<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://test.zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kitty116065</id>
	<title>Zero-K - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://test.zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kitty116065"/>
	<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/Special:Contributions/Kitty116065"/>
	<updated>2026-05-03T14:57:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Redback&amp;diff=8865</id>
		<title>Redback</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Redback&amp;diff=8865"/>
		<updated>2023-06-25T01:20:36Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a riot spider from the [[Spider Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Redback&lt;br /&gt;
| defname = spiderriot&lt;br /&gt;
| description = Riot Spider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spiderriot.png&lt;br /&gt;
| icontype = spiderriot&lt;br /&gt;
| cost = 230&lt;br /&gt;
| hitpoints = 900&lt;br /&gt;
| movespeed = 56&lt;br /&gt;
| turnrate = 319&lt;br /&gt;
| sight = 366&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Auto Particle Beam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 80&lt;br /&gt;
	| reloadtime = 0.30&lt;br /&gt;
	| dps = 267&lt;br /&gt;
	| range = 300&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A rapid-fire spider that excels at picking off fast units.&lt;br /&gt;
&lt;br /&gt;
==Strategy and Tactics==&lt;br /&gt;
This spider excels at taking out fast units, which is a problem for the spider factory in general. Like most Spiders, the Redback can be combined with Recluses to create a hard-to-beat combo, as raiders will have a problem closing the distance. Its somewhat high range for a riot allows for some kiting, and is very hard to engage with short-ranged units. It also has very high &amp;lt;abbr title=&amp;quot;damage per second&amp;quot;&amp;gt;DPS&amp;lt;/abbr&amp;gt;, which makes constantly strafing the enemy a good idea, as it allows the Redback to deal more damage. Powerful against Gunships as well.&lt;br /&gt;
&lt;br /&gt;
Keep away from skirmishers and artillery. &lt;br /&gt;
&lt;br /&gt;
These spiders are tall enough to shoot over each other and are much stronger in groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Lucifer&amp;diff=8859</id>
		<title>Lucifer</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Lucifer&amp;diff=8859"/>
		<updated>2023-06-18T11:43:16Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a long-ranged defensive structure effective against large targets.{{ Infobox zkunit&lt;br /&gt;
| name = Lucifer&lt;br /&gt;
| defname = turretantiheavy&lt;br /&gt;
| description = Tachyon Projector - Power by connecting to a 50 energy grid&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretantiheavy.png&lt;br /&gt;
| icontype = fixedtachyon&lt;br /&gt;
| cost = 2200&lt;br /&gt;
| hitpoints = 6000&lt;br /&gt;
| sight = 1280&lt;br /&gt;
| gridlink = 50&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Tachyon Accelerator&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 4000&lt;br /&gt;
	| reloadtime = 10&lt;br /&gt;
	| dps = 400&lt;br /&gt;
	| range = 1200&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability armored&lt;br /&gt;
	| reduction = 67%&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Can ignore unidentified targets&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Inside the heavily armored shell of the Lucifer lies the devastating Tachyon Accelerator. This fearsome weapon is capable of delivering pinpoint damage at extreme ranges, provided you keep it connected to a power source. Remember that the Lucifer is strictly a support weapon; leave it unguarded and it will be swamped with raiders. When under attack by long range artillery or bombers the main gun can retract to reduce incoming damage to a quarter.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
Lucifer is essentially an anti-heavy turret, and should be deployed when your enemy is using a lot of heavy units. They're not terribly effective against anything else because their reload time is very long for such an expensive turret, and as such even units of moderate weight may be too numerous for a Lucifer to handle. A Lucifer will always need protection from swarms.&lt;br /&gt;
&lt;br /&gt;
Even if the enemy is indeed using a lot of heavy units, building a Lucifer is still something to think twice about. Its quite an investment to put into an immobile defensive unit, one which also needs a connection to a robust energy grid to be used. Lucifer is best reserved for when you have been put into a definitely defensive position, when you have decided you won't push a certain section of the frontline anymore and will just lock it down to the best of your ability.&lt;br /&gt;
&lt;br /&gt;
Lucifer is very easy to bait into wasting its shots, and this is doubly bad for Lucifer because it also loses its armor while firing, meaning an enemy can not only bait a Lucifer into wasting its shots, but also into exposing itself so that it takes damage more easily. For that reason, its usually a good idea to set Lucifer to hold fire and micro-manage the turret's shots. This way you can make sure that Lucifer will only expose itself to obliterate targets that are actually worth the risk and the reload time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Stardust&amp;diff=8858</id>
