<?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=Manored</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=Manored"/>
	<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/Special:Contributions/Manored"/>
	<updated>2026-04-05T07:38:02Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Blastwing&amp;diff=7157</id>
		<title>Blastwing</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Blastwing&amp;diff=7157"/>
		<updated>2020-12-18T02:58:19Z</updated>

		<summary type="html">&lt;p&gt;Manored: I removed the bit about shrapnel since blastwings no longer have that.&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;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Blastwing Explosion&lt;br /&gt;
	| damage = 80&lt;br /&gt;
	| afterburn = 1&lt;br /&gt;
	| aoe = 128&lt;br /&gt;
	| customlabel1 = Ground Burn DPS&lt;br /&gt;
	| customdata1 = 15&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 = 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 = 75&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 formidible 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>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Eos&amp;diff=7153</id>
		<title>Eos</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Eos&amp;diff=7153"/>
		<updated>2020-12-05T07:05:53Z</updated>

		<summary type="html">&lt;p&gt;Manored: Adding a Tactics and Strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a tactical nuke from the [[Missile Silo]].{{ Infobox zkunit&lt;br /&gt;
| name = Eos&lt;br /&gt;
| defname = tacnuke&lt;br /&gt;
| description = Tactical Nuke&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/tacnuke.png&lt;br /&gt;
| icontype = cruisemissilesmall&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 1000&lt;br /&gt;
| sight = 0&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Tactical Nuke&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| damage = 3502&lt;br /&gt;
	| reloadtime = 10&lt;br /&gt;
	| dps = 350&lt;br /&gt;
	| range = 3500&lt;br /&gt;
	| aoe = 96&lt;br /&gt;
	| projectilespeed = 1200&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A long-range precision strike weapon. The Eos' blast radius is small, but lethal.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Eos' enormous range effectively allows you to assassinate critical enemy structures from afar. As each individual missile costs a lot, they're usually best reserved for the things that will truly hinder your enemy if destroyed. Large economic structures such as fusions, unit factories, expensive artillery pieces, expensive AA turrets, etc.&lt;br /&gt;
&lt;br /&gt;
Using them against mobile units is risky, but if you have reason to believe the enemy will not move their army anytime soon, it can be worth the attempt. This becomes much easier if you use Eos as a follow up to a Shockley, as most units hit by Shockley won't recover their movements in time to escape a follow-up Eos.&lt;br /&gt;
&lt;br /&gt;
Shields block tactical missiles, so shielded structures pose a major obstacle to the use of Eos. You can weaken the shield first using shockleys, but consider carefully if you aren't spending more metal in the maneuver than the target is worth.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Hacksaw&amp;diff=7120</id>
		<title>Hacksaw</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Hacksaw&amp;diff=7120"/>
		<updated>2020-11-13T02:11:02Z</updated>

		<summary type="html">&lt;p&gt;Manored: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a burst anti-air turret.{{ Infobox zkunit&lt;br /&gt;
| name = Hacksaw&lt;br /&gt;
| defname = turretaaclose&lt;br /&gt;
| description = Burst Anti-Air Turret&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretaaclose.png&lt;br /&gt;
| icontype = defenseskirmaa&lt;br /&gt;
| cost = 220&lt;br /&gt;
| hitpoints = 580&lt;br /&gt;
| sight = 560&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Homing Missiles&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 500.1 × 2&lt;br /&gt;
	| reloadtime = 15&lt;br /&gt;
	| dps = 67&lt;br /&gt;
	| range = 490&lt;br /&gt;
	| homing = 714&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| projectilespeed = 620&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Hacksaw's twin missiles brutally punish any aircraft that enters their range, but take a considerable amount of time to reload, making them less than ideal against light targets.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
The best attribute of the hacksaw is being cheap, allowing it to be quickly deployed in areas where enemy bombers have started to harass your forces. However, beware of the fact that they can be easily baited into wasting their shots by cheap fliers.&lt;br /&gt;
&lt;br /&gt;
If you want cost-effective AA coverage over a large area, however, the Hacksaw isn't what you're looking for.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Cerberus&amp;diff=7119</id>
		<title>Cerberus</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Cerberus&amp;diff=7119"/>
		<updated>2020-11-12T23:14:11Z</updated>

