bomb at 500 range before turning around immediately. &lt;br /&gt;
&lt;br /&gt;
The [[Raven]] has the most complex behaviour of all four bombers. By default, it will dive down to the ground for mobile units to make it hard for them to dodge the slowly falling bomb. They will also dive underneath shields. The lower a Raven flies, the slower it becomes and the longer it will spend in range of enemy weapons. When attacking immobile targets like buildings or stunned units, the Ravens will remain at their maximum altitude and speed. This behaviour can be modified for individual Ravens with a switch on the command panel. The states are as follows:&lt;br /&gt;
&lt;br /&gt;
*Green: Default, Ravens dive low against mobile units and shields.&lt;br /&gt;
*Yellow: Ravens will dive low against mobile units but not shields.&lt;br /&gt;
*Red: Ravens will always dive low and will fly at low altitude even when not on an attack run. (Can be utilized to decloak most units)&lt;br /&gt;
*Grey: Ravens will always fly high.&lt;br /&gt;
&lt;br /&gt;
After releasing their payload, bombers will seek out the closest [[Airpad]], Airplane Plant, or [[Reef]] aircraft carrier to rearm. If they are given a move order after attacking, either by putting a move order into their command queue or by manually ordering them to move, they will first complete their move order before proceeding to a repair pad. If they are instead given a second attack order, they will first return to a repair pad to rearm before executing this attack. &lt;br /&gt;
&lt;br /&gt;
=== Bombing Strategy and Tactics ===&lt;br /&gt;
&lt;br /&gt;
====General tips:====&lt;br /&gt;
&lt;br /&gt;
*When selecting Ravens and Likhos, a line on the right of the selection panel will inform you about how much damage your total selection can perform in one run (Burst Damage). Use this to gauge whether your currently selected bomber wing can destroy the high value target of your choosing (A default strike commander, for example, takes 4 Ravens). &lt;br /&gt;
*Use move orders after bombing to make your bombers take the shortest way out of enemy anti-air coverage. Often it is safer to make a 90 degree turn and fly out to the side than to turn the full 180 degrees inside enemy anti-air cover.&lt;br /&gt;
*Raven bombs will pass through water surfaces, allowing you to bomb submerged units. Phoenix bomblets explode on the surface.&lt;br /&gt;
*Owls provide sonar coverage as well as radar, making them invaluable for spotting submerged units.&lt;br /&gt;
*Be careful bombing around EMP units such as [[Venom]]s or [[Faraday]]s! Stunned planes will slowly drift down to the ground, where they can be shot to pieces by any old unit that happens by.&lt;br /&gt;
*Using the 'Force fire' command (Default 'F'), and holding down the left mouse button allows you to draw a circle. Release to order your bombers to attack enemy units inside this circle in turn.&lt;br /&gt;
*Hold down Ctrl while issuing the above command to tell your bombers to pick a unit inside the circle to bomb. This distributes your bombers between units. It is especially useful against [[Lotus]]es, [[Picket]]s, or light mobile units which all do not warrant multiple [[Raven]] bombs. Consider using this with [[Phoenix]]es to spread them over a larger mass of enemy units.&lt;br /&gt;
*Use the Area Attack command (Default 'Alt+A') to designate an area in which to bomb. When enemy units enter this area, they will be bombed by your bombers. When there are no enemy units to be found, your bombers will bomb random points of terrain in the area. Consider combining with [[Phoenix]]es to hunt down suspected cloaked units.&lt;br /&gt;
&lt;br /&gt;
==== Raven tips: ====&lt;br /&gt;
&lt;br /&gt;
[[Raven]]s are the workhorse of the Airplane Plant. They're the cheapest bombers, they deal a lot of damage, and have the most hitpoints for their cost. &lt;br /&gt;
*Sometimes it's worth it to channel your inner World War 2 British bomber command officer and sacrifice some of your Ravens to take out an important enemy target. With five ravens you can bomb a [[Razor]] anti air turret to pave the way for more bombers to follow them. Or you can strike at a [[Singularity Reactor]] deep within enemy territory. If five of your bombers make it through, you will cripple your enemy's economy and perhaps take out a large portion of their base. Or if your allies are facing a particularly deadly unit, like a [[Dante]], you could turn the tide in favour of your allies with a well-timed bomb run. &lt;br /&gt;
*If your enemy pushes out from under their AA cover, a quick wing of Ravens using the spread attack command (Default 'Ctrl+A') can quickly soften the enemy units up for a follow-up by ground forces, or take care of the units on their own if used in sufficient numbers.&lt;br /&gt;
&lt;br /&gt;
==== Phoenix tips: ====&lt;br /&gt;
&lt;br /&gt;
[[Phoenix]]es are more vulnerable than other bombers, with only 720 hitpoints. They are also more dangerous to vulnerable units.&lt;br /&gt;
*While the low initial damage of the Phoenix is underwhelming, the 10-second burn can make quick work of lighter units like [[Dart]]s even when they dodge most initial damage.&lt;br /&gt;
*Burn damage will reset the countdown for units with regenerative abilities like [[Glaive]]s or [[Reaver]]s, as well as keep units with a cloak from disappearing from sight. &lt;br /&gt;
*Be careful when using Phoenixes around allied units, as the same properties that make them useful against enemy hordes make them a liability in a chaotic front line.&lt;br /&gt;
&lt;br /&gt;
==== Thunderbird tips: ====&lt;br /&gt;
&lt;br /&gt;
[[Thunderbird]]s do not deal damage themselves, but provide utility on the battlefield that can make the difference between a successful assault or a complete catastrophe.&lt;br /&gt;
* If you can spare the time to micro, it is often much more effective to manually give your Thunderbird move orders and to deploy its lightning attack (Default 'D') when it is going to be most effective. &lt;br /&gt;
* Do not hesitate to inform your team that you're about to disarm the units they're fighting, so they can rush them just as you finish your attack run.&lt;br /&gt;
* Be careful not to fly over allied units on your attack run. There's not much point to disarming your enemies if your allies are also disarmed. Though sometimes it can be worth it just to buy your team some time to react.&lt;br /&gt;
&lt;br /&gt;
==== Likho tips: ==== &lt;br /&gt;
&lt;br /&gt;
The [[Likho]] is your heavy-duty end-game bomber. It can survive enemy fire that would destroy two [[Raven]]s, but costs as much as 6.5 of them. Depending on what you find yourself having to deal with, you may be better off with more Ravens!&lt;br /&gt;
&lt;br /&gt;
*The Likho is especially useful against units that like to clump together into balls, like units from the [[Shieldbot Factory]], [[Ravager]]s, and [[Blitz]]es.&lt;br /&gt;
*The Likho's large cost means that it's a prime target for reclamation if you do lose it. Try not to lose it over enemy territory! If possible, lose it as close to your own front lines as you can! Better still, do not lose it at all.&lt;br /&gt;
*The homing bomb of the Likho means it's much less likely to miss moving targets than the bombs the Raven drops. This also means it doesn't have to get so close to the enemy and can be more safely used against units with low range but high damage like [[Reaver]]s, [[Mace]]s, or [[Ogre]]s.&lt;br /&gt;
&lt;br /&gt;
=== Beating Airplanes ===&lt;br /&gt;
&lt;br /&gt;
Anti-air units or structures which deliver high  burst damage are generally more effective against Planes than those with sustained damage. The [[Picket]] is generally preferred over the [[Hacksaw]] due to its larger range and flexibility to engage ground targets. The range of the [[Chainsaw]] and [[Artemis]] makes them effective against any air threat, though they are more expensive. &lt;br /&gt;
&lt;br /&gt;
You'll generally need a few mobile anti-air units to shoot down bombers, although the [[Flail]], [[Crasher]], [[Vandal]] and [[Angler]]'s high burst damage is helpful here.&lt;br /&gt;
&lt;br /&gt;
The most important thing to keep in mind when playing against Planes is not to over-extend. Valuable units may be sniped by Ravens, and if you move a large raiding group or army beyond the range of your antiair it will likely be disarmed by a Thunderbird and destroyed. Don't stick anything outside anti-air range unless you're prepared to lose it. The best defence against bombers is to have your own Swift planes, since they are fast enough to defend you anywhere on the map.&lt;br /&gt;
&lt;br /&gt;
If you are using Gunships against a player with Planes, don't move your anti-ground gunships away from anti-air protection unless you're prepared to lose them. Try to make the Airplane player engage you in a direct fight, since your air-to-air units are tougher than theirs.&lt;br /&gt;
&lt;br /&gt;
If you are playing the Airplane mirror matchup, try to have more Swifts than they do, while still making things happen in the ground war using the cheaper bombers if you can (Raven, Phoenix and Thunderbird). Hold your Swift boost in reserve as long as possible to counter enemy bombing runs or to escape from a losing figher battle.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Gunship_Plant&amp;diff=7182</id>
		<title>Gunship Plant</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Gunship_Plant&amp;diff=7182"/>
		<updated>2021-01-12T20:19:19Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost drop 800-&amp;gt;700 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces gunships.{{ Infobox zkunit&lt;br /&gt;
| name = Gunship Plant&lt;br /&gt;
| defname = factorygunship&lt;br /&gt;
| description = Produces Gunships, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factorygunship.png&lt;br /&gt;
| icontype = facgunship&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Gunship Plant is designed for close air support. It includes a selection of transports for hauling land units around, and combat gunships which can perform a variety of offensive or defensive roles.&lt;br /&gt;
&lt;br /&gt;
The Gunship Plant builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipcon.png [[Wasp]] &amp;amp;nbsp; Heavy Gunship Constructor&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipbomb.png [[Blastwing]] &amp;amp;nbsp; Flying Bomb&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipemp.png [[Gnat]] &amp;amp;nbsp; Anti-Heavy EMP Drone&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipraid.png [[Locust]] &amp;amp;nbsp; Raider Gunship&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipskirm.png [[Harpy]] &amp;amp;nbsp; Multi-Role Support Gunship&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipheavyskirm.png [[Nimbus]] &amp;amp;nbsp;  Fire Support Gunship&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipassault.png [[Revenant]] &amp;amp;nbsp;  Heavy Raider/Assault Gunship&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipkrow.png [[Krow]] &amp;amp;nbsp; Flying Fortress&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipaa.png [[Trident]] &amp;amp;nbsp; Anti-Air Gunship&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshiptrans.png [[Charon]] &amp;amp;nbsp; Air Transport&lt;br /&gt;