		<title>Stardust</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Stardust&amp;diff=8858"/>
		<updated>2023-06-18T11:42:42Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&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 = turretriot&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 | subbox = yes&lt;br /&gt;
	| header1  = Heat Up&lt;br /&gt;
	| label2 = Heat Per Shot (%)&lt;br /&gt;
	| data2 = 3.5&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. 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 like 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. It's very vulnerable to artillery, skirmishers, and even heavy assaults, which 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 that enemy raider forces could take to quickly reach your economically important areas before your mobile forces can react.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Revenant&amp;diff=8857</id>
		<title>Revenant</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Revenant&amp;diff=8857"/>
		<updated>2023-06-18T11:42:14Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a heavy raider/assault gunship from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Revenant&lt;br /&gt;
| defname = gunshipassault&lt;br /&gt;
| description = Heavy Raider/Assault Gunship&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshipassault.png&lt;br /&gt;
| icontype = heavygunshipassault&lt;br /&gt;
| cost = 850&lt;br /&gt;
| hitpoints = 4200&lt;br /&gt;
| movespeed = 135&lt;br /&gt;
| turnrate = 165&lt;br /&gt;
| sight = 585&lt;br /&gt;
| altitude = 203&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Rocket Salvo&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 220.5 × 9&lt;br /&gt;
	| reloadtime = 9&lt;br /&gt;
	| dps = 196&lt;br /&gt;
	| range = 270&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| homing = 7.7&lt;br /&gt;
	| wobbly = 43&lt;br /&gt;
	| projectilespeed = 250&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Revenant fires a volley of unguided rockets. It has high HP and a huge damage output, but is expensive and inaccurate, especially vs moving targets. It is best for taking on clumps of base structures, slow moving or stationary units. The Revenant should disengage between volleys to minimize damage taken.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Gnat&amp;diff=8856</id>
		<title>Gnat</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Gnat&amp;diff=8856"/>
		<updated>2023-06-18T11:40:35Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an anti-heavy [[Weapon_classes#EMP|EMP]] drone from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Gnat&lt;br /&gt;
| defname = gunshipemp&lt;br /&gt;
| description = Anti-Heavy EMP Drone&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshipemp.png&lt;br /&gt;
| icontype = gunshipscout&lt;br /&gt;
| cost = 85&lt;br /&gt;
| hitpoints = 440&lt;br /&gt;
| movespeed = 225&lt;br /&gt;
| turnrate = 189&lt;br /&gt;
| sight = 380&lt;br /&gt;
| altitude = 117&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Electro-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| reloadtime = 1.20&lt;br /&gt;
	| empdamage = 700&lt;br /&gt;
	| empdps = 583&lt;br /&gt;
	| stuntime = 2&lt;br /&gt;
	| range = 160&lt;br /&gt;
	| inaccuracy = 9.0&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The {{PAGENAME}} can be used to paralyze enemy units. It makes an excellent defensive unit, and when combined with [[Locust]]s or other units can halt the enemy to give you time to kill him. Offensively it can paralyze even heavily fortified areas, but dies relatively easily to [[Picket]]s. It deals no damage on its own.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Blastwing&amp;diff=8855</id>
		<title>Blastwing</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Blastwing&amp;diff=8855"/>
		<updated>2023-06-18T11:39:29Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a flying bomb with burrowing ability from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Blastwing&lt;br /&gt;
| defname = gunshipbomb&lt;br /&gt;
| description = Flying Bomb/Scout (Burrows)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshipbomb.png&lt;br /&gt;
| icontype = gunshipspecial&lt;br /&gt;
| cost = 45&lt;br /&gt;
| hitpoints = 100&lt;br /&gt;
| movespeed = 246&lt;br /&gt;
| turnrate = 189&lt;br /&gt;
| sight = 500&lt;br /&gt;
| altitude = 45&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Blastwing Explosion&lt;br /&gt;
	| damage = 40&lt;br /&gt;
	| afterburn = 1&lt;br /&gt;
	| aoe = 144&lt;br /&gt;
	| customlabel1 = Ground Burn DPS&lt;br /&gt;
	| customdata1 = 32&lt;br /&gt;
	| customlabel2 = Ground Burn radius (elmo)&lt;br /&gt;
	| customdata2 = 144&lt;br /&gt;
	| customlabel3 = Ground Burn duration (s)&lt;br /&gt;
	| customdata3 = 20&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 = 80.0&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 Blastwing does only a small amount of damage, suitable for taking out [[Metal Extractor]]s, [[Lotus]] or [[Picket]] towers, [[Wind/Tidal Generator]]s and [[Caretaker]]s, though it can offer a more formidable punch en-masse.&lt;br /&gt;
&lt;br /&gt;
Do not pack them too tightly, as a group of them can chain explode. Blastwings fly close to the ground and can be accidentally set off if they stick around for too long in flame left by other Blastwings.&lt;br /&gt;
&lt;br /&gt;
It can be useful for scouting and laying traps for raiders, and it [[Cloak|cloaks]] when landed.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Emissary&amp;diff=8854</id>