		<summary type="html">&lt;p&gt;Manored: Added a Tactics and Strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a plasma artillery battery for long-range bombardment.{{ Infobox zkunit&lt;br /&gt;
| name = Cerberus&lt;br /&gt;
| defname = staticarty&lt;br /&gt;
| description = Plasma Artillery Battery - Power by connecting to a 50 energy grid&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticarty.png&lt;br /&gt;
| icontype = staticarty&lt;br /&gt;
| cost = 2500&lt;br /&gt;
| hitpoints = 3750&lt;br /&gt;
| sight = 660&lt;br /&gt;
| gridlink = 50&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Long-Range Plasma Battery&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 601 × 3&lt;br /&gt;
	| reloadtime = 10&lt;br /&gt;
	| dps = 180&lt;br /&gt;
	| range = 1850&lt;br /&gt;
	| aoe = 96&lt;br /&gt;
	| inaccuracy = 2.0&lt;br /&gt;
	| projectilespeed = 400&lt;br /&gt;
	| special1 = Trajectory toggle&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Cerberus offers long-range artillery/counter-artillery capability, making it excellent for area denial. It is not designed as a defense turret, and will go down if attacked directly.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
Cerberus is an extremely expensive, immobile artillery piece that needs a connection to an energy grid with at least 50 energy points in it. These characteristics alone should make it clear that it is not a unit that you build lightly.&lt;br /&gt;
&lt;br /&gt;
That being out of the way, a well-placed Cerberus can exert control over a very large portion of the map. It can siege fortified positions with little risk because it outranges not only all defenses, but nearly all other artillery as well. In addition to great range, it has enough damage and splash to threaten almost any unit or defense mix.&lt;br /&gt;
&lt;br /&gt;
The main risk with building a Cerberus is that its a major assassination target. Its expensive, it has low health for cost, and it cannot flee from danger or even just reposition to avoid counter-fire. Even if you protect a Cerberus from being scouted by the enemy, it won't take long for the enemy to figure out where it is from the trajectory of its shots, and once the enemy knows where it is, its an easy target for tactical nukes, bombers, scythes, and other such threats.&lt;br /&gt;
&lt;br /&gt;
The enemy may also simply push hard against the Cerberus and destroy it, if you build it without having a mobile army or fortifications to keep it safe.&lt;br /&gt;
&lt;br /&gt;
As such, before building a Cerberus, you should make sure you can protect it. Its a good idea to add a shield and some fixed defenses around the Cerberus specifically, including some AA defenses.&lt;br /&gt;
&lt;br /&gt;
Another major mistake you can make when building a Cerberus is to build it too far back. Cerberus is too expensive to be treated as only a defense turret: you should always build it near enough to the front that it can pressure your enemy's frontline.&lt;br /&gt;
&lt;br /&gt;
Cerberus benefits immensely from being put in a high position: it makes it harder to attack, gives it clearer shots, and makes it even harder for enemy artillery to fight back against it. A Cerberus on high ground is often game winning, or at least forces your opponent to retreat from its range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Lucifer&amp;diff=7118</id>
		<title>Lucifer</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Lucifer&amp;diff=7118"/>
		<updated>2020-11-12T22:39:36Z</updated>

		<summary type="html">&lt;p&gt;Manored: Added a Tactics and Strategy section&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 = 780&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 = 75%&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>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Desolator&amp;diff=7094</id>
		<title>Desolator</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Desolator&amp;diff=7094"/>
		<updated>2020-11-12T00:51:42Z</updated>

		<summary type="html">&lt;p&gt;Manored: Added a Tactics and Strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a medium range defensive structure. It is extremely powerful and hard to take down directly.{{ Infobox zkunit&lt;br /&gt;
| name = Desolator&lt;br /&gt;
| defname = turretheavy&lt;br /&gt;
| description = Medium Range Defense Fortress - Power by connecting to a 50 energy grid&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretheavy.png&lt;br /&gt;
| icontype = staticassaultriot&lt;br /&gt;
| cost = 1600&lt;br /&gt;
| hitpoints = 10000&lt;br /&gt;
| sight = 763&lt;br /&gt;
| gridlink = 50&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heavy Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 1201&lt;br /&gt;
	| reloadtime = 3&lt;br /&gt;
	| dps = 400&lt;br /&gt;
	| range = 650&lt;br /&gt;
	| aoe = 96&lt;br /&gt;
	| inaccuracy = 1.53&lt;br /&gt;
	| projectilespeed = 750&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heat Ray&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 51.1 × 2&lt;br /&gt;
	| reloadtime = 0.10&lt;br /&gt;
	| dps = 1022&lt;br /&gt;
	| range = 430&lt;br /&gt;
	| projectilespeed = 500&lt;br /&gt;
	| special1 = Damage falls off with range&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;
Armed with a heavy plasma cannon and a Heat Ray, the Desolator forms a focal defense point against enemy assault pushes. It can bunker down to survive attack by long-range artillery or air attacks to reduce incoming damage to a quarter, although it cannot fire its weapons while doing so.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
Desolator is an immovable object to put in your opponent's path. Its plasma cannon will smash any typical army composition to bits, and the heat ray denies swarming tactics. While it is vulnerable to artillery, its extremely high health and damage reduction when closed means it can survive a siege for a long time, specially with some repair support from Caretakers or builders.&lt;br /&gt;
&lt;br /&gt;
However, Desolator is very expensive for a fixed unit that protects only a relatively small area around itself. In addition, it needs to be connected to a sizable energy grid to use its plasma cannon, a logistical detail that might be difficult to guarantee in an imperiled frontline position.&lt;br /&gt;
&lt;br /&gt;
Desolator is best reserved for situations of extremely dense combat, aka, when large numbers of units are being funneled towards a small area or chokepoint. &lt;br /&gt;
&lt;br /&gt;
It can also be useful when you just need to buy lots of time while you're waiting for something to happen. One common such situation is if you're playing a team game and need to hold out against a superior force while your allies are pushing elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Gauss&amp;diff=7093</id>
		<title>Gauss</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Gauss&amp;diff=7093"/>
		<updated>2020-11-11T23:33:04Z</updated>