* http://manual.zero-k.info/unitpics/gunshipheavytrans.png [[Hercules]] &amp;amp;nbsp; Armed Heavy Air Transport&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The principle of Gunships is to assault the enemy from the air, at any time, and in any place. To this end, the Locust and Harpy are quick and capable of engaging enemy forces directly, while the Charon and Hercules can transport friendly land forces to the places they will be most effective. As a finishing blow, the super-heavy Krow gunship is without equal against opponents with poor anti-air coverage.&lt;br /&gt;
&lt;br /&gt;
In contrast to Airplanes, Gunships never have to rearm, so they can stick around an enemy base or army and keep dealing damage. On the other hand, they are slower and require more time to deal the same amount of damage that a bombing run would. Similarly, the Trident and Harpy are favoured in a head-on, prolonged engagement against the [[Swift]] and [[Raptor]] airplane fighters, but they are slower and less able to react to air-to-ground threats presented by the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
As a raiding force, use Blastwings to set an enemy factory on fire and halt production, then use Locusts to take out enemy infrastructure.&lt;br /&gt;
&lt;br /&gt;
Tridents and Harpies together present some danger to ground units while being almost impervious to attack from enemy air forces.&lt;br /&gt;
&lt;br /&gt;
Where possible, protect your dedicated anti-ground gunships like the Nimbus, Revenant and Krow from air-to-air threats with Tridents.&lt;br /&gt;
&lt;br /&gt;
Use Charons to drop slow, high-damage riot units like the [[Reaver]] or [[Scallop]] close to enemy buildings or units which they could not otherwise reach. You can assist your dropped forces with Gnats to disable enemy threats. &lt;br /&gt;
&lt;br /&gt;
Similar drop tactics may be pursued by transporting a heavier unit like the [[Dante]] with a Hercules. If you don't want to lose the units you're dropping, retrieve them with transports or a [[Djinn]] beacon.&lt;br /&gt;
&lt;br /&gt;
More esoteric uses of transports include dropping bombs like the [[Snitch]] or [[Skuttle]] on enemy targets, or stunning a high-value target like a [[Crabe]], [[Grizzly]] or [[Commander]] with Gnats then abducting it with a Hercules.&lt;br /&gt;
&lt;br /&gt;
=== Beating Gunships ===&lt;br /&gt;
&lt;br /&gt;
Anti-air units or structures which deliver high sustained damage-per-second are generally more effective against Gunships than those with high burst damage. The [[Razor]] is pretty cheap and very tough, though you will need more than one to deal enough damage to a large Gunship fleet. The [[Cobra]] is more expensive but its flak cannon inflicts area-of-effect damage. The range of the [[Chainsaw]] and [[Artemis]] makes them effective against any air threat, though they are more expensive.&lt;br /&gt;
&lt;br /&gt;
In terms of mobile anti-air, the [[Ettin]] and [[Toad]] are most effective against Gunships. In permissive terrain, the speed of the [[Crasher]] and [[Flail]] gives them an edge despite being burst-damage based AA. The [[Gremlin]] is effective in bulk if their passive cloak is abused to set traps for enemy Gunships.&lt;br /&gt;
&lt;br /&gt;
Yout first priority against Gunships is to fend off the initial raids by Locusts and Blastwings while continuing to expand and pressure them in return. Locusts fly quite low so unlike most air units they are quite vulnerable to the [[Lotus]], and [[Picket]] are also effective in larger numbers. You might also need mobile anti-air to protect your constructors.&lt;br /&gt;
&lt;br /&gt;
If you are using Airplanes against a player with Gunships, avoid a direct fight unless you have a substantial numerical advantage - Tridents are very strong against your fighters. They can't move fast enough to deal with bombing threats on multiple fronts, so focus on supporting your ground forces with bombing runs. You should still keep some fighters to contest the skies if the gunships enter your territory.&lt;br /&gt;
&lt;br /&gt;
If you are playing the Gunship mirror matchup, try to have more Tridents than they do, while still making things happen in the ground war using Locust raids and the like.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Hovercraft_Platform&amp;diff=7181</id>
		<title>Hovercraft Platform</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Hovercraft_Platform&amp;diff=7181"/>
		<updated>2021-01-12T20:19:07Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost drop 800-&amp;gt;700 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces hovercraft.{{ Infobox zkunit&lt;br /&gt;
| name = Hovercraft Platform&lt;br /&gt;
| defname = factoryhover&lt;br /&gt;
| description = Produces Hovercraft, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryhover.png&lt;br /&gt;
| icontype = fachover&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Hovercraft Platform is fast and deadly, offering the ability to cross sea and plains alike and outmaneuver the enemy. Key units: Dagger, Halberd, Scalpel, Mace, Lance, Bolas&lt;br /&gt;
&lt;br /&gt;
The Hovercraft Platform builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/hovercon.png [[Quill]] &amp;amp;nbsp; Construction Hovercraft&lt;br /&gt;
* http://manual.zero-k.info/unitpics/hoverraid.png [[Dagger]] &amp;amp;nbsp; Fast Attack Hovercraft&lt;br /&gt;
* http://manual.zero-k.info/unitpics/hoverskirm.png [[Scalpel]] &amp;amp;nbsp; Skirmisher/Anti-Heavy Hovercraft&lt;br /&gt;
* http://manual.zero-k.info/unitpics/hoverassault.png [[Halberd]] &amp;amp;nbsp; Blockade Runner Hover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/hoverdepthcharge.png [[Claymore]] &amp;amp;nbsp; Anti-Sub Hovercraft&lt;br /&gt;
* http://manual.zero-k.info/unitpics/hoverriot.png [[Mace]] &amp;amp;nbsp; Riot Hover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/hoverarty.png [[Lance]] &amp;amp;nbsp; Anti-Heavy Artillery Hovercraft&lt;br /&gt;
* http://manual.zero-k.info/unitpics/hoveraa.png [[Flail]] &amp;amp;nbsp; Anti-Air Hovercraft&lt;br /&gt;
* http://manual.zero-k.info/unitpics/hoverheavyraid.png [[Bolas]] &amp;amp;nbsp; Disruptor Hovercraft&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Hovercraft Platform produces units which can travel over both flat land and water at considerable speed. The Dagger, Halberd and Mace are effective in close-range combat. Should an opponent seek to engage you from afar instead, the Scalpel and Lance will deal with them quickly.&lt;br /&gt;
&lt;br /&gt;
Most of the Hovercraft units are comparatively fragile and rely on high speed, long range, or a substantial alpha strike. The resilient [[Shield Bot Factory|Shield Bots]] or [[Amphibious Bot Plant|Amphibious Bots]] can protect the more fragile Hovercraft units until the Hovers' offensive strength can be brought to bear on the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Protect your Scalpels against large number of smaller opponents with a Mace or two.&lt;br /&gt;
&lt;br /&gt;
Use Halberds to absorb shots and make holes in enemy defences, then rush in with raiders to take advantage. Daggers don't have a high rate of damage so this works better with the raiders of other factories, such as the [[Scorcher]].&lt;br /&gt;
&lt;br /&gt;
Use Daggers, Halberds or another scout like the [[Owl]] to observe the exact locations of enemy Commanders or heavy units, then annihilate them with your Lance(s).&lt;br /&gt;
&lt;br /&gt;
Claymores are effective escorts for other units that can't hit underwater targets, such as the Mace. Daggers can also hit underwater units but are less effective against large number of underwater opponents than the Claymore.&lt;br /&gt;
&lt;br /&gt;
=== Beating Hovercraft ===&lt;br /&gt;
&lt;br /&gt;
The key to defeating Hovercraft is to understand the quirks of their units, and particularly their weaknesses which you can abuse. The Dagger has a favourable matchup against the raiders of many other factories thanks to its speed and high-damage single-shot attack, but its low damage-per-second makes it weak against most static defences, so emphasise these more than you ordinarily would. The Scalpel is weak against large numbers of small enemies, as long as they are spread out; you want to destroy as many Scalpels as possible during the ten-second reload duration.&lt;br /&gt;
&lt;br /&gt;
An alternate method to defeat Scalpels is to outrange them, with static defences like the [[Stinger]] or artillery like the [[Firewalker]]. However, these units should be employed with caution, since most of them are weak to Lances and/or Halberds. Lances can be defeated by luring them out of position then engaging with fast units like planes, gunships or raiders. Halberds are not particularly strong in a direct fight, but you have to position your army such that they can't simply run past your army and target your critical infrastructure.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=7180</id>
		<title>Rover Assembly</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=7180"/>
		<updated>2021-01-12T20:18:59Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost drop 800-&amp;gt;700 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces light wheeled vehicles.{{ Infobox zkunit&lt;br /&gt;
| name = Rover Assembly&lt;br /&gt;
| defname = factoryveh&lt;br /&gt;
| description = Produces Light Wheeled Vehicles, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryveh.png&lt;br /&gt;
| icontype = facvehicle&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| energy = 0.3&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A traditional favourite, the Rover Assembly is the ideal blitzkrieg fac with its fast, highly aggressive units. Those units that lack speed make up for it with copious firepower. Key Units: Dart, Scorcher, Ravager, Ripper, Fencer&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehcon.png [[Mason]] &amp;amp;nbsp; Construction Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehscout.png [[Dart]] &amp;amp;nbsp; Disruptor Raider/Scout Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehraid.png [[Scorcher]] &amp;amp;nbsp; Raider Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehsupport.png [[Fencer]] &amp;amp;nbsp; Deployable Missile Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehriot.png [[Ripper]] &amp;amp;nbsp; Riot Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehassault.png [[Ravager]] &amp;amp;nbsp; Assault Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehcapture.png [[Dominatrix]] &amp;amp;nbsp; Capture Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/veharty.png [[Badger]] &amp;amp;nbsp; Artillery Minelayer Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehheavyarty.png [[Impaler]] &amp;amp;nbsp; Precision Artillery Rover&lt;br /&gt;