		<title>Emissary</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Emissary&amp;diff=8854"/>
		<updated>2023-06-18T11:37:14Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a general-purpose artillery from the [[Tank Foundry]].{{ Infobox zkunit&lt;br /&gt;
| name = Emissary&lt;br /&gt;
| defname = tankarty&lt;br /&gt;
| description = General-Purpose Artillery&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/tankarty.png&lt;br /&gt;
| icontype = tankarty&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 840&lt;br /&gt;
| movespeed = 63&lt;br /&gt;
| turnrate = 105&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Medium&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Plasma Artillery&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 601&lt;br /&gt;
	| reloadtime = 7&lt;br /&gt;
	| dps = 86&lt;br /&gt;
	| range = 1150&lt;br /&gt;
	| aoe = 42&lt;br /&gt;
	| projectilespeed = 320&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The heavy, long-ranging gun of the Emissary makes it the unit of choice for standoff shelling of enemy mobiles or structures. As always, it should be wary of anything that gets close to it.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
The emissary has a fast projectile for an artillery unit, and even has a bit of AoE. These characteristics make this unit also quite effective against mobile units; effectively functioning as a long range fire support unit. If you are struggling to deal with skirmishers as tanks, try making some of these.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Scallop&amp;diff=8853</id>
		<title>Scallop</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Scallop&amp;diff=8853"/>
		<updated>2023-06-18T11:35:38Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an amphibious riot bot (anti-sub) from the [[Amphbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Scallop&lt;br /&gt;
| defname = amphriot&lt;br /&gt;
| description = Amphibious Riot Bot (Undersea Fire)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/amphriot.png&lt;br /&gt;
| icontype = amphtorpriot&lt;br /&gt;
| cost = 260&lt;br /&gt;
| hitpoints = 1200&lt;br /&gt;
| movespeed = 51&lt;br /&gt;
| turnrate = 198&lt;br /&gt;
| sight = 430&lt;br /&gt;
| sonar = 430&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Flechette&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 23 × 9&lt;br /&gt;
	| reloadtime = 0.80&lt;br /&gt;
	| dps = 259&lt;br /&gt;
	| range = 264&lt;br /&gt;
	| aoe = 16&lt;br /&gt;
	| inaccuracy = 3&lt;br /&gt;
	| projectilespeed = 880&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Undersea Charge Launcher&lt;br /&gt;
	| type = TorpedoLauncher&lt;br /&gt;
	| damage = 48.01 × 2&lt;br /&gt;
	| reloadtime = 2&lt;br /&gt;
	| dps = 48&lt;br /&gt;
	| range = 270&lt;br /&gt;
	| aoe = 24&lt;br /&gt;
	| homing = 385&lt;br /&gt;
	| projectilespeed = 300&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| waterregen = 10&lt;br /&gt;
	| atdepth = 40&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A typical riot unit, the Scallop is armed with impact explosives for underwater targets and a quadruple shotgun for fighting above water enemies and on the ground.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Normally, your Scallops are too slow and short-ranged to be able to close the distance with enemy's skirmishers. However, with help from some [[Lobster]]s, they can quickly close the distance towards the enemy units by having some much needed mobility and suprise factor. Such a tactic can also help the Scallops deal with some more modest base defenses like [[Stardust]] or [[Stinger]]s, so long as the Scallops are launched right next to the base defenses, so that their shotguns can deal maximum damage from point-blank range. Beware of [[Faraday]] turrets, as those are effective at stopping such advances.&lt;br /&gt;
&lt;br /&gt;
Against ships, while the Scallop can take care of enemy [[Hunter]]s, [[Seawolf|Seawolves]] and [[Corsair]]s just fine, unfortunately, it possesses neither the speed, nor the range, to deal with enemy [[Siren]]s, which can skirmish the Scallops to oblivion. Although [[Buoy]]s and [[Grizzly|Grizzlies]] could possibly help in dealing with enemy Sirens, as mentioned before, [[Lobster]]s can help fix this problem by hurling the Scallops at the Sirens.&lt;br /&gt;
&lt;br /&gt;
Remember that Scallops, just as other [[Amphbot Factory]] units, have to surface in order to bring their full firepower to the battle. While moving closer to the enemy underwater they are safe from most raiders due to their torpedoes, but are vulnerable to attack from units such as [[Claymore]]s.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Zeno&amp;diff=8849</id>
		<title>Zeno</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Zeno&amp;diff=8849"/>
		<updated>2023-06-16T13:45:14Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a slow homing missile from the [[Missile Silo]].{{ Infobox zkunit&lt;br /&gt;
| name = Zeno&lt;br /&gt;
| defname = missileslow&lt;br /&gt;
| description = High single-target slow damage with lingering damage over time&lt;br /&gt;
| image = https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/missileslow.png&lt;br /&gt;
| icontype = cruisemissilesmall&lt;br /&gt;
| cost = 500&lt;br /&gt;
| hitpoints = 1000&lt;br /&gt;
