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	<id>http://test.zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=YetAnotherName</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=YetAnotherName"/>
	<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/Special:Contributions/YetAnotherName"/>
	<updated>2026-05-22T21:55:33Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Submersion&amp;diff=8427</id>
		<title>Submersion</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Submersion&amp;diff=8427"/>
		<updated>2022-05-14T00:03:40Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Removes double 'is'.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submarines dive underwater, and [[Amphbot Factory|amphbots]], [[Iris]], [[Aspis]], and certain striders are amphibious and become submerged to some degree when floating in water or walking on the seabed. Certain buildings when built in the water are built on the seabed. Fully submerged units can be difficult to view, detect and attack.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
When a unit or building is fully submerged, the unit cannot be seen by most units, and cannot be detected by radar; instead, a sonar is needed to detect and see the unit. It further receives protection from most types of weapons. The units and buildings that are described as &amp;quot;Undersea fire&amp;quot; or &amp;quot;Anti-sub&amp;quot; generally include at least one weapon that can fire at fully submerged units. Weapons that can fire at targets above water are described as &amp;quot;water capable&amp;quot; if they can also shoot at fully submerged units. Torpedo weapons, being able to target only units in the water, do not possess this description. Many (but not all) units with &amp;quot;water capable&amp;quot; weapons have sonar.&lt;br /&gt;
&lt;br /&gt;
Normally, submarines are always fully submerged. However, a submarine that gets very close to a beach or otherwise somehow gets up on land and is thus no longer fully submerged can be attacked by units that otherwise can shoot only at surface targets.&lt;br /&gt;
&lt;br /&gt;
All [[Repair#Amphibious_regeneration|amphbots regenerate health]] while they are floating or submerged in water. Many amphbots [[Unit states#Float_State|can also float to the surface]] instead of standing on the seabed, which is usually necessary for them to be able to attack.&lt;br /&gt;
&lt;br /&gt;
Submarines only require a relatively shallow depth of water to be fully submerged, while amphbots, being generally taller, require a deeper depth to be fully submerged.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
On maps with deep water, it is possible to sneak fully submerged units under opposing units if the opponent's units and buildings do not possess sonar or anti-sub weapons. This can be especially dangerous with units such as the tactical nuke missile launching [[Scylla]] and the [[Teleportation|teleport]]-enabling [[Djinn]]. Packs of attack submarine [[Seawolf]]s can cause great damage to units and buildings in the water while taking little or no damage in return if the opponent has not invested sufficiently in anti-sub units and buildings.&lt;br /&gt;
&lt;br /&gt;
===Defending against submerged units (anti-sub)===&lt;br /&gt;
&lt;br /&gt;
All amphbots, ships, submarines and [[Hovercraft Platform]] possess sonar, while multiple amphbots, ships and hovercraft have anti-sub weapons. [[Urchin]] is the basic defensive building against submerged units, possessing both a torpedo weapon and a sonar.&lt;br /&gt;
&lt;br /&gt;
Flying units that are useful against fully submerged units and buildings are limited to the [[Raven]], the [[Owl]] and the [[Athena]]. Both the Owl and Athena do not possess weapons, but do possess sonar. The Raven, on the other hand, does not possess sonar, but its bombs are anti-sub. Combining Ravens with either an Owl or an Athena can therefore create a very mobile force for attacking fully submerged units and buildings.&lt;br /&gt;
&lt;br /&gt;
Other anti-sub units and buildings of note include:&lt;br /&gt;
* The [[Gauss]] defensive building, which is more of a coastline defensive building than anti-sub for two reasons: First, it cannot be built in the water, only on land; Second, it does not possess sonar. Its weapon is still &amp;quot;water capable&amp;quot; and thus can attack fully submerged units.&lt;br /&gt;
* Both the [[Ultimatum]] and the [[Detriment]] have sonar and have one weapon that is &amp;quot;water capable&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Navbox_manual}}&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Chicken_Defense&amp;diff=8425</id>
		<title>Chicken Defense</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Chicken_Defense&amp;diff=8425"/>