* http://manual.zero-k.info/unitpics/vehaa.png [[Crasher]] &amp;amp;nbsp; Fast Anti-Air Rover&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly is the most versatile of the flat-terrain factories. The Dart, Scorcher, Ripper and Ravager are fast and effective combat units which excel at rapid response and swift punishment of enemy weakness. When the game has slowed down and mobility is less important, the Fencer, Badger and Impaler punish your opponent from a safe distance.&lt;br /&gt;
&lt;br /&gt;
The greatest weakness of the Rover Assembly is its lacklustre heavy and utility options; all of the main Rover combat units are cheap but not exceptionally strong individually, and if a frontal assault with Scorchers won't work the Rovers don't have another good solution to opposing heavies. If you combine Rovers with the raw strength of [[Heavy Tank Factory|Heavy Tanks]] or the utility of [[Shield Bot Factory|Shield Bots]], the Rover Assembly's combination of swift attacks and slow attrition will serve you very well.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Scout ahead of your Scorchers with the faster and cheaper Darts, so you can commit your Scorchers where they will inflict the most damage.&lt;br /&gt;
&lt;br /&gt;
Escort your Ravagers with Rippers to deal with small and swift opponents. The Ravagers will be more effective against heavier units and static defence.&lt;br /&gt;
&lt;br /&gt;
Protect your long-range units like Fencer, Dominatrix, Badger and Impaler with combat units like the Ripper, static defences, or shields.&lt;br /&gt;
&lt;br /&gt;
Conceal your mobile strike force with an [[Iris]] so it can attack before your opponent has a chance to react.&lt;br /&gt;
&lt;br /&gt;
Bomb your opponent's critical units or defences with [[Raven|Ravens]], a [[Thunderbird]] or a [[Likho]], then follow up with a Scorcher attack, striking where and when the enemy is weak.&lt;br /&gt;
&lt;br /&gt;
=== Beating Rovers ===&lt;br /&gt;
&lt;br /&gt;
Of all the factories in Zero-K, the Rover Assembly presents the greatest game-ending threat in the early game. Even a small number of Scorchers can kill a Commander or a Factory in an incredibly short time by using their Heat Rays at close range, and they will also make short work of isolated Pickets and Lotuses. Make sure you are protected from Scorchers by defences and your own raiders, while at the same time pressuring the Rover player so they cannot expand unhindered.&lt;br /&gt;
&lt;br /&gt;
If your opponent is building up a large force of Ravagers, you will need to be prepared. They will not be deterred by light static defences, and if you build a denser concentration of defences in one spot the Ravagers will likely attack elsewhere. Raiders are capable of keeping up with Ravagers, but will be ineffective if the Ravagers are escorted by Ripper. Other assault units and some riots will hold their own in combat, but they are generally slower than Ravagers so good radar coverage to predict the Ravagers' attacks is required. Perhaps the best solution is to disable the Ravagers instead of trying to punch through their large HP pool directly; the [[Placeholder]] and [[Thunderbird]] are especially effective.&lt;br /&gt;
&lt;br /&gt;
Over-reliance on static defences will be punished by a Rover player - they can run around (or through!) with Scorchers and Ravagers, or clean up defences swiftly with Impalers and Badgers. The [[Gauss]] turret is more resistant to the Rover artillery while it is closed and can buy you some time, but you will eventually need to fight the Rovers directly with a mobile army. The best way to engage Badgers is by flanking them, so that you don't have to run through their minefield and they cannot retreat effectively. Outranging them with heavier area-denial artillery like a [[Firewalker]], [[Tremor]] or [[Merlin]] is also possible.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Shieldbot_Factory&amp;diff=7179</id>
		<title>Shieldbot Factory</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Shieldbot_Factory&amp;diff=7179"/>
		<updated>2021-01-12T20:18:47Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost drop 800-&amp;gt;700 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces robots with linking [[Shields]] and other tough robots to fight alongside them.{{ Infobox zkunit&lt;br /&gt;
| name = Shieldbot Factory&lt;br /&gt;
| defname = factoryshield&lt;br /&gt;
| description = Produces Tough Robots, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryshield.png&lt;br /&gt;
| icontype = facwalker&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Shield Bot Factory is tough yet flexible. Its units are built to take the pain and dish it back out, without compromising mobility. Clever use of unit combos is well rewarded. Key units: Bandit, Thug, Outlaw, Rogue, Racketeer&lt;br /&gt;
&lt;br /&gt;
The Shieldbot Factory builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shieldcon.png [[Convict]] &amp;amp;nbsp; Shielded Construction Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shieldscout.png [[Dirtbag]] &amp;amp;nbsp; Box of Dirt&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shieldraid.png [[Bandit]] &amp;amp;nbsp; Medium-Light Raider Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shieldskirm.png [[Rogue]] &amp;amp;nbsp; Skirmisher Bot (Indirect Fire)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shieldassault.png [[Thug]] &amp;amp;nbsp; Shielded Assault Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shieldriot.png [[Outlaw]] &amp;amp;nbsp; Riot Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shieldfelon.png [[Felon]] &amp;amp;nbsp; Shielded Riot/Skirmisher Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shieldarty.png [[Racketeer]] &amp;amp;nbsp; Disarming Artillery&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shieldaa.png [[Vandal]] &amp;amp;nbsp; Anti-Air Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shieldbomb.png [[Snitch]] &amp;amp;nbsp; Cloakable Crawling Bomb&lt;br /&gt;
* http://manual.zero-k.info/unitpics/shieldshield.png [[Aspis]] &amp;amp;nbsp; Area Shield Walker&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Shield Bot Factory's greatest strengths are its versatility and its eponymous shields, which protect its units from lasting harm. The Convict, Thug, Felon and Aspis provide shield cover to each other and other units, meaning that the Shield Bots will generally come out ahead in shorter fights. The Bandit and Racketeer are flexible units, capable of contributing strongly in almost any situation. The Shield player should focus on taking fights when their shields are strong, and retreating when their shields are weak, to minimise casualties and build up a strong force.&lt;br /&gt;
&lt;br /&gt;
The Shield factory's greatest weakness is its lack of artillery. Furthermore, the resilience of its units generally relies on its shields, and if the enemy has a way around or through those shields the Shield Bots can be in a lot of trouble. The [[Rover Assembly|Rovers]] and [[Heavy Tank Factory|Heavy Tanks]] cover both of these weaknesses. Almost every other factory in the game benefits greatly from the protective power of shields, so Shield Bots can be used effectively in almost any factory combination.&lt;br /&gt;
&lt;br /&gt;
===Example Unit Compositions===&lt;br /&gt;
&lt;br /&gt;
Disarm enemy units with Racketeers, then send Bandits in to slay the helpless opposition quickly.&lt;br /&gt;
&lt;br /&gt;
Protect your other units from cloaked attackers by brining a Outlaw along.&lt;br /&gt;
&lt;br /&gt;
Protect your units or those of your allies with the shields of Convicts and Thugs. For offense, add a Felon to draw on the combined shield strength. Later on, add an Aspis to the group for greater protection against area-of-effect attacks from range.&lt;br /&gt;
&lt;br /&gt;
Rogues contribute significant ranged DPS, but they are not tough and their rockets are slow. Protect them with Thugs and/or Outlaws.&lt;br /&gt;
&lt;br /&gt;
Snitches are innately strong in defence, but to attack they need some help getting close enough to the enemy. [[Charon]]s or an [[Iris]] can be useful here.&lt;br /&gt;
&lt;br /&gt;
Outlaws can damage enemies through solid ground. Change the terrain with Convicts or Dirtbags to fully exploit this.&lt;br /&gt;
&lt;br /&gt;
The skirmishers and artillery of other factories such as the [[Badger]], [[Scalpel]] and [[Recluse]] are much harder to defeat if an Aspis or two protects them from long-range threats.&lt;br /&gt;
&lt;br /&gt;
===Beating Shield Bots===&lt;br /&gt;
&lt;br /&gt;
It's better to circumvent enemy shields rather than defeating them directly. Raiders and assault units can simply run through the shields. High-power attacks like those of the [[Phantom]] can penetrate some shields. &lt;br /&gt;
&lt;br /&gt;
At the very least, try to deplete the enemy shields before the fight with artillery at long range. The Shield Bots do not have an artillery unit to shoot back with, although they can switch to another factory easily enough.&lt;br /&gt;
&lt;br /&gt;
Gauss or flame attacks deal bonus damage to Shields as well.&lt;br /&gt;
&lt;br /&gt;
Avoid reliance on a small number of high-value units, since these will be neutralised quickly by Racketeers. At the very least, maintain an escort force of less costly units which can protect your big units while they retreat and rearm.&lt;br /&gt;
&lt;br /&gt;
If your opponent has a tightly-packed shieldball, consider an area-of-effect attack which can penetrate the shields such as Snitches, a [[Skuttle]], a [[Thunderbird]] or a [[Likho]]. A truly humongous ball might call for an [[Ultimatum]] or a [[Shockley]].&lt;br /&gt;
&lt;br /&gt;
A [[Jack]] will make short work of many Thugs, as Jacks penetrate their shields and have high DPS. This is important as the [[Thug]] is the meat of most shield balls.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cloakbot_Factory&amp;diff=7178</id>
		<title>Cloakbot Factory</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cloakbot_Factory&amp;diff=7178"/>
		<updated>2021-01-12T20:18:33Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost drop 800-&amp;gt;700 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces cloaked mobile bots.{{ Infobox zkunit&lt;br /&gt;
| name = Cloakbot Factory&lt;br /&gt;
| defname = factorycloak&lt;br /&gt;
| description = Produces Cloaked, Mobile Robots, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factorycloak.png&lt;br /&gt;
| icontype = fackbot&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Emphasizing guile over brute force, the Cloakbot Factory makes good use of stealth, mobility and EMP weapons to strike at the enemy's weak points.&lt;br /&gt;