| sight = 0&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Slow Missile&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| slowdamage = 10000&lt;br /&gt;
	| range = 6000&lt;br /&gt;
	| aoe = 0&lt;br /&gt;
	| projectilespeed = 480&lt;br /&gt;
	| customlabel1 = Ground Slow DPS&lt;br /&gt;
	| customdata1 = 190&lt;br /&gt;
	| customlabel2 = Ground Slow radius (elmo)&lt;br /&gt;
	| customdata2 = 320&lt;br /&gt;
	| customlabel3 = Ground Slow duration (s)&lt;br /&gt;
	| customdata3 = 30&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Zeno is an experimental single impact slowing device with a lingering slow AOE.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
With the immense slow damage it applies to the primary target along with its unique homing capabilities and range equal to the [[Quake]]. The Zeno can be used to help catch enemy key targets from almost any distance. However, the lingering zone that it spawns can also make it difficult to follow up with your own units, as the zone affects every unit inside. &lt;br /&gt;
&lt;br /&gt;
Keep in mind the slow speed of the missile, which can slightly delay a prepared attack but also give the enemy room to react. &lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Advanced_Radar&amp;diff=8848</id>
		<title>Advanced Radar</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Advanced_Radar&amp;diff=8848"/>
		<updated>2023-06-16T13:41:36Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a long-range radar.{{ Infobox zkunit&lt;br /&gt;
| name = Advanced Radar&lt;br /&gt;
| defname = staticheavyradar&lt;br /&gt;
| description = Long-Range Radar&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticheavyradar.png&lt;br /&gt;
| icontype = advradar&lt;br /&gt;
| cost = 450&lt;br /&gt;
| hitpoints = 330&lt;br /&gt;
| energy = -3&lt;br /&gt;
| sight = 1120&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
	| radar = 5600&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The advanced Radar Tower has a considerably greater range than the basic version.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Snitch&amp;diff=8847</id>
		<title>Snitch</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Snitch&amp;diff=8847"/>
		<updated>2023-06-16T13:39:44Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&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 = 170&lt;br /&gt;
| hitpoints = 60&lt;br /&gt;
| movespeed = 117&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 = 80.0&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, effectively turning it into a mine. Chain explodes terribly, so best not to mass it. Counter with [[Picket]]s, [[Fencer]]s, or single cheap units to set off a premature detonation.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Imp&amp;diff=8846</id>
		<title>Imp</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Imp&amp;diff=8846"/>
		<updated>2023-06-16T13:33:52Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&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 = 125&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 = 80.0&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>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cornea&amp;diff=8845</id>
		<title>Cornea</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cornea&amp;diff=8845"/>
		<updated>2023-06-16T13:13:07Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a stationary [[Cloak|area cloaker]] and radar jammer.{{ Infobox zkunit&lt;br /&gt;
| name = Cornea&lt;br /&gt;
| defname = staticjammer&lt;br /&gt;
| description = Area Cloaker/Jammer&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticjammer.png&lt;br /&gt;
| icontype = staticjammer&lt;br /&gt;
| cost = 420&lt;br /&gt;
| hitpoints = 700&lt;br /&gt;
| energy = -1.5&lt;br /&gt;
| sight = 250&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| upkeepidle = 1&lt;br /&gt;
	| decloakradius = 100&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| name = Area Cloak&lt;br /&gt;
	| radius = 400&lt;br /&gt;
	| upkeep = 12&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
	| name = Radar Jammer&lt;br /&gt;
	| jam = 600&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability morph&lt;br /&gt;
	| to = [[Iris]]&lt;br /&gt;
	| cost = 180&lt;br /&gt;
	| time = 30&lt;br /&gt;
	| disabled = Yes&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Hides units in a modest area from enemy sight and radar. The Cornea also hides radar signatures for nearby buildings. When the cloaker is active, it has a heavy energy upkeep.&lt;br /&gt;
&lt;br /&gt;
The Cornea can transform itself into a [[Iris|walking]] area cloaker for a one-time cost.  &lt;br /&gt;
&lt;br /&gt;
Units are invisible until they perform a combat or construction action, or until injured. Enemies that walk up to an invisible unit will also remove the unit's [[cloak]]. &lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Iris&amp;diff=8844</id>
		<title>Iris</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Iris&amp;diff=8844"/>
		<updated>2023-06-16T13:11:27Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&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 = cloakjammer&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 = Medium&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| name = Area Cloak&lt;br /&gt;
	| radius = 360&lt;br /&gt;
	| upkeep = 15&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
	| name = Radar Jammer&lt;br /&gt;