		<summary type="html">&lt;p&gt;Manored: Added a Tactics and Strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a hardened artillery gauss turret designed to be difficult to dislodge with artillery. {{ Infobox zkunit&lt;br /&gt;
| name = Gauss&lt;br /&gt;
| defname = turretgauss&lt;br /&gt;
| description = Gauss Turret, 10 health/s when closed&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretgauss.png&lt;br /&gt;
| icontype = defense&lt;br /&gt;
| cost = 400&lt;br /&gt;
| hitpoints = 3000&lt;br /&gt;
| sight = 664&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Gauss Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 200&lt;br /&gt;
	| reloadtime = 2&lt;br /&gt;
	| dps = 100&lt;br /&gt;
	| shielddamage = 150&lt;br /&gt;
	| range = 560&lt;br /&gt;
	| projectilespeed = 1200&lt;br /&gt;
	| special1 = Water capable&lt;br /&gt;
	| special2 = Piercing&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| customlabel1 = Closed regen (HP/s)&lt;br /&gt;
	| customdata1 = 10&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability armored&lt;br /&gt;
	| reduction = 75%&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Gauss is a compact, resilient turret with a medium-range gauss cannon. When popped down, it receives a quarter of incoming damage as well as small amount of health regeneration. It can also attack underwater targets.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
Gauss has a similar role to Stinger, aka, it excels at exerting control over an area and generally putting a stop to enemy assaults. Its not quite as effective as Stinger in this role, but its dramatic damage reduction when closed tends to make it the superior option when enemy artillery is making itself a problem.&lt;br /&gt;
&lt;br /&gt;
Gauss also has piercing shots and a greater fire rate, both of which make it significantly less vulnerable to swarms than Stinger. Its still not a riot turret though, and if the enemy has a significant raider presence you should consider supporting your Gauss with an anti-swarm turret. Faraday tends to be a good option because, like Gauss, it is armored and therefore artillery-resistant when not firing.&lt;br /&gt;
&lt;br /&gt;
Gauss has a second life in the sea: it can shot underwater targets as well, and therefore can serve as a heavier turret option for sea than Urchin, as well as an artillery-resistant option. &lt;br /&gt;
&lt;br /&gt;
There is a problem however: Gauss cannot be built on sea by default. You will have to place your sea Gauss in a convenient beach or island. Depending on depth and on how much you want the turret, terraforming a small earth pillar out of the sea may be viable. The upside is that since your sea Gauss will always be on solid ground, it will never be vulnerable to exclusively aquatic weapons, which makes it much harder for many waterborne units to take them out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Stinger&amp;diff=7090</id>
		<title>Stinger</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Stinger&amp;diff=7090"/>
		<updated>2020-11-10T20:03:33Z</updated>

		<summary type="html">&lt;p&gt;Manored: Added a Tactics and Strategy section&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 = 420&lt;br /&gt;
| hitpoints = 2475&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>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Stardust&amp;diff=7089</id>
		<title>Stardust</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Stardust&amp;diff=7089"/>
		<updated>2020-11-10T19:27:39Z</updated>

		<summary type="html">&lt;p&gt;Manored: Added a Tactics and Strategy section&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;
}}==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>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Urchin&amp;diff=7088</id>
		<title>Urchin</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Urchin&amp;diff=7088"/>
		<updated>2020-11-10T18:41:14Z</updated>

		<summary type="html">&lt;p&gt;Manored: Mentioned the sonar on description, added a Tactics and Strategy section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a static torpedo launcher.{{ Infobox zkunit&lt;br /&gt;
| name = Urchin&lt;br /&gt;
| defname = turrettorp&lt;br /&gt;
| description = Torpedo Launcher&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turrettorp.png&lt;br /&gt;
| icontype = defensetorp&lt;br /&gt;
| cost = 120&lt;br /&gt;
| hitpoints = 1020&lt;br /&gt;
| sight = 653&lt;br /&gt;
| sonar = 653&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Torpedo Launcher&lt;br /&gt;
	| type = TorpedoLauncher&lt;br /&gt;
	| damage = 190&lt;br /&gt;
	| reloadtime = 3.2&lt;br /&gt;
	| dps = 59&lt;br /&gt;
	| range = 550&lt;br /&gt;
	| aoe = 32&lt;br /&gt;
	| homing = 121&lt;br /&gt;
	| projectilespeed = 320&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
This Torpedo Launcher provides defense against both surface and submerged vessels. It also includes a short range sonar for helping detect nearby submerged enemies.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
Urchins have on sea a role similar to that of lotuses on land, that is to say, they're useful for perimeter defense and providing a minimal level of protection to your sea factories, energy buildings, mexes, and other units and defenses. They can also be used to guard beaches against amphibious invasions, and for closing water chokepoints against light enemy units.&lt;br /&gt;
&lt;br /&gt;
Due to their low health and firepower, a group of urchins easily folds if the enemy makes a strong push with assault units. They're also quickly and efficiently defeated by anything that outranges them. As such, building large groups of urchins in one location is not advisable.&lt;br /&gt;
&lt;br /&gt;
Urchins can be placed outside water and yet fire into water, so long as they're very close to it. This makes them harder for many waterborne units to kill, specially amphibious robots.&lt;br /&gt;
&lt;br /&gt;
Contrary to most land defenses, as the weapon of Urchin only works in water, they cannot fire back against aerial units at all, being utterly defenseless against them. Areas protected by urchins will require a separate turret for AA defense, if the enemy is using air. &lt;br /&gt;
&lt;br /&gt;
The same is true of any unit that attacks Urchin from land, and as such care must be taken when building them near land that the enemy controls.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Faraday&amp;diff=7075</id>
		<title>Faraday</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Faraday&amp;diff=7075"/>
		<updated>2020-11-10T00:29:44Z</updated>