&lt;br /&gt;
The Cloakbot Factory builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/cloakcon.png [[Conjurer]] &amp;amp;nbsp; Cloaked Construction Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/cloakraid.png [[Glaive]] &amp;amp;nbsp; Light Raider Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/cloakheavyraid.png [[Scythe]] &amp;amp;nbsp; Cloaked Melee Raider Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/cloakskirm.png [[Ronin]] &amp;amp;nbsp; Skirmisher Bot (Direct-Fire)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/cloakriot.png [[Reaver]] &amp;amp;nbsp; Riot Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/cloakassault.png [[Knight]] &amp;amp;nbsp; Lightning Assault Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/cloakarty.png [[Sling]] &amp;amp;nbsp; Light Artillery Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/cloaksnipe.png [[Phantom]] &amp;amp;nbsp; Cloaked Skirmish/Anti-Heavy Artillery Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/cloakaa.png [[Gremlin]] &amp;amp;nbsp; Cloaked Anti-Air Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/cloakbomb.png [[Imp]] &amp;amp;nbsp; All Terrain EMP Bomb (Cloakable)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/cloakjammer.png [[Iris]] &amp;amp;nbsp; Area Cloaker/Jammer Walker&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Compared to units from other factories Cloakbots tend to be faster and cheaper, but have lower health and range. The specialist Imp, Scythe, Phantom, Gremlin and Iris units are cloaked (or in the latter case provide a cloaking field), allowing for more stealthy strategies. Cloakbots should use their mobility and stealth to attack only where and when they have the advantage.&lt;br /&gt;
&lt;br /&gt;
Owing to its lack of tough, high-weight units, Cloakbots tends to become weaker as a factory used on its own in the late-game. Nevertheless, in combination with the raw strength of a different factory like [[Amphibious Bot Plant|Amphibious Bots]], [[Heavy Tank Factory|Heavy Tanks]] or [[Strider Hub|Striders]], the utility and subtlety of the Cloakbots remains very powerful.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Lay traps for groups of enemy units with Imps or Knights, then use Glaives to quickly destroy the stunned enemies.&lt;br /&gt;
&lt;br /&gt;
Engage an enemy at long range with Ronins or Slings, while protecting them from faster units with Glaives or Reavers.&lt;br /&gt;
&lt;br /&gt;
Use an Iris in combination with units that inflict lots of damage but are slow, flimsy or short-ranged like Reavers, [[Snitch|Snitches]], [[Scalpel|Scalpels]] or [[Scallop|Scallops]].&lt;br /&gt;
&lt;br /&gt;
Alternatively, use [[Charon]]s to drop your Reavers near to vulnerable enemy units or structures.&lt;br /&gt;
&lt;br /&gt;
Have some escort units standing by to protect your Phantoms if the enemy tries to find them.&lt;br /&gt;
&lt;br /&gt;
=== Beating Cloakbots ===&lt;br /&gt;
&lt;br /&gt;
In the early game, don't move your raiders in a tight group, or they may all be stunned by a Imp (ie spread your units out using line move).&lt;br /&gt;
&lt;br /&gt;
Make sure you are protecting your Commander and your infrastructure from Scythes. If you spot one get a few raiders standing by to deal with any cloaked threat that appears. If you are active on the map, you might be able to notice that your enemy has less units than expected, and this might indicate they were building something else, like scythes.&lt;br /&gt;
&lt;br /&gt;
Try to avoid units which Phantom can kill efficiently. Instead, use units which are too strong for a Phantom to kill in one or two hits, or units which are too cheap and spammable for the Phantom to kill fast enough.&lt;br /&gt;
&lt;br /&gt;
In general, try to avoid a large dependence on static defences, since these will be dealt with easily by Slings and Phantoms. Instead, try to force a direct fight between your army and theirs. Unless you charge directly into Reavers, your army probably outclasses a Cloakbot army in such a fight.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Funnelweb&amp;diff=7177</id>
		<title>Funnelweb</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Funnelweb&amp;diff=7177"/>
		<updated>2021-01-12T20:15:09Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (cost 3500-&amp;gt;4000 bp, speed 54-&amp;gt;41) as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a shield support strider from the [[Strider Hub]].{{ Infobox zkunit&lt;br /&gt;
| name = Funnelweb&lt;br /&gt;
| defname = striderfunnelweb&lt;br /&gt;
| description = Shield Support Strider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/striderfunnelweb.png&lt;br /&gt;
| icontype = t3special&lt;br /&gt;
| cost = 4000&lt;br /&gt;
| hitpoints = 4500&lt;br /&gt;
| movespeed = 41&lt;br /&gt;
| turnrate = 103&lt;br /&gt;
| sight = 650&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 40&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability shield&lt;br /&gt;
	| name = Energy Shield&lt;br /&gt;
	| strength = 19400&lt;br /&gt;
	| regen = 300&lt;br /&gt;
	| regencost = 48&lt;br /&gt;
	| radius = 550&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
	| radar = 1400&lt;br /&gt;
	}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The slow all-terrain Funnelweb features an extremely powerful wide-area shield and high nano power for post-battle utility. It is otherwise unarmed.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Use the Funnelweb as combat support. The shield and buildpower it offers is a force multiplier. Putting a solid force within its shield is a recipe for a base killing army. The Funnelweb's shield recharges quickly outside of combat, and the strength of its shield does not affect the shield strength of any nearby shielded units. &lt;br /&gt;
&lt;br /&gt;
Always, always, always give a Funnelweb an escort. It is not armed, and in cannot defend itself against anything. Seriously, a lone raider could destroy it. Bringing a mixed bag of riots, skirmishers, and raiders is usually a good idea.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Ultimatum&amp;diff=7176</id>
		<title>Ultimatum</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Ultimatum&amp;diff=7176"/>
		<updated>2021-01-12T20:09:53Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Major nerf (cost 2000-&amp;gt;2500 bp, decloak radius 100-&amp;gt;120, reload time 1.5-&amp;gt;2 s) as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cloaked anti-heavy/anti-strider walker built from the [[Strider Hub]].{{ Infobox zkunit&lt;br /&gt;
| name = Ultimatum&lt;br /&gt;
| defname = striderantiheavy&lt;br /&gt;
| description = Cloaked Anti-Heavy/Anti-Strider Walker&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/striderantiheavy.png&lt;br /&gt;
| icontype = corcommander&lt;br /&gt;
| cost = 2500&lt;br /&gt;
| hitpoints = 2000&lt;br /&gt;
| movespeed = 47&lt;br /&gt;
| turnrate = 227&lt;br /&gt;
| sight = 500&lt;br /&gt;
| sonar = 500&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disintegrator&lt;br /&gt;
	| type = DGun&lt;br /&gt;
	| damage = 2000&lt;br /&gt;
	| reloadtime = 2.00&lt;br /&gt;
	| dps = 1000&lt;br /&gt;
	| range = 250&lt;br /&gt;
	| aoe = 24&lt;br /&gt;
	| projectilespeed = 300&lt;br /&gt;
	| special1 = Ignores shields&lt;br /&gt;
	| special2 = Water capable&lt;br /&gt;
	| special3 = Piercing&lt;br /&gt;
	| special4 = Damage increase vs large units&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| upkeepidle = 8.00&lt;br /&gt;
	| upkeepmobile = 24&lt;br /&gt;
	| decloakradius = 120&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| combatregen = 5&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Ultimatum packs only one weapon: a disintegrator gun that can vaporize a heavy tank in one blast. It is best used for sneaking up to enemy heavy striders and inflicting serious damage or destruction with a few shots. Defense against it is achieved by screening your heavyweights with lighter units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Ultimatum is best used for assassinating important, heavy targets. [[Commander]]? Done. [[Cyclops]] or [[Minotaur]]? Easy meat. Light Strider ([[Dante]], [[Scorpion]] or [[Funnelweb]])? Check, check, and check.&lt;br /&gt;
&lt;br /&gt;
The Ultimatum should not be used on escorted targets, unless you are willing to lose it. It's slow and weak in open combat. Use it to pick off lone enemies.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Pyro&amp;diff=7175</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Pyro&amp;diff=7175"/>
		<updated>2021-01-12T20:05:01Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (HP 700-&amp;gt;670, DPS down by 4%) as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a raider/riot jumper from the [[Jumpbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Pyro&lt;br /&gt;
| defname = jumpraid&lt;br /&gt;
| description = Raider/Riot Jumper&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/jumpraid.png&lt;br /&gt;
| icontype = jumpjetraider&lt;br /&gt;
| cost = 220&lt;br /&gt;
| hitpoints = 670&lt;br /&gt;
| movespeed = 90&lt;br /&gt;
| turnrate = 356&lt;br /&gt;
| sight = 560&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Flamethrower&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 8.90&lt;br /&gt;
	| reloadtime = 0.13&lt;br /&gt;
	| dps = 67&lt;br /&gt;
	| shielddamage = 300&lt;br /&gt;
	| afterburn = 15&lt;br /&gt;
	| range = 260&lt;br /&gt;
	| aoe = 32&lt;br /&gt;
	| projectilespeed = 800&lt;br /&gt;
	| special1 = Passes through ground&lt;br /&gt;
	| special2 = Piercing&lt;br /&gt;
	| special3 = Damage increase vs large units&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Death Explosion&lt;br /&gt;
	| damage = 50&lt;br /&gt;
	| afterburn = 2&lt;br /&gt;
	| aoe = 128&lt;br /&gt;
	| customlabel1 = Ground Burn DPS&lt;br /&gt;
	| customdata1 = 20&lt;br /&gt;
	| customlabel2 = Ground Burn radius (elmo)&lt;br /&gt;
	| customdata2 = 128&lt;br /&gt;
	| customlabel3 = Ground Burn duration (s)&lt;br /&gt;
	| customdata3 = 13.3&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability jump&lt;br /&gt;
	| range = 400&lt;br /&gt;
	| reload = 10&lt;br /&gt;
	| speed = 6&lt;br /&gt;
	| midairjump = Yes&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Immunity to afterburn&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Pyro is a cheap, fast walker with a flamethrower. The flamethrower deals increased damage to large units and can hit multiple targets at the same time. When killed, the Pyro sets surrounding units on fire. Additionally, Pyros also come with jetpacks (activated by pressing '''J''') that allow them to jump over obstacles or get the drop on enemies.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