	| jam = 360&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;
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 (like [[Ronin]]s or [[Fencer]]s), artillery (like [[Firewalker]]s or [[Merlin]]s), anti-heavy sniper units (like [[Phantom]]s or [[Lance]]s), and static defenses (like [[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 (like [[Knight]]s), riots (like [[Reaver]]s), and even Striders (like [[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;
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 (like [[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;
The Iris (just like 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 Detriments. Also, the [[Athena]] can build Irises (and Aspises), 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;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Krow&amp;diff=8843</id>
		<title>Krow</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Krow&amp;diff=8843"/>
		<updated>2023-06-16T12:36:11Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a flying fortress from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Krow&lt;br /&gt;
| defname = gunshipkrow&lt;br /&gt;
| description = Flying Fortress&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshipkrow.png&lt;br /&gt;
| icontype = supergunship&lt;br /&gt;
| cost = 4200&lt;br /&gt;
| hitpoints = 16000&lt;br /&gt;
| movespeed = 99&lt;br /&gt;
| turnrate = 41&lt;br /&gt;
| sight = 633&lt;br /&gt;
| altitude = 180&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Laserbeam × 3&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 45&lt;br /&gt;
	| reloadtime = 0.20&lt;br /&gt;
	| dps = 225&lt;br /&gt;
	| range = 395&lt;br /&gt;
	| projectilespeed = 2370&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Cluster Bomb&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 250 × 75&lt;br /&gt;
	| reloadtime = 30&lt;br /&gt;
	| dps = 625&lt;br /&gt;
	| range = 200&lt;br /&gt;
	| aoe = 64&lt;br /&gt;
	| inaccuracy = 27&lt;br /&gt;
	| manualfire = Yes&lt;br /&gt;
	| projectilespeed = 400&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Krow may be expensive and ponderous, but its incredible armor allows it do fly into all but the thickest anti-air defenses and engage enemies with its three laser cannons. Best of all, it can drop a large spread of carpet bombs that devastates anything under it.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Like most striders, the key to using Krows effectively is to not only attack frequently with them, but also to keep them alive whenever possible. As durable as Krows are, they're expensive to build, and thus, expensive to replace in the event that they're shot down, so be sure to set up a fallback point for your Krows to automatically retreat to when their health drops below a certain point. (Setting them to retreat when under 65% health is recommended if the game progresses to the point where striders are more common.)&lt;br /&gt;
&lt;br /&gt;
If your opponent is unprepared and does not have sufficient anti-air available, a Krow will simply end the game. Its manual-fire Cluster Bombs will make short work of whatever part of the enemy army or infrastructure is most precious to them. (Even other striders are sure to take heavy damage from a Krow's cluster bombs.) However, if your opponent is prepared, and has built significant amounts of anti-air, your Krow becomes, at best, a large flying paperweight, and at worst, a donation of [[metal]], since it has to get very close to the enemy to accomplish anything at all.&lt;br /&gt;
&lt;br /&gt;
Due to its high speed, you can use the Krow in a similar manner to using large amounts of raiders or fast assaults, such as quickly closing the distance to enemy [[Merlin]]s and [[Shogun]]s before annihilating them. Even [[Paladin]]s will have difficulties fighting off multiple Krows without support from friendly units.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Ravager&amp;diff=8842</id>
		<title>Ravager</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Ravager&amp;diff=8842"/>
		<updated>2023-06-16T12:34:54Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an assault rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Ravager&lt;br /&gt;
| defname = vehassault&lt;br /&gt;
| description = Assault Rover&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehassault.png&lt;br /&gt;
| icontype = vehicleassault&lt;br /&gt;
| cost = 250&lt;br /&gt;
| hitpoints = 2000&lt;br /&gt;
| movespeed = 89&lt;br /&gt;
| turnrate = 113&lt;br /&gt;
| sight = 385&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 = 210&lt;br /&gt;
	| reloadtime = 2&lt;br /&gt;
	| dps = 105&lt;br /&gt;
	| range = 320&lt;br /&gt;
	| aoe = 16&lt;br /&gt;
	| projectilespeed = 245&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Expensive and powerful, the Ravager is capable of holding its own against most opposition. Though its maneuverability is terrible, its strength is when moving at a considerable top speed in a straight line. Due to this, it is almost impossible to skirmish using raiders. In combat, you should attempt to keep travelling forward and not turn too suddenly, so as to maintain top speed. Circling your target at the edge of your range is a good tactic. An arcing projectile allows it to shoot over wreckage, other tanks, etc. Vulnerable to &amp;quot;crawling&amp;quot;/mobile bombs when in swarms.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Rogue&amp;diff=8841</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Rogue&amp;diff=8841"/>