		<summary type="html">&lt;p&gt;Manored: Added a Tactics and Strategy section&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 = 250&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>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Lotus&amp;diff=7074</id>
		<title>Lotus</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Lotus&amp;diff=7074"/>
		<updated>2020-11-10T00:15:47Z</updated>

		<summary type="html">&lt;p&gt;Manored: Added a Tactics and Strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a light laser tower.{{ Infobox zkunit&lt;br /&gt;
| name = Lotus&lt;br /&gt;
| defname = turretlaser&lt;br /&gt;
| description = Light Laser Tower&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretlaser.png&lt;br /&gt;
| icontype = defenseraider&lt;br /&gt;
| cost = 90&lt;br /&gt;
| hitpoints = 785&lt;br /&gt;
| sight = 554&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Laserbeam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 7.5&lt;br /&gt;
	| reloadtime = 0.10&lt;br /&gt;
	| dps = 75&lt;br /&gt;
	| range = 460&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Lotus is a basic turret. A versatile, solid anti-ground weapon, it does well versus scouts as well as being able to take on one or two raiders. Falls relatively easily to skirmishers, artillery or assault units unless supported.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
In the early game it is common for small forces of raiders and scouts to run all over the map, both to gather intel and to pick off any vulnerable builders, factories or economic buildings they find. The Lotus is a cheap and effective way to protect your base and metal extractors against these early raids.&lt;br /&gt;
&lt;br /&gt;
They're also useful for protecting larger fixed defenses that deal poorly with raiders, such as stingers, from direct attack by such forces.&lt;br /&gt;
&lt;br /&gt;
Their low cost comes at the expense of low power, however, and lotuses are easily overwhelmed by large groups of raiders, or even by a small number of heavy raiders. Assaults, riots and skirmishers will all take them down easily as well. It can be tempting to simply build more lotuses, but large groups of lotuses are highly vulnerable to anything that outranges them, as the individual turrets don't even have enough health to slow down an enemy skirmisher or artillery push.&lt;br /&gt;
&lt;br /&gt;
Occasionally, building a group of 3-4 lotuses around a critical building, such as a factory or fusion, may be useful if your enemy is making use of stealthy raiders or other such deep-raiding tactics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Chainsaw&amp;diff=7068</id>
		<title>Chainsaw</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Chainsaw&amp;diff=7068"/>
		<updated>2020-11-08T01:19:23Z</updated>

		<summary type="html">&lt;p&gt;Manored: /* Tactics and Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a long-range anti-air missile battery.{{ Infobox zkunit&lt;br /&gt;
| name = Chainsaw&lt;br /&gt;
| defname = turretaafar&lt;br /&gt;
| description = Long-Range Anti-Air Missile Battery&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretaafar.png&lt;br /&gt;
| icontype = staticskirmaa&lt;br /&gt;
| cost = 900&lt;br /&gt;
| hitpoints = 2500&lt;br /&gt;
| sight = 702&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Long-Range SAM&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 225&lt;br /&gt;
	| reloadtime = 1&lt;br /&gt;
	| dps = 225&lt;br /&gt;
	| range = 1800&lt;br /&gt;
	| homing = 302&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| projectilespeed = 800&lt;br /&gt;
	| special1 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Chainsaw is a long range anti-air turret, dealing out massive damage, able to knock bombers out of the sky very quickly. It can't take very much damage in return, though, and does poorly when attacked directly.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
As far as AA defenses go, the Chainsaw is rather costly, but the cost is well worth it if your enemy is making heavy use of aerial units, as a single well-placed Chainsaw will efficiently provide protection over a very large area. &lt;br /&gt;
&lt;br /&gt;
So large, in fact, that you may even be able to disrupt enemy aerial support operations with a well-placed Chainsaw. You can zone their aerial builders out of wreckfields, or out of their own forward positions.&lt;br /&gt;
&lt;br /&gt;
The Chainsaw lacks burst power however, so you shouldn't count on it alone to protect high-value units: a large and willing group of enemy bombers or gunships can still penetrate the Chainsaw's range, take out the valuables, and escape with some causalities.&lt;br /&gt;
&lt;br /&gt;
The Chainsaw is rather frail for its cost, and it itself can become the target of a large enemy air raid, so if such a thing seems likely you may want to protect your Chainsaw with a more durable AA turret, such as Razor or Thresher.&lt;br /&gt;
&lt;br /&gt;
The Chainsaw requires line of sight to fire. Combine that with its immense range, and one quickly realizes that putting it in a high place is ideal, so that its range isn't limited by the terrain around it. Building it atop its own terraform pillar is worth the extra cost if it means it will be able to shot over a critical hill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Chainsaw&amp;diff=7067</id>
		<title>Chainsaw</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Chainsaw&amp;diff=7067"/>
		<updated>2020-11-08T01:16:50Z</updated>