For its cost, the Pyro is a fragile raider. Once an enemy has been set on fire, the Pyro should jump away to safety while the flames do their work. This works even better if you are fighting near cliffs which the Pyro can jump over. Since the flamethrower can hit enemies more than once, the Pyro is effective against larger units and structures, as long as they can stay in range and survive.&lt;br /&gt;
&lt;br /&gt;
The cooldown on the jetpack is long enough that if a Pyro jumps into combat it will probably not be able to jump back out, so it can be good to walk the Pyro into combat and jump out of their range after enemies have been set on fire.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Knight&amp;diff=7174</id>
		<title>Knight</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Knight&amp;diff=7174"/>
		<updated>2021-01-12T19:57:24Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Slight range nerf 350-&amp;gt;340 as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a lightning assault bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Knight&lt;br /&gt;
| defname = cloakassault&lt;br /&gt;
| description = Lightning Assault Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakassault.png&lt;br /&gt;
| icontype = kbotassault&lt;br /&gt;
| cost = 350&lt;br /&gt;
| hitpoints = 2400&lt;br /&gt;
| movespeed = 51&lt;br /&gt;
| turnrate = 277&lt;br /&gt;
| sight = 385&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Lightning Gun&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 230&lt;br /&gt;
	| reloadtime = 2.20&lt;br /&gt;
	| dps = 105&lt;br /&gt;
	| empdamage = 600&lt;br /&gt;
	| empdps = 273&lt;br /&gt;
	| stuntime = 1&lt;br /&gt;
	| range = 340&lt;br /&gt;
	| inaccuracy = 1.80&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Slowly and steadily, groups of Knights can shrug off heavy fire as they make their way towards enemy fortifications, until they can field their short-range lightning cannon, which damages and stuns entrenched foes. Counter with anything that can reliably kite it, making sure that you don't get paralyzed (in which case you are as good as dead.)&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
Even by the standards of assault units, the Knight is slow and ponderous, and has merely decent health for its cost. The redeeming feature of the Knight is its lightning gun, which instantly hits (allowing it to serve in somewhat of a riot role against high-weight raiders such as the [[Blitz]] or [[Pyro]]), and stuns enemies so they cannot retreat or fire back (which also allows friendly units that fire slow easily-dodgeable projectiles, such as [[Ronin|Ronins]], [[Thug|Thugs]], or [[Hermit|Hermits]], to reliably land hits on the stunned enemies), reducing the impact of the Knight's shortcomings.&lt;br /&gt;
&lt;br /&gt;
Since the Knight is too slow and short-ranged to be of any use against enemy skirmishers, try supporting them with fast raiders like [[Glaive|Glaives]], or try hiding them under the veil of an [[Iris]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=7173</id>
		<title>Outlaw</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=7173"/>
		<updated>2021-01-12T19:54:58Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cost raise 250-&amp;gt;260 bp as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a riot bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Outlaw&lt;br /&gt;
| defname = shieldriot&lt;br /&gt;
| description = Riot Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
| icontype = walkerriot&lt;br /&gt;
| cost = 260&lt;br /&gt;
| hitpoints = 1050&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 396&lt;br /&gt;
| sight = 347&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulser&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 23&lt;br /&gt;
	| reloadtime = 0.93&lt;br /&gt;
	| dps = 25&lt;br /&gt;
	| slowdamage = 69&lt;br /&gt;
	| slowdps = 74&lt;br /&gt;
	| range = 300&lt;br /&gt;
	| aoe = 275&lt;br /&gt;
	| projectilespeed = 230&lt;br /&gt;
	| special1 = Damage falls off with range&lt;br /&gt;
	| special2 = No friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Outlaw emits an electromagnetic disruption pulse in a wide circle around it that damages and slows enemy units. Friendly units are unaffected.&lt;br /&gt;
&lt;br /&gt;
=Tactics And Strategy=&lt;br /&gt;
&lt;br /&gt;
The Outlaw's slowing pulse is extremely helpful when defending [[Rogue|Rogues]] or [[Thug|Thugs]] against enemy raiders, as the Outlaw's slow damage reduces the raiders' speed down to the point that the Rogues' and Thugs' slow projectiles have a much better chance of landing hits on the slowed raiders.&lt;br /&gt;
&lt;br /&gt;
Moreover, slow damage applies to the affected units' rate-of-fire stats as well as their speed stats, so an Outlaw which cuts the enemy's speed in half also cuts their damage-per-second values in half, giving any allied units, whether it be [[Rogue|Rogues]], [[Thug|Thugs]], or even [[Bandit|Bandits]] an edge against their opponents.&lt;br /&gt;
&lt;br /&gt;
The Outlaw's pulse can de-cloak [[Badger]] mines, [[Scythe|Scythes]], and any &amp;quot;crawling&amp;quot;/mobile bombs such as [[Imp|Imps]] or [[Snitch|Snitches]], meaning that if you suspect your opponent might try to, say, destroy your shieldball with &amp;quot;crawling&amp;quot;/mobile bombs, or sneak behind your defensive line and wreak havoc with Scythes, use Outlaws to decloak and slow down the enemy's cloaked units, giving the rest of your forces time to kill the cloaked enemies before they do significant damage.&lt;br /&gt;
&lt;br /&gt;
Because of its low damage output, don't expect to be able to wipe out swarms of raiders (let alone high-weight raiders such as the [[Blitz]], [[Pyro]], or [[Scythe]]), with just a single Outlaw. The Outlaw is closer to a support unit than a combat unit because, to actually kill the enemy units in a short amount of time, the Outlaw must have some support from other, more powerful units, such as [[Bandit|Bandits]], [[Rogue|Rogues]], or [[Thug|Thugs]].&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Metal_Extractor&amp;diff=7172</id>
		<title>Metal Extractor</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Metal_Extractor&amp;diff=7172"/>
		<updated>2021-01-12T19:51:50Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: HP drop 700-&amp;gt;640 as of Zero-K v1.8.12.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an economy structure that produces metal.{{ Infobox zkunit&lt;br /&gt;
| name = Metal Extractor&lt;br /&gt;
| defname = staticmex&lt;br /&gt;
| description = Produces Metal&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticmex.png&lt;br /&gt;
| icontype = mex&lt;br /&gt;
| cost = 90&lt;br /&gt;
| hitpoints = 640&lt;br /&gt;
| sight = 273&lt;br /&gt;
| gridlink = 50&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Extracts metal&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The metal extractor is the primary means of getting metal. If you have excess energy, metal extractors placed near energy sources will automatically use it to extract more metal. See [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Build Metal Extractors early and build them often; they are the only reliable and scale-able source of [[metal]] in the game. Surrounding them with [[Energy|power generators]] will [[Overdrive|increase their yield]]. They can be most efficiently placed using the [[Area Mex Command]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Minotaur&amp;diff=7137</id>
		<title>Minotaur</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Minotaur&amp;diff=7137"/>
		<updated>2020-11-25T11:28:33Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Bot considered Minotaur too chunky for light transport, thats why we need hoomans (transportable Heavy-&amp;gt;Light as per 1000 cost rule)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an assault tank from the [[Tank Foundry]].{{ Infobox zkunit&lt;br /&gt;
| name = Minotaur&lt;br /&gt;
| defname = tankassault&lt;br /&gt;
| description = Assault Tank&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/tankassault.png&lt;br /&gt;
| icontype = tankassault&lt;br /&gt;
| cost = 850&lt;br /&gt;
| hitpoints = 6800&lt;br /&gt;
| movespeed = 74&lt;br /&gt;
| turnrate = 96&lt;br /&gt;
| sight = 506&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Medium Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 320 × 2&lt;br /&gt;
	| reloadtime = 4&lt;br /&gt;
	| dps = 160&lt;br /&gt;
	| range = 360&lt;br /&gt;
	| aoe = 16&lt;br /&gt;
	| projectilespeed = 255&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A heavy duty battle tank. The Minotaur excels at absorbing damage in pitched battles, but its low rate of fire means it is not so good at dealing with swarms, and its heavy armor comes at the price of maneuverability.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
A combination of exceptionally high health with above average top speed means Minotaurs excel at surviving battle if you bother to pull them back when their health is low. This gives you the opportunity to repair them and send them back to the front brand new. Its easy to see how this can give you the upper hand in the battle of attrition over time.&lt;br /&gt;
&lt;br /&gt;
Minotaurs parked in the frontlines should have supporting riot units handy, least the enemy raid or &amp;quot;crawling&amp;quot;/mobile bomb them, as their cannons are quite terrible at killing anything fast or numerous.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Amphbot_Factory&amp;diff=7135</id>
		<title>Amphbot Factory</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Amphbot_Factory&amp;diff=7135"/>
		<updated>2020-11-19T07:43:16Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Added line to Bulkhead pic (where it should once be at least)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces amphibious bots.{{ Infobox zkunit&lt;br /&gt;
| name = Amphbot Factory&lt;br /&gt;
| defname = factoryamph&lt;br /&gt;
| description = Produces Amphibious Bots, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryamph.png&lt;br /&gt;
| icontype = facamph&lt;br /&gt;
| cost = 800&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Amphibious Operations Plant builds the slow but sturdy amphibious bots, providing an alternative approach to land/sea warfare. Units from this factory typically regenerate while submerged.&lt;br /&gt;
&lt;br /&gt;