		<updated>2023-06-16T12:34:16Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a skirmisher bot (indirect fire) from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Rogue&lt;br /&gt;
| defname = shieldskirm&lt;br /&gt;
| description = Skirmisher Bot (Indirect Fire)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldskirm.png&lt;br /&gt;
| icontype = walkerskirm&lt;br /&gt;
| cost = 130&lt;br /&gt;
| hitpoints = 520&lt;br /&gt;
| movespeed = 54&lt;br /&gt;
| turnrate = 335&lt;br /&gt;
| sight = 583&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heavy Rocket&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 330&lt;br /&gt;
	| reloadtime = 7&lt;br /&gt;
	| dps = 47&lt;br /&gt;
	| range = 530&lt;br /&gt;
	| aoe = 38&lt;br /&gt;
	| arcing = 31&lt;br /&gt;
	| projectilespeed = 190&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Rogue's arcing rockets have a low rate of fire, but do a lot of damage - this makes Rogues very good at dodging in and out of range of enemy units or defenses, or in a powerful initial salvo. Counter them by attacking them with fast units, or crawling bombs when massed.&lt;br /&gt;
&lt;br /&gt;
=Tactics And Strategy=&lt;br /&gt;
&lt;br /&gt;
Move Rogues in range of static defenses when you are ready to fire, and not beforehand; in doing so, you can reduce the maximum amount of damage inflicted on them.&lt;br /&gt;
&lt;br /&gt;
Outlaws and Bandits can offer some protection against raider-type units for Rogues.&lt;br /&gt;
&lt;br /&gt;
Thugs may be used to tank the damage from static defenses that outrange the Rogue, and the Rogue's high damage output can often destroy said defenses before many losses are sustained.&lt;br /&gt;
&lt;br /&gt;
Rogues have relatively slow rockets, so slowing down the enemy forces with Outlaws or similar units can increase the chance of hitting them.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Thug&amp;diff=8840</id>
		<title>Thug</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Thug&amp;diff=8840"/>
		<updated>2023-06-16T12:33:22Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a shielded assault bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Thug&lt;br /&gt;
| defname = shieldassault&lt;br /&gt;
| description = Shielded Assault Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldassault.png&lt;br /&gt;
| icontype = walkerassault&lt;br /&gt;
| cost = 175&lt;br /&gt;
| hitpoints = 960&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 396&lt;br /&gt;
| sight = 420&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 = 170&lt;br /&gt;
	| reloadtime = 4&lt;br /&gt;
	| dps = 43&lt;br /&gt;
	| range = 280&lt;br /&gt;
	| aoe = 18&lt;br /&gt;
	| projectilespeed = 210&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability shield&lt;br /&gt;
	| name = Energy Shield&lt;br /&gt;
	| strength = 1200&lt;br /&gt;
	| regen = 13&lt;br /&gt;
	| regencost = 0&lt;br /&gt;
	| radius = 80&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Weak on its own, the Thug makes an excellent screen for Outlaws and Rogues. The linking shield gives Thugs strength in numbers, but can be defeated by AoE weapons or focus fire.&lt;br /&gt;
&lt;br /&gt;
=Tactics And Strategy=&lt;br /&gt;
&lt;br /&gt;
Send Thugs to destroy the opponent's static defenses while tanking the damage for Rogues and Outlaws.&lt;br /&gt;
&lt;br /&gt;
A small group of Thugs benefit greatly from an Outlaw, as the Outlaw slows down the fire rate of turrets, allowing the Thugs to tank damage for a longer time, while also slowing down raiders who attack the group. As a benefit, the Thugs can tank for the Outlaw, allowing the Outlaw's disruptor pulse to finish its work.&lt;br /&gt;
&lt;br /&gt;
Use Thugs with Felons to tank damage intended for the Felon, while also helping regenerate the Felon's shields.&lt;br /&gt;
&lt;br /&gt;
Thugs can be used as heavy raiders as they can go through light defense by themselves or with a partner that Bandits wouldn't be able to.&lt;br /&gt;
&lt;br /&gt;
Thugs lack damage, so they take time to destroy enemy static defense, so bringing some Bandits along will allow the Bandits to get close and destroy the static defense while the Thugs tank damage for them.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Reaver&amp;diff=8839</id>
		<title>Reaver</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Reaver&amp;diff=8839"/>
		<updated>2023-06-16T12:32:08Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a riot bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Reaver&lt;br /&gt;
| defname = cloakriot&lt;br /&gt;
| description = Riot Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakriot.png&lt;br /&gt;
| icontype = kbotriot&lt;br /&gt;
| cost = 210&lt;br /&gt;
| hitpoints = 820&lt;br /&gt;
| movespeed = 53&lt;br /&gt;
| turnrate = 303&lt;br /&gt;
| sight = 350&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heavy Pulse MG&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 45 × 3&lt;br /&gt;
	| reloadtime = 0.5&lt;br /&gt;
	| dps = 290&lt;br /&gt;
	| range = 265&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| projectilespeed = 580&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 15&lt;br /&gt;