		<summary type="html">&lt;p&gt;Manored: Added a Tactics and Strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a long-range anti-air missile battery.{{ Infobox zkunit&lt;br /&gt;
| name = Chainsaw&lt;br /&gt;
| defname = turretaafar&lt;br /&gt;
| description = Long-Range Anti-Air Missile Battery&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretaafar.png&lt;br /&gt;
| icontype = staticskirmaa&lt;br /&gt;
| cost = 900&lt;br /&gt;
| hitpoints = 2500&lt;br /&gt;
| sight = 702&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Long-Range SAM&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 225&lt;br /&gt;
	| reloadtime = 1&lt;br /&gt;
	| dps = 225&lt;br /&gt;
	| range = 1800&lt;br /&gt;
	| homing = 302&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| projectilespeed = 800&lt;br /&gt;
	| special1 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Chainsaw is a long range anti-air turret, dealing out massive damage, able to knock bombers out of the sky very quickly. It can't take very much damage in return, though, and does poorly when attacked directly.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
As far as AA defenses go, the Chainsaw is rather costly, but the cost is well worth it if your enemy is making heavy use of aerial units, as a single well-placed Chainsaw will efficiently provide protection over a very large area. &lt;br /&gt;
&lt;br /&gt;
So large, in fact, that you may even be able to disrupt enemy aerial support operations with a well-placed Chainsaw. You can zone their aerial builders out of wreckfields, or out of their own forward positions.&lt;br /&gt;
&lt;br /&gt;
The Chainsaw lacks burst power however, so you shouldn't count on it alone to protect high-value units: a large and willing group of enemy bombers or gunships can still penetrate the Chainsaw's range, take out the valuables, and escape with some causalities.&lt;br /&gt;
&lt;br /&gt;
The Chainsaw is rather frail for its cost, and it itself can become the target of a large enemy air raid, so if such a thing seems likely you may want to protect your Chainsaw with a more durable AA turret, such as Razor or Thresher.&lt;br /&gt;
&lt;br /&gt;
The Chainsaw requires line of sight to fire. Combine that with its immense range, and one quickly realizes that putting it in a high place is ideal, so that its range isn't limited by the terrain around it. Building it atop its own terraform pillar is worth the extra cost if it means it will be able to shot over a critical hill.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Thresher&amp;diff=7066</id>
		<title>Thresher</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Thresher&amp;diff=7066"/>
		<updated>2020-11-07T23:05:06Z</updated>

		<summary type="html">&lt;p&gt;Manored: /* Tactics and Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an anti-air flak gun.{{ Infobox zkunit&lt;br /&gt;
| name = Thresher&lt;br /&gt;
| defname = turretaaflak&lt;br /&gt;
| description = Anti-Air Flak Gun&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretaaflak.png&lt;br /&gt;
| icontype = staticaa&lt;br /&gt;
| cost = 450&lt;br /&gt;
| hitpoints = 3000&lt;br /&gt;
| sight = 660&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Flak Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 132&lt;br /&gt;
	| reloadtime = 0.50&lt;br /&gt;
	| dps = 264&lt;br /&gt;
	| range = 1000&lt;br /&gt;
	| aoe = 64&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| projectilespeed = 2000&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Thresher is a flak cannon with good AoE and a high damage output, letting it swiftly cut enemy gunships to ribbons.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
Thresher shines when the enemy is attacking you with such large groups of aircraft, that other AA defenses are overwhelmed by their sheer numbers. As Thresher possesses significant AoE, it doesn't have that problem, and it has enough health to endure, at least temporarily, the enemy's attempts to quickly neutralize it. It works better against gunships, as bombers tend to space themselves out more when attacking in groups.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Thresher&amp;diff=7065</id>
		<title>Thresher</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Thresher&amp;diff=7065"/>
		<updated>2020-11-07T23:04:30Z</updated>

		<summary type="html">&lt;p&gt;Manored: Added a Tactics and Strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an anti-air flak gun.{{ Infobox zkunit&lt;br /&gt;
| name = Thresher&lt;br /&gt;
| defname = turretaaflak&lt;br /&gt;
| description = Anti-Air Flak Gun&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretaaflak.png&lt;br /&gt;
| icontype = staticaa&lt;br /&gt;
| cost = 450&lt;br /&gt;
| hitpoints = 3000&lt;br /&gt;
| sight = 660&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Flak Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 132&lt;br /&gt;
	| reloadtime = 0.50&lt;br /&gt;
	| dps = 264&lt;br /&gt;
	| range = 1000&lt;br /&gt;
	| aoe = 64&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| projectilespeed = 2000&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Thresher is a flak cannon with good AoE and a high damage output, letting it swiftly cut enemy gunships to ribbons.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
Thresher shines when the enemy is attacking you with such large groups of aircraft, that other aerial defenses are overwhelmed by their sheer numbers. As Thresher possesses significant AoE, it doesn't have that problem, and it has enough health to endure, at least temporarily, the enemy's attempts to quickly neutralize it. It works better against gunships, as bombers tend to space themselves out more when attacking in groups.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Razor&amp;diff=7064</id>
		<title>Razor</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Razor&amp;diff=7064"/>
		<updated>2020-11-07T22:54:21Z</updated>