The Amphbot Factory builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphcon.png [[Conch]] &amp;amp;nbsp; Amphibious Construction Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphraid.png [[Duck]] &amp;amp;nbsp; Raider Bot (Anti-Sub)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphimpulse.png [[Archer]] &amp;amp;nbsp; Raider/Riot Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphsupport.png [[Bulkhead]] &amp;amp;nbsp; Deployable Fire Support&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphfloater.png [[Buoy]] &amp;amp;nbsp; Heavy Skirmisher Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphriot.png [[Scallop]] &amp;amp;nbsp; Riot Bot (Anti-Sub)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphassault.png [[Grizzly]] &amp;amp;nbsp; Heavy Assault Walker&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphaa.png [[Angler]] &amp;amp;nbsp; Anti-Air Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphbomb.png [[Limpet]] &amp;amp;nbsp; Slow Bomb&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphtele.png [[Djinn]] &amp;amp;nbsp; Teleport Bridge&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphlaunch.png [[Lobster]] &amp;amp;nbsp; Launcher Bot&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Amphbot Factory produces slow but tough bots that can travel up hills, across the flats and into the water. Some Amphbots like the Grizzly and Buoy float to the water surface to deploy their weapons, while others such as the Duck and Scallop remain underwater and fire from there.&lt;br /&gt;
&lt;br /&gt;
While they may be slow the Amphbots compensate with several tricks. They can hide and regenerate underwater, inflict slow damage on the enemy, or use special tools to relocate their army quickly. If the map has a lot of water [[Hovercraft Platform|Hovercrafts]] are a good choice to support your Amphbots. Otherwise, a more mobile factory like the [[Jumpbot Factory|Jumpbots]] can compensate for the Amphbots' weaknesses.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Buoys are not helpless against fast-moving raiders but they will fare a lot better if protected by Ducks or Archers. The same principle extends to escorting Grizzlies against raiders.&lt;br /&gt;
&lt;br /&gt;
The slow damage inflicted by Limpet will only last for a limited time - use Buoys to extend the slow duration.&lt;br /&gt;
&lt;br /&gt;
The Lobster works best with units that attack at close range, but struggle to close the distance on their own - think Scallop, Limpet, [[Imp]] or [[Snitch]]. You also use two lobsters to throw each other around with a group of units.&lt;br /&gt;
&lt;br /&gt;
Djinni are expensive but moving units quickly and directly over long distances has definite advantages. Try relocating expensive units to like Grizzly or [[Dante]] to forestall enemy attacks, or to recover these valuable units for repair.&lt;br /&gt;
&lt;br /&gt;
=== Beating Amphbots ===&lt;br /&gt;
&lt;br /&gt;
The Amphbot raiders (Duck and Archer) are not especially effective against buildings but they tend to defeat other factories' raiders in a fair fight. Since the Amphbot raiders are slower, you should either keep your raiders away from them or engage with other units (many Skirmishers are surprisingly effective, even in small numbers).&lt;br /&gt;
&lt;br /&gt;
Until they can afford a Grizzly, the Amphbots struggle to defeat fast-moving skirmishers like the [[Ronin]] and [[Recluse]] with conventional tactics. Use this weakness against them in the early game.&lt;br /&gt;
&lt;br /&gt;
If the map has any water bodies Amphbots become a lot more threatening, since they can retreat underwater to hide and repair. Buoys are especially annoying since they can bob up and down, continually harassing you from safety. You'll need to either build a lot of Urchins, terraform the water away, or switch to your own water-capable factory (Amph or Hovers) to dislodge them.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Template:Navbox_units&amp;diff=7134</id>
		<title>Template:Navbox units</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Template:Navbox_units&amp;diff=7134"/>
		<updated>2020-11-19T07:41:45Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Added Bulkhead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox units&lt;br /&gt;
| title      = [[Units]]&lt;br /&gt;
| state      = uncollapsed&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = [[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
| list1      = * [[Conjurer]]&lt;br /&gt;
* [[Glaive]]&lt;br /&gt;
* [[Scythe]]&lt;br /&gt;
* [[Ronin]]&lt;br /&gt;
* [[Reaver]]&lt;br /&gt;
* [[Knight]]&lt;br /&gt;
* [[Sling]]&lt;br /&gt;
* [[Phantom]]&lt;br /&gt;
* [[Gremlin]]&lt;br /&gt;
* [[Imp]]&lt;br /&gt;
* [[Iris]]&lt;br /&gt;
&lt;br /&gt;
| group2     = [[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
| list2      = * [[Convict]]&lt;br /&gt;
* [[Dirtbag]]&lt;br /&gt;
* [[Bandit]]&lt;br /&gt;
* [[Rogue]]&lt;br /&gt;
* [[Thug]]&lt;br /&gt;
* [[Outlaw]]&lt;br /&gt;
* [[Felon]]&lt;br /&gt;
* [[Racketeer]]&lt;br /&gt;
* [[Vandal]]&lt;br /&gt;
* [[Snitch]]&lt;br /&gt;
* [[Aspis]]&lt;br /&gt;
&lt;br /&gt;
| group3     = [[Rover Assembly|Rovers]]&lt;br /&gt;
| list3      = * [[Mason]]&lt;br /&gt;
* [[Dart]]&lt;br /&gt;
* [[Scorcher]]&lt;br /&gt;
* [[Fencer]]&lt;br /&gt;
* [[Ripper]]&lt;br /&gt;
* [[Ravager]]&lt;br /&gt;
* [[Dominatrix]]&lt;br /&gt;
* [[Badger]]&lt;br /&gt;
* [[Impaler]]&lt;br /&gt;
* [[Crasher]]&lt;br /&gt;
&lt;br /&gt;
| group4     = [[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
| list4      = * [[Quill]]&lt;br /&gt;
* [[Dagger]]&lt;br /&gt;
* [[Scalpel]]&lt;br /&gt;
* [[Halberd]]&lt;br /&gt;
* [[Claymore]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Lance]]&lt;br /&gt;
* [[Flail]]&lt;br /&gt;
* [[Bolas]]&lt;br /&gt;
&lt;br /&gt;
| group5     = [[Gunship Plant|Gunships]]&lt;br /&gt;
| list5      = * [[Wasp]]&lt;br /&gt;
* [[Blastwing]]&lt;br /&gt;
* [[Gnat]]&lt;br /&gt;
* [[Locust]]&lt;br /&gt;
* [[Harpy]]&lt;br /&gt;
* [[Nimbus]]&lt;br /&gt;
* [[Revenant]]&lt;br /&gt;
* [[Krow]]&lt;br /&gt;
* [[Trident]]&lt;br /&gt;
* [[Charon]]&lt;br /&gt;
* [[Hercules]]&lt;br /&gt;
&lt;br /&gt;
| group6     = [[Airplane Plant|Airplanes]]&lt;br /&gt;
| list6      = * [[Crane]]&lt;br /&gt;
* [[Swift]]&lt;br /&gt;
* [[Raptor]]&lt;br /&gt;
* [[Raven]]&lt;br /&gt;
* [[Phoenix]]&lt;br /&gt;
* [[Thunderbird]]&lt;br /&gt;
* [[Likho]]&lt;br /&gt;
* [[Sparrow]]&lt;br /&gt;
* [[Owl]]&lt;br /&gt;
&lt;br /&gt;
| group7     = [[Spider Factory|Spiders]]&lt;br /&gt;
| list7      = * [[Weaver]]&lt;br /&gt;
* [[Flea]]&lt;br /&gt;
* [[Hermit]]&lt;br /&gt;
* [[Venom]]&lt;br /&gt;
* [[Redback]]&lt;br /&gt;
* [[Recluse]]&lt;br /&gt;
* [[Crab]]&lt;br /&gt;
* [[Tarantula]]&lt;br /&gt;
* [[Widow]]&lt;br /&gt;
&lt;br /&gt;
| group8     = [[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| list8      = * [[Constable]]&lt;br /&gt;
* [[Puppy]]&lt;br /&gt;
* [[Pyro]]&lt;br /&gt;
* [[Placeholder]]&lt;br /&gt;
* [[Moderator]]&lt;br /&gt;
* [[Jack]]&lt;br /&gt;
* [[Jugglenaut]]&lt;br /&gt;
* [[Firewalker]]&lt;br /&gt;
* [[Toad]]&lt;br /&gt;
* [[Skuttle]]&lt;br /&gt;
&lt;br /&gt;
| group9     = [[Tank Foundry|Heavy Tanks]]&lt;br /&gt;
| list9      = * [[Welder]]&lt;br /&gt;
* [[Kodachi]]&lt;br /&gt;
* [[Blitz]]&lt;br /&gt;
* [[Ogre]]&lt;br /&gt;
* [[Minotaur]]&lt;br /&gt;
* [[Cyclops]]&lt;br /&gt;
* [[Emissary]]&lt;br /&gt;
* [[Tremor]]&lt;br /&gt;
* [[Ettin]]&lt;br /&gt;
&lt;br /&gt;
| group10     = [[Amphbot Factory|Amphbots]]&lt;br /&gt;
| list10      = * [[Conch]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Bulkhead]]&lt;br /&gt;
* [[Buoy]]&lt;br /&gt;
* [[Scallop]]&lt;br /&gt;
* [[Grizzly]]&lt;br /&gt;
* [[Angler]]&lt;br /&gt;
* [[Limpet]]&lt;br /&gt;
* [[Lobster]]&lt;br /&gt;
* [[Djinn]]&lt;br /&gt;
&lt;br /&gt;
| group11     = [[Shipyard|Ships]]&lt;br /&gt;
| list11      = * [[Mariner]]&lt;br /&gt;
* [[Cutter]]&lt;br /&gt;
* [[Hunter]]&lt;br /&gt;
* [[Seawolf]]&lt;br /&gt;
* [[Corsair]]&lt;br /&gt;
* [[Mistral]]&lt;br /&gt;
* [[Siren]]&lt;br /&gt;
* [[Envoy]]&lt;br /&gt;
* [[Zephyr]]&lt;br /&gt;
&lt;br /&gt;
| group12     = [[Strider Hub|Striders]]&lt;br /&gt;
| list12      = * [[Athena]]&lt;br /&gt;
* [[Ultimatum]]&lt;br /&gt;
* [[Scorpion]]&lt;br /&gt;
* [[Dante]]&lt;br /&gt;
* [[Merlin]]&lt;br /&gt;
* [[Funnelweb]]&lt;br /&gt;
* [[Paladin]]&lt;br /&gt;
* [[Detriment]]&lt;br /&gt;
* [[Shogun]]&lt;br /&gt;
* [[Reef]]&lt;br /&gt;
* [[Scylla]]&lt;br /&gt;
&lt;br /&gt;
| group13     = [[Missile Silo|Tactical Missiles]]&lt;br /&gt;
| list13      = * [[Eos]]&lt;br /&gt;
* [[Quake]]&lt;br /&gt;
* [[Shockley]]&lt;br /&gt;
* [[Inferno]]&lt;br /&gt;
&lt;br /&gt;
| group14     = Other Units&lt;br /&gt;
| list14      = * [[Commander]]&lt;br /&gt;
* [[Firefly]]&lt;br /&gt;
* [[Viper]]&lt;br /&gt;
* [[Gull]]&lt;br /&gt;
* [[Glint]]&lt;br /&gt;
&lt;br /&gt;
| group15     = [[Chicken Defense|Chickens]]&lt;br /&gt;
| list15      = * [[Chicken]]&lt;br /&gt;
* [[Pigeon]]&lt;br /&gt;
* [[Spiker]]&lt;br /&gt;
* [[Cockatrice]]&lt;br /&gt;
* [[Lobber]]&lt;br /&gt;
* [[Wurm]]&lt;br /&gt;
* [[Roc]]&lt;br /&gt;
* [[Sporeshooter]]&lt;br /&gt;
* [[Leaper]]&lt;br /&gt;
* [[Talon]]&lt;br /&gt;
* [[Basilisk]]&lt;br /&gt;
* [[Blobber]]&lt;br /&gt;
* [[Blimpy]]&lt;br /&gt;
* [[Tiamat]]&lt;br /&gt;
* [[White Dragon]]&lt;br /&gt;
* [[Chicken Queen]] ([[Chicken Flyer Queen|flying]])&lt;br /&gt;
* [[Digger]]&lt;br /&gt;
* [[Dodo]]&lt;br /&gt;
* [[Spidermonkey]]&lt;br /&gt;
* [[Blooper]]&lt;br /&gt;
&lt;br /&gt;
| group16     = Unused Units&lt;br /&gt;
| list16      = * [[Nebula]]&lt;br /&gt;
* [[Spicula]]&lt;br /&gt;
* [[Kestrel]]&lt;br /&gt;
* [[Eclipse]]&lt;br /&gt;
* [[Trisula]]&lt;br /&gt;
* [[Morningstar]]&lt;br /&gt;
* [[Lancelet]]&lt;br /&gt;
* [[Daimyo]]&lt;br /&gt;
* [[Vanquisher]]&lt;br /&gt;
* [[Listener (burrowed)]]&lt;br /&gt;
* [[Chicken Queen (old)]]&lt;br /&gt;
* [[Chicken Brood Queen]]&lt;br /&gt;
&lt;br /&gt;
| below       = [[Buildings]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Tremor&amp;diff=7133</id>
		<title>Tremor</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Tremor&amp;diff=7133"/>
		<updated>2020-11-19T07:37:13Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (speed 40.5-&amp;gt;37.5, range 1220-&amp;gt;1160) as of Zero-K v1.8.11.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a heavy saturation artillery tank from the [[Tank Foundry]].{{ Infobox zkunit&lt;br /&gt;
| name = Tremor&lt;br /&gt;
| defname = tankheavyarty&lt;br /&gt;
| description = Heavy Saturation Artillery Tank&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/tankheavyarty.png&lt;br /&gt;
| icontype = tanklrarty&lt;br /&gt;
| cost = 1600&lt;br /&gt;
| hitpoints = 2045&lt;br /&gt;
| movespeed = 37.5&lt;br /&gt;
| turnrate = 82&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Rapid-Fire Plasma Artillery&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 145&lt;br /&gt;
	| reloadtime = 0.33&lt;br /&gt;
	| dps = 435&lt;br /&gt;
	| range = 1160&lt;br /&gt;
	| aoe = 70&lt;br /&gt;
	| projectilespeed = 420&lt;br /&gt;
	| special1 = Smooths ground&lt;br /&gt;
	| special2 = High trajectory&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The principle behind the Tremor is simple: flood an area with enough shots, and you'll hit something at least once. Slow, clumsy, vulnerable and extremely frightening, the Tremor works best against high-density target areas, where its saturation shots are most likely to do damage. It pulverizes shields in seconds and its shells smooth terrain. &lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