	| timetoenable = 5.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Reaver's devastating heavy Energy Machine Gun is effective versus most enemy units, in particular raiders. It performs poorly versus static defense, so do not use it as an assault unit. Counter by staying out of their range, as they are slow. Reavers quickly regenerate damage when out of combat.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Reaver is a fearsome combatant at close quarters, but suffers from low range and speed. As such, they are best employed in combination with another unit (like the [[Glaive]] or [[Ronin]]) which can deal with any opposing long-range attackers. Alternatively, an [[Iris]] or multiple [[Charon|Charons]] will let your Reavers close the distance before the opposition can react.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Conjurer&amp;diff=8838</id>
		<title>Conjurer</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Conjurer&amp;diff=8838"/>
		<updated>2023-06-16T12:31:10Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cloaked construction bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Conjurer&lt;br /&gt;
| defname = cloakcon&lt;br /&gt;
| description = Cloaked Construction Bot, Builds at 5 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakcon.png&lt;br /&gt;
| icontype = builder&lt;br /&gt;
| cost = 120&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| movespeed = 54&lt;br /&gt;
| turnrate = 435&lt;br /&gt;
| sight = 375&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 5&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| decloakradius = 75&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
        | name = Area Cloak&lt;br /&gt;
	| upkeep = 8&lt;br /&gt;
        | radius = 184&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
        | name = Radar Jammer&lt;br /&gt;
	| jam = 184&lt;br /&gt;
	}}&lt;br /&gt;
	}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The Conjurer packs a short-ranged jammer and a cloaking device for stealthy expansion and base maintenance.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
The Conjurer is cloaked except while building, and also has a small jamming field, making it difficult to find. However, a Conjurer which is found by the enemy has no other defense (besides constructing a turret, which is likely to be too slow). Make sure that your Conjurers are hiding if enemy units are close.&lt;br /&gt;
&lt;br /&gt;
Conjurers can be used to cheaply identify and spot enemy units while remaining cloaked, much to the benefit of your precision artillery units like [[Phantom|Phantoms]], [[Lance|Lances]], and [[Impaler|Impalers]].&lt;br /&gt;
&lt;br /&gt;
Conjurers can also be used as less efficient replacement for [[Iris]], providing a small  [[Cloak#Area_Cloakers|area cloak]]. They can be tricky to use alongside combat units, as with normal settings you wont be able to select them together. In order to remedy that, you can change the selection priority of the Conjurers you activated area cloak on to 3, letting them be selected with the rest of the combat units.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Disco_Rave_Party&amp;diff=8837</id>
		<title>Disco Rave Party</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Disco_Rave_Party&amp;diff=8837"/>
		<updated>2023-06-16T12:25:13Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: balance change, fire rate increase/decrease when firing or not&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a destructive rainbow projector firing multi-colored super shots.{{ Infobox zkunit&lt;br /&gt;
| name = Disco Rave Party&lt;br /&gt;
| defname = raveparty&lt;br /&gt;
| description = Destructive Rainbow Projector&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/raveparty.png&lt;br /&gt;
| icontype = mahlazer&lt;br /&gt;
| cost = 42000&lt;br /&gt;
| hitpoints = 8000&lt;br /&gt;
| sight = 660&lt;br /&gt;
| gridlink = 150&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Red Killer&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 3002&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 500&lt;br /&gt;
	| range = 7000&lt;br /&gt;
	| aoe = 96&lt;br /&gt;
	| projectilespeed = 1100&lt;br /&gt;
	| special1 = Trajectory toggle&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Orange Roaster&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 301&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 50&lt;br /&gt;
	| afterburn = 8&lt;br /&gt;
	| range = 7000&lt;br /&gt;
	| aoe = 320&lt;br /&gt;
	| customlabel1 = Ground Burn DPS&lt;br /&gt;
	| customdata1 = 40&lt;br /&gt;
	| customlabel2 = Ground Burn radius (elmo)&lt;br /&gt;
	| customdata2 = 320&lt;br /&gt;
	| customlabel3 = Ground Burn duration (s)&lt;br /&gt;
	| customdata3 = 15&lt;br /&gt;
	| projectilespeed = 1100&lt;br /&gt;
	| special1 = Trajectory toggle&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Yellow Slammer&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 801&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 134&lt;br /&gt;
	| range = 7000&lt;br /&gt;
	| aoe = 192&lt;br /&gt;
	| projectilespeed = 1100&lt;br /&gt;
	| special1 = Trajectory toggle&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Green Stamper&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 401&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 67&lt;br /&gt;
	| range = 7000&lt;br /&gt;
	| aoe = 192&lt;br /&gt;
	| projectilespeed = 1100&lt;br /&gt;
	| special1 = Smooths ground&lt;br /&gt;
	| special2 = Trajectory toggle&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Blue Shocker&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| empdamage = 30000&lt;br /&gt;