		<summary type="html">&lt;p&gt;Manored: Added a Tactics and Strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a hardened anti-air laser.{{ Infobox zkunit&lt;br /&gt;
| name = Razor&lt;br /&gt;
| defname = turretaalaser&lt;br /&gt;
| description = Hardened Anti-Air Laser&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretaalaser.png&lt;br /&gt;
| icontype = defenseaa&lt;br /&gt;
| cost = 280&lt;br /&gt;
| hitpoints = 3000&lt;br /&gt;
| sight = 660&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Anti-Air Laser&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 14.9&lt;br /&gt;
	| reloadtime = 0.10&lt;br /&gt;
	| dps = 149&lt;br /&gt;
	| range = 1040&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| projectilespeed = 1500&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 Razor is a hardy anti-air turret. Its high hit points and 4x armour bonus when closed makes it very hard for the enemy to dislodge.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
As far as fixed AA defenses are concerned, its often a good idea to start with razors and escalate to bigger defenses if needed. Razor has an excellent combination of low cost, high coverage and decent damage output, and will often be the only AA defense you will need to protect an area against light aerial harassment, specially if the enemy is attacking you with gunships rather than planes.&lt;br /&gt;
&lt;br /&gt;
Razors are also extremely durable for their cost, specially when closed. As a result, they can also be used as a decoy against enemy artillery: build a razor in front of your other things, and enemy artillery relying on radar for their targeting will waste their shots against it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Hacksaw&amp;diff=7063</id>
		<title>Hacksaw</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Hacksaw&amp;diff=7063"/>
		<updated>2020-11-07T22:44:20Z</updated>

		<summary type="html">&lt;p&gt;Manored: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a burst anti-air turret.{{ Infobox zkunit&lt;br /&gt;
| name = Hacksaw&lt;br /&gt;
| defname = turretaaclose&lt;br /&gt;
| description = Burst Anti-Air Turret&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretaaclose.png&lt;br /&gt;
| icontype = defenseskirmaa&lt;br /&gt;
| cost = 220&lt;br /&gt;
| hitpoints = 580&lt;br /&gt;
| sight = 560&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Homing Missiles&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 500.1 × 2&lt;br /&gt;
	| reloadtime = 15&lt;br /&gt;
	| dps = 67&lt;br /&gt;
	| range = 490&lt;br /&gt;
	| homing = 714&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| projectilespeed = 620&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Hacksaw's twin missiles brutally punish any aircraft that enters their range, but take a considerable amount of time to reload, making them less than ideal against light targets. }}&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
The best attribute of the hacksaw is being cheap, allowing it to be quickly deployed in areas where enemy bombers have started to harass your forces. However, beware of the fact that they can be easily baited into wasting their shots by cheap fliers.&lt;br /&gt;
&lt;br /&gt;
If you want cost-effective AA coverage over a large area, however, the Hacksaw isn't what you're looking for.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Hacksaw&amp;diff=7062</id>
		<title>Hacksaw</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Hacksaw&amp;diff=7062"/>
		<updated>2020-11-07T21:56:44Z</updated>

		<summary type="html">&lt;p&gt;Manored: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a burst anti-air turret.{{ Infobox zkunit&lt;br /&gt;
| name = Hacksaw&lt;br /&gt;
| defname = turretaaclose&lt;br /&gt;
| description = Burst Anti-Air Turret&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretaaclose.png&lt;br /&gt;
| icontype = defenseskirmaa&lt;br /&gt;
| cost = 220&lt;br /&gt;
| hitpoints = 580&lt;br /&gt;
| sight = 560&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Homing Missiles&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 500.1 × 2&lt;br /&gt;
	| reloadtime = 15&lt;br /&gt;
	| dps = 67&lt;br /&gt;
	| range = 490&lt;br /&gt;
	| homing = 714&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| projectilespeed = 620&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Hacksaw's twin missiles brutally punish any aircraft that enters their range, but take a considerable amount of time to reload, making them less than ideal against light targets. }}&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
The best attribute of the hacksaw is being cheap, allowing it to be quickly deployed in areas where enemy bombers have started to harass your forces. However, beware of the fact that they can be easily baited into wasting their shots by cheap fliers.&lt;br /&gt;
&lt;br /&gt;
If you want cost-effective AA coverage over a large area, however, the Hacksaw isn't what you're looking for.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Hacksaw&amp;diff=7061</id>
		<title>Hacksaw</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Hacksaw&amp;diff=7061"/>
		<updated>2020-11-07T21:55:08Z</updated>