The effectiveness of artillery units can be greatly hampered by the use of cloak (including [[Iris]] area cloakers) to hide the positions of units, and/or by the use of shields (such as [[Aspis]]) to directly block the damage. However, the Tremor is well-built to counter both of these tactics. Since the Tremor can flood large areas with damage, and since units are revealed when they take damage, hiding is all but useless against a Tremor. Moreover, since shields have large surface areas, they are likely to get hit by many of the Tremor's normally-inaccurate shells, which could easily lead to the shields quickly collapsing. If you besiege a position with a Tremor for long enough, and if the enemy is unable, or unwilling, to launch a counterattack against the Tremor, then the enemy will likely have no choice but to retreat.&lt;br /&gt;
&lt;br /&gt;
However, the Tremor is not a quick killer by any means (especially since its shells are so inaccurate), and they become a priority target as soon as they start firing. Before employing a Tremor, be prepared to protect it.&lt;br /&gt;
&lt;br /&gt;
The Tremor is, within about a minute, able to flatten small mountains, and create makeshift ramps out of tall steep cliffs. If you're facing an opponent who [[terraform]]s a lot, and/or is positioned in an area that your tanks can't reach easily (if at all), then try using a Tremor to open up an avenue for your tanks to attack.&lt;br /&gt;
&lt;br /&gt;
The Tremor is useful when besieging fortified areas, where target density is higher.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Venom&amp;diff=7132</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Venom&amp;diff=7132"/>
		<updated>2020-11-19T07:30:19Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Is a bit less borked (range 250-&amp;gt;245б dmg 70-&amp;gt;65, EMP dmg 450-&amp;gt;400) as of Zero-K v1.8.11.3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a lightning riot spider from the [[Spider Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Venom&lt;br /&gt;
| defname = spideremp&lt;br /&gt;
| description = Lightning Riot Spider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spideremp.png&lt;br /&gt;
| icontype = spiderriotspecial&lt;br /&gt;
| cost = 200&lt;br /&gt;
| hitpoints = 750&lt;br /&gt;
| movespeed = 84&lt;br /&gt;
| turnrate = 316&lt;br /&gt;
| sight = 440&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Electro-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 65&lt;br /&gt;
	| reloadtime = 1.10&lt;br /&gt;
	| dps = 59&lt;br /&gt;
	| empdamage = 400&lt;br /&gt;
	| empdps = 364&lt;br /&gt;
	| stuntime = 1&lt;br /&gt;
	| range = 245&lt;br /&gt;
	| aoe = 64&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Venom is an all-terrain unit designed to paralyze enemies so other units can easily destroy them. It moves particularly fast for a riot unit and in addition to the paralysis from its [[Weapon_classes#EMP|EMP]] weapon it does a small amount of damage. Works well in tandem with the Recluse to keep enemies from closing range with the fragile skirmisher.&lt;br /&gt;
&lt;br /&gt;
==Strategy and Tactics==&lt;br /&gt;
The Venom's stun is very powerful, and can keep units stunlocked very effectively, which makes it a powerful addition to any spiderball. Because of the stun, a few Venoms can leave many enemy units defenseless against any attacks. Hard-hitting assaults like the [[Hermit]] or skirmishers like the [[Recluse]], which fire projectiles that move too slowly to reliably hit agile enemies, can benefit greatly from the Venom's ability to stunlock enemies.&lt;br /&gt;
&lt;br /&gt;
Aim for clusters of enemies, as the small splash radius can be exploited better, stunning many enemy units. Ensure that you don't stun your own Venoms.&lt;br /&gt;
&lt;br /&gt;
The Venom is fast enough to close range on skirmishers.&lt;br /&gt;
&lt;br /&gt;
Given enough time, a vemon can stunlock any unit under 6,000 hp.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Bulkhead&amp;diff=7131</id>
		<title>Bulkhead</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Bulkhead&amp;diff=7131"/>
		<updated>2020-11-19T07:22:50Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Filled stuff up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a deployable plasma projectile amphbot from the [[Amphbot Factory]], effective against slow-moving and static units. It must stop to fire.{{ Infobox zkunit&lt;br /&gt;
| name = Bulkhead&lt;br /&gt;
| defname = amphsupport&lt;br /&gt;
| description = Deployable Amphibious Fire Support (must stop to fire)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/amphsupport.png&lt;br /&gt;
| icontype = amphsupport&lt;br /&gt;
| cost = 230&lt;br /&gt;
| hitpoints = 1700&lt;br /&gt;
| movespeed = 48&lt;br /&gt;
| turnrate = 181&lt;br /&gt;
| sight = 660&lt;br /&gt;
| sonar = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 165&lt;br /&gt;
	| reloadtime = 1.90&lt;br /&gt;
	| dps = 87&lt;br /&gt;
	| range = 600&lt;br /&gt;
	| aoe = 20&lt;br /&gt;
	| projectilespeed = 320&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Bulkhead is a heavily armored dual plasma cannon balanced atop a cheap set of legs. While this gives it an impressive combination of health and range, it is unable to aim or fire its cannons without first stopping to brace itself. This drawback is less pronounced in the water, where it can float to fire then sink to reposition.&lt;br /&gt;
&lt;br /&gt;
=Tactics And Strategy=&lt;br /&gt;
The Bulkhead allows for easier disposal of static defenses, and just 3 of them can even topple a [[Stinger]]. In combination with [[Limpet]]s, Bulkheads can target faster units, such as raiders.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Viper&amp;diff=7112</id>
		<title>Viper</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Viper&amp;diff=7112"/>
		<updated>2020-11-12T10:50:43Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (range 350-&amp;gt;250); This and everything below on 12/11/20 is as of Zero-K v1.8.11.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an advanced battle drone.{{ Infobox zkunit&lt;br /&gt;
| name = Viper&lt;br /&gt;
| defname = droneheavyslow&lt;br /&gt;
| description = Advanced Battle Drone&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/droneheavyslow.png&lt;br /&gt;
| icontype = gunship&lt;br /&gt;
| cost = 35&lt;br /&gt;
| hitpoints = 430&lt;br /&gt;
| movespeed = 150&lt;br /&gt;
| turnrate = 131&lt;br /&gt;
| sight = 500&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulse Beam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 200&lt;br /&gt;
	| reloadtime = 2&lt;br /&gt;
	| dps = 100&lt;br /&gt;
	| slowdamage = 400&lt;br /&gt;
	| slowdps = 200&lt;br /&gt;
	| range = 250&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 10&lt;br /&gt;
	| timetoenable = 10.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Viper is an advanced battle drone similar to the Firefly but equipped with a Disruptor Pulse Beam, slowing its targets more with each hit.&lt;br /&gt;
&lt;br /&gt;
A Viper can be created by adding the Battle Drone module to a [[Commander]].&lt;br /&gt;
&lt;br /&gt;
The Guardian Commander can spawn in one Viper for free at level 4, and gains an additional Viper at level 6.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Firefly&amp;diff=7111</id>
		<title>Firefly</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Firefly&amp;diff=7111"/>
		<updated>2020-11-12T10:49:54Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor nerf (range 250-&amp;gt;180)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an attack drone.{{ Infobox zkunit&lt;br /&gt;
| name = Firefly&lt;br /&gt;
| defname = dronelight&lt;br /&gt;
| description = Attack Drone&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/dronelight.png&lt;br /&gt;
| icontype = fighter&lt;br /&gt;
| cost = 20&lt;br /&gt;
| hitpoints = 180&lt;br /&gt;
| movespeed = 210&lt;br /&gt;
| turnrate = 131&lt;br /&gt;
| sight = 500&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Particle Beam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 32&lt;br /&gt;
	| reloadtime = 0.80&lt;br /&gt;
	| dps = 40&lt;br /&gt;
	| range = 180&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 10&lt;br /&gt;
	| timetoenable = 10.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Firefly is an attack drone with a weak high precision pulse laser. They can protect their parent unit from light enemy units. They do not share stealth with it though, so they can also betray the presence of a cloaked commander.&lt;br /&gt;
&lt;br /&gt;
A Firefly can be created by adding the Companion Drone module to a [[Commander]].&lt;br /&gt;
&lt;br /&gt;
The Guardian Commander can spawn in one Firefly for free at level 1, and gains an additional Firefly at levels 3 and 5.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Siren&amp;diff=7110</id>
		<title>Siren</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Siren&amp;diff=7110"/>
		<updated>2020-11-12T10:36:21Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Cosplays a brick from now on (hp 4000-&amp;gt;5200, turn rate 84-&amp;gt;63, sonic damage 260-&amp;gt;280, reload time 3s-&amp;gt;1.7s, range 360-&amp;gt;270)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a destroyer (riot/assault) from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Siren&lt;br /&gt;
| defname = shipassault&lt;br /&gt;
| description = Destroyer (Riot/Assault)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shipassault.png&lt;br /&gt;
| icontype = shipassault&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 5200&lt;br /&gt;
| movespeed = 60&lt;br /&gt;
| turnrate = 63&lt;br /&gt;
| sight = 440&lt;br /&gt;
| sonar = 440&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Sonic Blaster&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 280&lt;br /&gt;
	| reloadtime = 1.7&lt;br /&gt;
	| dps = 165&lt;br /&gt;
	| range = 270&lt;br /&gt;
	| aoe = 95&lt;br /&gt;
	| projectilespeed = 700&lt;br /&gt;
	| special1 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Destroyer Missiles&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| damage = 400&lt;br /&gt;
	| reloadtime = 16&lt;br /&gt;
	| dps = 25&lt;br /&gt;
	| range = 800&lt;br /&gt;
	| aoe = 24&lt;br /&gt;
	| projectilespeed = 1800&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This Destroyer is a general-purpose combat vessel, combining a strong area-of-effect sonic cannon, a medium-range vertical launch missile, and strong armor. Use its sonic gun against smaller opponents above and below the water, and its missile against static targets.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Mistral&amp;diff=7109</id>
		<title>Mistral</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Mistral&amp;diff=7109"/>