	| empdps = 5000&lt;br /&gt;
	| stuntime = 25&lt;br /&gt;
	| range = 7000&lt;br /&gt;
	| aoe = 160&lt;br /&gt;
	| projectilespeed = 1100&lt;br /&gt;
	| special1 = Trajectory toggle&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Violet Slugger&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 450&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 75&lt;br /&gt;
	| slowdamage = 4501&lt;br /&gt;
	| slowdps = 750&lt;br /&gt;
	| range = 7000&lt;br /&gt;
	| aoe = 360&lt;br /&gt;
	| projectilespeed = 1100&lt;br /&gt;
	| special1 = Trajectory toggle&lt;br /&gt;
	| special2 = No friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Disco Rave Party throws six different party shots at your enemy for a different surprise each time. Fun for the whole family!&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* The weapon names are inspired by a boss in [http://www.hardcoregaming101.net/gunstarheroes/gunstarheroes.htm Gunstar Heroes].&lt;br /&gt;
&lt;br /&gt;
==Additional Details==&lt;br /&gt;
The DRP starts with a low fire rate, then will increase as it fires, lowers when it doesn't.&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Starlight&amp;diff=8836</id>
		<title>Starlight</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Starlight&amp;diff=8836"/>
		<updated>2023-06-16T12:18:41Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: update along with balance change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a superweapon firing a powerful beam laser from the sky.{{ Infobox zkunit&lt;br /&gt;
| name = Starlight&lt;br /&gt;
| defname = mahlazer&lt;br /&gt;
| description = Planetary Energy Chisel&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/mahlazer.png&lt;br /&gt;
| icontype = mahlazer&lt;br /&gt;
| cost = 60000&lt;br /&gt;
| hitpoints = 12000&lt;br /&gt;
| sight = 660&lt;br /&gt;
| gridlink = 200&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Craterpuncher&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 18000&lt;br /&gt;
	| reloadtime = 20&lt;br /&gt;
	| dps = 900&lt;br /&gt;
	| range = 12000&lt;br /&gt;
	| aoe = 70&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Cutter&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 150&lt;br /&gt;
	| reloadtime = 0.03&lt;br /&gt;
	| dps = 4500&lt;br /&gt;
	| range = 12000&lt;br /&gt;
	| aoe = 70&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	| special2 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This large-scale tool is used to shape terrain for terraforming projects. Also useful as a cleanser of obstacles such as pesky enemy units and bases.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
The Starlight creates a MASSIVE beam that shakes the land it hits. This beam will &amp;quot;Walk&amp;quot; to a target... but watch out for friendly fire! Especially if you build it deep in your base!&lt;br /&gt;
&lt;br /&gt;
Few things, if any, can hope to withstand a Starlight's direct onslaught for long. Even a Detriment will melt within mere seconds.&lt;br /&gt;
&lt;br /&gt;
==Additional Details==&lt;br /&gt;
On its own, {{PAGENAME}} is able to shoot its beam only upwards. Then the beam needs to be reflected by [[Glint]], a satellite that allows it to be aimed at ground targets. The satellite is deployed from the top of the {{PAGENAME}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Zenith&amp;diff=8835</id>
		<title>Zenith</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Zenith&amp;diff=8835"/>
		<updated>2023-06-16T12:10:44Z</updated>

		<summary type="html">&lt;p&gt;Kitty116065: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a superweapon that gathers meteors and throws them at the enemy.{{ Infobox zkunit&lt;br /&gt;
| name = Zenith&lt;br /&gt;
| defname = zenith&lt;br /&gt;
| description = Meteor Controller&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/zenith.png&lt;br /&gt;
| icontype = mahlazer&lt;br /&gt;
| cost = 38000&lt;br /&gt;
| hitpoints = 12000&lt;br /&gt;
| sight = 660&lt;br /&gt;
| gridlink = 150&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Meteor&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 1600&lt;br /&gt;
	| reloadtime = 1.20&lt;br /&gt;
	| dps = 1333&lt;br /&gt;
	| range = 8800&lt;br /&gt;
	| aoe = 128&lt;br /&gt;
	| wobbly = 30&lt;br /&gt;
	| projectilespeed = 1600&lt;br /&gt;
	| special1 = Smooths ground&lt;br /&gt;
	| special2 = Potential friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Zenith collects meteorites from the sky (up to 300), which it can send anywhere to break things or provide a small reclaimable source of metal.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
Set the Zenith to hold-fire mode to allow it to collect meteors instead of raining down small unreliable meteor swarms at any enemies within its massively-long range (which could not only miss the targeted enemy, but also hurt your own units by accident). Giving it an attack order will send all collected meteors at once, effectively dealing high-burst damage if they are in high numbers (and quite capable of taking down approaching Striders like the Paladin). However, if the Zenith reaches full capacity, any newly collected meteors will be dropped around and on the Zenith's location, dealing damage to buildings and units.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Kitty116065</name></author>
		
	</entry>
</feed>