		<summary type="html">&lt;p&gt;Manored: Adding a strategy section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a burst anti-air turret.{{ Infobox zkunit&lt;br /&gt;
| name = Hacksaw&lt;br /&gt;
| defname = turretaaclose&lt;br /&gt;
| description = Burst Anti-Air Turret&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/turretaaclose.png&lt;br /&gt;
| icontype = defenseskirmaa&lt;br /&gt;
| cost = 220&lt;br /&gt;
| hitpoints = 580&lt;br /&gt;
| sight = 560&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Homing Missiles&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 500.1 × 2&lt;br /&gt;
	| reloadtime = 15&lt;br /&gt;
	| dps = 67&lt;br /&gt;
	| range = 490&lt;br /&gt;
	| homing = 714&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| projectilespeed = 620&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Hacksaw's twin missiles brutally punish any aircraft that enters their range, but take a considerable amount of time to reload, making them less than ideal against light targets.&lt;br /&gt;
&lt;br /&gt;
}}==Strategy==&lt;br /&gt;
The best attribute of the hacksaw is being cheap, allowing it to be quickly deployed in areas where enemy bombers have started to harass your forces. However, beware of the fact that they can be easily baited into wasting their shots by cheap fliers.&lt;br /&gt;
&lt;br /&gt;
If you want cost-effective AA coverage over a large area, however, the Hacksaw isn't what you're looking for.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Detriment&amp;diff=3849</id>
		<title>Detriment</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Detriment&amp;diff=3849"/>
		<updated>2018-05-07T06:06:50Z</updated>

		<summary type="html">&lt;p&gt;Manored: Clarifying the use and the weakness of the Detriment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an ultimate assault strider from the [[Strider Hub]].{{ Infobox zkunit&lt;br /&gt;
| name = Detriment&lt;br /&gt;
| defname = striderdetriment&lt;br /&gt;
| description = Ultimate Assault Strider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/striderdetriment.png&lt;br /&gt;
| icontype = krogoth&lt;br /&gt;
| cost = 24000&lt;br /&gt;
| hitpoints = 85800&lt;br /&gt;
| movespeed = 36&lt;br /&gt;
| turnrate = 79&lt;br /&gt;
| sight = 910&lt;br /&gt;
| sonar = 910&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Gauss Battery&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 200.1 × 3&lt;br /&gt;
	| reloadtime = 1.20&lt;br /&gt;
	| dps = 500&lt;br /&gt;
	| shielddamage = 150&lt;br /&gt;
	| range = 600&lt;br /&gt;
	| inaccuracy = 1.60&lt;br /&gt;
	| projectilespeed = 900&lt;br /&gt;
	| special1 = Piercing&lt;br /&gt;
	| special2 = Damage increase vs large units&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Anti-Air Laser Battery&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 21&lt;br /&gt;
	| reloadtime = 0.10&lt;br /&gt;
	| dps = 205&lt;br /&gt;
	| range = 820&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Medium-Range Missiles&lt;br /&gt;
	| type = StarburstLauncher&lt;br /&gt;
	| damage = 851&lt;br /&gt;
	| reloadtime = 1.55&lt;br /&gt;
	| dps = 549&lt;br /&gt;
	| range = 925&lt;br /&gt;
	| aoe = 80&lt;br /&gt;
	| projectilespeed = 10000&lt;br /&gt;
	| special1 = Smooths ground&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = High-Energy Laserbeam&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 600 × 3&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 300&lt;br /&gt;
	| range = 600&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| combatregen = 30&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Detriment is the single heaviest strider in the field. It can defend itself against air attacks or use its rockets to hit distant targets, but the real meat lies in the massive gauss guns designed for one purpose - to kill other heavy units quickly and efficiently. Remember - the wise commander sends his Detriment out with adequate escorts against light unit swarms and air assaults.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Think of the Detriment as a game-ender in giant robot format. There are a few tricks that can stop one in their tracks involving heavy aerial bombardment, close-range EMP units, and the like, but with a decent escort the're night unstoppable and can punch right through everything your enemy has and proceed to merrily blow up their bases.&lt;br /&gt;
&lt;br /&gt;
However, the're very slow and their range is limited, so they suffer from the problem of being an absolutely enormous metal investment that can only be effective at a relatively small area at a time. If your frontlines are already collapsing, a Detriment won't save you: the enemy will simply kill you everywhere where the Detriment isn't. You need to be capable of surviving long enough for the Detriment to actually reach the enemy's economy and do its thing.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Scorpion&amp;diff=3848</id>
		<title>Scorpion</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Scorpion&amp;diff=3848"/>
		<updated>2018-05-07T05:19:08Z</updated>