		<updated>2020-11-12T10:30:26Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Buffed (cost 240-&amp;gt;260, speed 2.3-&amp;gt;2.1, turn rate 105-&amp;gt;121, reload time 8s-&amp;gt;7.5s, projectily speed 230-&amp;gt;260)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a rocket boat (skirmisher) from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Mistral&lt;br /&gt;
| defname = shipskirm&lt;br /&gt;
| description = Rocket Boat (Skirmisher)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shipskirm.png&lt;br /&gt;
| icontype = shipskirm&lt;br /&gt;
| cost = 220&lt;br /&gt;
| hitpoints = 650&lt;br /&gt;
| movespeed = 63&lt;br /&gt;
| turnrate = 121&lt;br /&gt;
| sight = 720&lt;br /&gt;
| sonar = 720&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Unguided Rocket&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 200 × 4&lt;br /&gt;
	| reloadtime = 7.5&lt;br /&gt;
	| dps = 108&lt;br /&gt;
	| range = 610&lt;br /&gt;
	| aoe = 38&lt;br /&gt;
	| wobbly = 25&lt;br /&gt;
	| arcing = 31&lt;br /&gt;
	| projectilespeed = 260&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This Rocket Boat fires a salvo of four medium-range rockets, useful for bombarding sea and shore targets. Beware of subs and anything with enough speed to get close.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cutter&amp;diff=7108</id>
		<title>Cutter</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cutter&amp;diff=7108"/>
		<updated>2020-11-12T10:25:59Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Minor buff (HP 240-&amp;gt;260)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a scout ship armed with [[Weapon_classes#EMP|disarming]] missiles from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Cutter&lt;br /&gt;
| defname = shipscout&lt;br /&gt;
| description = Picket Ship (Disarming Scout)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shipscout.png&lt;br /&gt;
| icontype = shipscout&lt;br /&gt;
| cost = 70&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| movespeed = 156&lt;br /&gt;
| turnrate = 195&lt;br /&gt;
| sight = 800&lt;br /&gt;
| sonar = 800&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Disarm Missile&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 35&lt;br /&gt;
	| reloadtime = 2&lt;br /&gt;
	| dps = 17.5&lt;br /&gt;
	| disarmdamage = 175&lt;br /&gt;
	| disarmdps = 88&lt;br /&gt;
	| stuntime = 3&lt;br /&gt;
	| range = 260&lt;br /&gt;
	| homing = 330&lt;br /&gt;
	| projectilespeed = 800&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Cheap, fast, and fragile, this Picket Ship is a good scout and spotter for more expensive ships. While its weapon is weak, it can disarm smaller foes. In numbers, their disarming missiles are effective against larger targets.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Hunter&amp;diff=7107</id>
		<title>Hunter</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Hunter&amp;diff=7107"/>
		<updated>2020-11-12T10:24:30Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Buffed (hp 310-&amp;gt;360, range 230-&amp;gt;240, reload time 2.5s-&amp;gt;2.6s, damage 200-&amp;gt;220)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a torpedo-boat (raider) from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Hunter&lt;br /&gt;
| defname = shiptorpraider&lt;br /&gt;
| description = Torpedo-Boat (Raider)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shiptorpraider.png&lt;br /&gt;
| icontype = shiptorpraider&lt;br /&gt;
| cost = 100&lt;br /&gt;
| hitpoints = 360&lt;br /&gt;
| movespeed = 126&lt;br /&gt;
| turnrate = 211&lt;br /&gt;
| sight = 560&lt;br /&gt;
| sonar = 560&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Torpedo&lt;br /&gt;
	| type = TorpedoLauncher&lt;br /&gt;
	| damage = 220&lt;br /&gt;
	| reloadtime = 2.6&lt;br /&gt;
	| dps = 85&lt;br /&gt;
	| range = 240&lt;br /&gt;
	| aoe = 32&lt;br /&gt;
	| homing = 1099&lt;br /&gt;
	| projectilespeed = 400&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Torpedo Boat is a mobile raider and anti-submarine unit. It is effective against underwater units and large vessels.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Seawolf&amp;diff=7106</id>
		<title>Seawolf</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Seawolf&amp;diff=7106"/>
		<updated>2020-11-12T10:22:37Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Buffed (HP 600-&amp;gt;650, turnrate 158-&amp;gt;174, homing 549-&amp;gt;769, reload time 3s-&amp;gt;2.4s)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an attack submarine (stealth raider) from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Seawolf&lt;br /&gt;
| defname = subraider&lt;br /&gt;
| description = Attack Submarine (Stealth Raider)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/subraider.png&lt;br /&gt;
| icontype = subraider&lt;br /&gt;
| cost = 220&lt;br /&gt;
| hitpoints = 650&lt;br /&gt;
| movespeed = 111&lt;br /&gt;
| turnrate = 174&lt;br /&gt;
| sight = 360&lt;br /&gt;
| sonar = 360&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Torpedo&lt;br /&gt;
	| type = TorpedoLauncher&lt;br /&gt;
	| damage = 260&lt;br /&gt;
	| reloadtime = 2.4&lt;br /&gt;
	| dps = 87&lt;br /&gt;
	| slowdamage = 520&lt;br /&gt;
	| slowdps = 173&lt;br /&gt;
	| range = 220&lt;br /&gt;
	| homing = 769&lt;br /&gt;
	| projectilespeed = 500&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Stealthy, fast, and fragile, this Submarine can quickly strike unprotected targets. Slow damage allows it to effectively kill lone units. Watch out for anything with anti-sub weaponry, especially Torpedo Boats and Destroyers.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Claymore&amp;diff=7105</id>
		<title>Claymore</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Claymore&amp;diff=7105"/>
		<updated>2020-11-12T10:19:48Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Wants to be meta again (cost 320-&amp;gt;300, ground range = sea range = 300, reload times 5.5s-&amp;gt;2.8s, damage 620-&amp;gt;420)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an anti-sub hovercraft from the [[Hovercraft Platform]].{{ Infobox zkunit&lt;br /&gt;
| name = Claymore&lt;br /&gt;
| defname = hoverdepthcharge&lt;br /&gt;
| description = Anti-Sub Hovercraft&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/hoverdepthcharge.png&lt;br /&gt;
| icontype = hoverspecial&lt;br /&gt;
| cost = 300&lt;br /&gt;
| hitpoints = 1260&lt;br /&gt;
| movespeed = 70&lt;br /&gt;
| turnrate = 102&lt;br /&gt;
| sight = 385&lt;br /&gt;
| sonar = 385&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Depth Charge&lt;br /&gt;
	| type = TorpedoLauncher&lt;br /&gt;
	| damage = 400&lt;br /&gt;
	| reloadtime = 2.8&lt;br /&gt;
	| dps = 143&lt;br /&gt;
	| range = 300&lt;br /&gt;
	| aoe = 80&lt;br /&gt;
	| homing = 275&lt;br /&gt;
	| projectilespeed = 280&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Rolled Charge&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 400&lt;br /&gt;
	| reloadtime = 2.8&lt;br /&gt;
	| dps = 150&lt;br /&gt;
	| range = 300&lt;br /&gt;
	| aoe = 80&lt;br /&gt;
	| projectilespeed = 180&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The somewhat old-fashioned Claymore is armed with a heavy depthcharge launcher, It is one of the hovercraft's few AOE weapons. The depth charge can be rolled across the ground when on land.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Wasp&amp;diff=7104</id>
		<title>Wasp</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Wasp&amp;diff=7104"/>
		<updated>2020-11-12T10:13:44Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Decided to be a welder with wings (cost 240-&amp;gt;300, HP 850-&amp;gt;1500, speed 3.2-&amp;gt;2.4)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a heavy gunship constructor from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Wasp&lt;br /&gt;
| defname = gunshipcon&lt;br /&gt;
| description = Heavy Gunship Constructor, builds at 7.5 M/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshipcon.png&lt;br /&gt;
| icontype = builderair&lt;br /&gt;
| cost = 300&lt;br /&gt;
| hitpoints = 1500&lt;br /&gt;
| movespeed = 72&lt;br /&gt;
| turnrate = 82&lt;br /&gt;
| sight = 375&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 7.5&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A heavy constructor which combines the convenience of flying with high buildpower.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Venom&amp;diff=7103</id>
		<title>Venom</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Venom&amp;diff=7103"/>
		<updated>2020-11-12T10:10:50Z</updated>

		<summary type="html">&lt;p&gt;Inde Irae: Is less of a zapper and more of a boxer (traded stun time into DPS; raw damage 40-&amp;gt;70, range 240-&amp;gt;250, reload 1.5s-&amp;gt;1.1s, stuntime 3s-&amp;gt;1s)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a lightning riot spider from the [[Spider Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Venom&lt;br /&gt;
| defname = spideremp&lt;br /&gt;
| description = Lightning Riot Spider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spideremp.png&lt;br /&gt;
| icontype = spiderriotspecial&lt;br /&gt;
| cost = 200&lt;br /&gt;
| hitpoints = 750&lt;br /&gt;
| movespeed = 84&lt;br /&gt;
| turnrate = 316&lt;br /&gt;
| sight = 440&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Electro-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 70&lt;br /&gt;
	| reloadtime = 1.10&lt;br /&gt;
	| dps = 64&lt;br /&gt;
	| empdamage = 450&lt;br /&gt;
	| empdps = 409&lt;br /&gt;
	| stuntime = 1&lt;br /&gt;
	| range = 250&lt;br /&gt;
	| aoe = 64&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Venom is an all-terrain unit designed to paralyze enemies so other units can easily destroy them. It moves particularly fast for a riot unit and in addition to the paralysis from its [[Weapon_classes#EMP|EMP]] weapon it does a small amount of damage. Works well in tandem with the Recluse to keep enemies from closing range with the fragile skirmisher.&lt;br /&gt;
&lt;br /&gt;
==Strategy and Tactics==&lt;br /&gt;
The Venom's stun is very powerful, and can keep units stunlocked very effectively, which makes it a powerful addition to any spiderball. Because of the stun, a few Venoms can leave many enemy units defenseless against any attacks. Hard-hitting assaults like the [[Hermit]] or skirmishers like the [[Recluse]], which fire projectiles that move too slowly to reliably hit agile enemies, can benefit greatly from the Venom's ability to stunlock enemies.&lt;br /&gt;
&lt;br /&gt;
Aim for clusters of enemies, as the small splash radius can be exploited better, stunning many enemy units. Ensure that you don't stun your own Venoms.&lt;br /&gt;
&lt;br /&gt;
The Venom is fast enough to close range on skirmishers.&lt;br /&gt;
&lt;br /&gt;
Given enough time, a vemon can stunlock any unit under 6,000 hp.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Inde Irae</name></author>
		
	</entry>
</feed>