		<summary type="html">&lt;p&gt;Manored: Clarifying how to use the Scorpion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a cloaked infiltration strider from the [[Strider Hub]].{{ Infobox zkunit&lt;br /&gt;
| name = Scorpion&lt;br /&gt;
| defname = striderscorpion&lt;br /&gt;
| description = Cloaked Infiltration Strider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/striderscorpion.png&lt;br /&gt;
| icontype = t3spidergeneric&lt;br /&gt;
| cost = 3000&lt;br /&gt;
| hitpoints = 12000&lt;br /&gt;
| movespeed = 39&lt;br /&gt;
| turnrate = 66&lt;br /&gt;
| sight = 517&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Lightning Gun&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 360&lt;br /&gt;
	| reloadtime = 2&lt;br /&gt;
	| dps = 180&lt;br /&gt;
	| empdamage = 1080&lt;br /&gt;
	| empdps = 540&lt;br /&gt;
	| stuntime = 3&lt;br /&gt;
	| range = 490&lt;br /&gt;
	| inaccuracy = 1.40&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Multi-Stunner&lt;br /&gt;
	| type = LightningCannon&lt;br /&gt;
	| damage = 0&lt;br /&gt;
	| reloadtime = 30&lt;br /&gt;
	| empdamage = 1001 × 20&lt;br /&gt;
	| empdps = 667&lt;br /&gt;
	| stuntime = 3&lt;br /&gt;
	| range = 490&lt;br /&gt;
	| aoe = 80&lt;br /&gt;
	| inaccuracy = 4.1&lt;br /&gt;
	| manualfire = Yes&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Auto Particle Beam × 2&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 60&lt;br /&gt;
	| reloadtime = 0.33&lt;br /&gt;
	| dps = 182&lt;br /&gt;
	| range = 420&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability cloak&lt;br /&gt;
	| upkeepidle = 2&lt;br /&gt;
	| upkeepmobile = 10&lt;br /&gt;
	| decloakradius = 150&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Scorpion paralyzes enemies with its lightning sting and then chews them up with its particle beam claws. Its tough carapace shrugs off most enemy fire, and can also turn the Scorpion transparent.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
With its stealthiness, ability to climb walls, and high close-range firepower, the Scorpion makes an excellent late-game infiltration unit, specially on hilly maps where it is capable of approaching enemy assets from unexpected angles. Use Scorpions to take out artillery/support units behind enemy lines, or economic assets.&lt;br /&gt;
&lt;br /&gt;
While the're quite powerful and their riot-like weapons keep them safe from swarms of light units, the're ultimately expensive, sluggish units with a short range, so ideally you want them to somehow bypass or circle the enemy's main force. If what you want is to punch right through it, there are better Striders for that.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Minotaur&amp;diff=3844</id>
		<title>Minotaur</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Minotaur&amp;diff=3844"/>
		<updated>2018-05-06T06:46:45Z</updated>

		<summary type="html">&lt;p&gt;Manored: Explaining what I believe to be the secret behind making them effective: Keep repairing them.&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 = 60&lt;br /&gt;
| sight = 506&lt;br /&gt;
| transportable = Heavy&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 crawling 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>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Tremor&amp;diff=3826</id>
		<title>Tremor</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Tremor&amp;diff=3826"/>
		<updated>2018-05-06T05:11:04Z</updated>

		<summary type="html">&lt;p&gt;Manored: Clarifying the usage of the Tremor.&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 = 1500&lt;br /&gt;
| hitpoints = 2045&lt;br /&gt;
| movespeed = 51&lt;br /&gt;
| turnrate = 51&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 = 0.36&lt;br /&gt;
	| dps = 403&lt;br /&gt;
	| range = 1300&lt;br /&gt;
	| aoe = 80&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 to hide the position of your units, and/or by the use of shields to directly block the damage. The strength of the Tremor is that it counters both of these tactics: As it floods the area with damage, hiding is useless, and since shields have large surface areas, they take high damage from the Tremor and are quickly collapsed. Besiege a position with a Tremor for long enough, and the enemy will have no choice but to retreat.&lt;br /&gt;
&lt;br /&gt;
However, the Tremor is not a quick killer by any means, 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;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Merlin&amp;diff=3824</id>
		<title>Merlin</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Merlin&amp;diff=3824"/>
		<updated>2018-05-06T04:42:25Z</updated>

		<summary type="html">&lt;p&gt;Manored: Adding my observations regarding the strong points of this unit.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a heavy saturation artillery strider from the [[Strider Hub]].{{ Infobox zkunit&lt;br /&gt;
| name = Merlin&lt;br /&gt;
| defname = striderarty&lt;br /&gt;
| description = Heavy Saturation Artillery Strider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/striderarty.png&lt;br /&gt;
| icontype = t3arty&lt;br /&gt;
| cost = 3500&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| movespeed = 54&lt;br /&gt;
| turnrate = 163&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Long-Range Rocket Battery&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 220.5 × 40&lt;br /&gt;
	| reloadtime = 30&lt;br /&gt;
	| dps = 294&lt;br /&gt;
	| range = 1450&lt;br /&gt;
	| aoe = 64&lt;br /&gt;
	| wobbly = 38&lt;br /&gt;
	| arcing = 45&lt;br /&gt;
	| projectilespeed = 250&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Merlin is an MLRS strider. It can launch a volley of rockets that guarantees the destruction of almost anything in the target area, then quickly retreat behind friendly forces.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Merlin makes for a great counter-artillery unit: it out-ranges most other artillery, packs enough of a punch to destroy most in a single shot, and spreads its damage over an area large enough that you don't need pin-point precision when force-firing at enemy artillery units. This is specially useful in situations in which you aren't able to have constant LoS to them. For example: If the enemy is using cloak, using screening units to neutralize your scouts, or both.&lt;br /&gt;
&lt;br /&gt;
However, the Merlin has a long reload time, and considerable risk of friendly fire. It may be a good idea to set it to hold fire and micromanage all of its shots if you can spare the attention. Use force-fire to pick exactly where to land the payloads.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>Manored</name></author>
		
	</entry>
</feed>