		<updated>2022-05-13T17:25:03Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Corrects and adds to the hint section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chicken Defense''' is an alternative gamemode where players and their robot armies attempt to fend off increasingly stronger waves of aliens known as &amp;quot;Chickens&amp;quot; spawning from burrows scattered across the map. When the time comes, they must confront and defeat the [[Chicken Queen]] in order to win the game.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken.sized.jpg&lt;br /&gt;
&lt;br /&gt;
The Chickens, a ravenous semi-sapient species of organics that devour all in their path... Their origins are uncertain, but it is already clear that these monstrosities are not the product of natural evolution. Nor would any machine intelligence be utterly insane enough to create such an abomination. Whatever their roots, though, there are more important questions: Do these chicken hives have any ulterior goals? &lt;br /&gt;
&lt;br /&gt;
And if so, how do we stop them?&lt;br /&gt;
&lt;br /&gt;
== Playing Chicken Defense ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chicken.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chicken_pigeon.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chickens.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chickena.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chickenr.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chickenwurm.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chicken_roc.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chicken_sporeshooter.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/chickenf.png&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Setting up a game ===&lt;br /&gt;
Chicken Defense can be played by adding a chicken bot of the desired difficulty to the room. There are seven different difficulties:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Beginner''': For absolute strategy game newbies&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Very Easy''': For new Zero-K players or when playing PvP&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Easy''': Good for less-experienced players&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Normal''': A fairly average difficulty&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Hard''': Presents a greater challenge; for experienced players&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Suicidal''': Exactly what it says on the tin&amp;lt;/li&amp;gt;&lt;br /&gt;
 &amp;lt;li&amp;gt;'''Custom''': Controlled using the mod options&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
All difficulties also come in Eggs variants, where there are no mexes and chickens drop twice as many eggs (more on that later). You can set the game to Eggs mode in the Adv Options menu.&lt;br /&gt;
&lt;br /&gt;
=== The Basics ===&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_attack.sized.jpg &lt;br /&gt;
&lt;br /&gt;
At the start of the game you are given a short time to build, but you will soon be attacked by wave after wave of Chickens. &lt;br /&gt;
&lt;br /&gt;
Two types of chickens will usually appear in each wave, although the hive may simply send a single type. &lt;br /&gt;
&lt;br /&gt;
Initially, you will only be attacked by basic [[Chicken|Chickens]], which are fairly easy to defeat. As the game progresses, the hive will send increasingly powerful forms, often with unique abilities, to defeat you.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_burrow.sized.jpg &lt;br /&gt;
&lt;br /&gt;
Chickens originate from [[Roost|Burrows]], which spawn within a certain distance from player units. At the start of a wave, each burrow sends its chickens at a random unit belonging to the closest human player. When in danger, Burrows can also spawn defensive [[Chicken Tube|Chicken Tubes]] to protect themselves.&lt;br /&gt;
&lt;br /&gt;
The more players there are and the fewer burrows alive, the faster burrows will spawn. &lt;br /&gt;
&lt;br /&gt;
The Hive Anger meter increases continuously over the course of the game. &lt;br /&gt;
&lt;br /&gt;
Chicken Defense has a final boss. When the Hive Anger reaches 100%, burrows stop spawning and the Queen appears. The players must work together to kill her before she flattens everything in her path.&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_eggs.sized.jpg &lt;br /&gt;
&lt;br /&gt;
Chickens drop eggs when killed, which can be reclaimed for metal. Burrows also drop multiple eggs when killed.&lt;br /&gt;
&lt;br /&gt;
=== Hive Tech and Anger ===&lt;br /&gt;
Chickens will gradually upgrade to more advanced forms with the game timer. If the players are not aggressive, the chickens will &amp;quot;tech up&amp;quot; faster.&lt;br /&gt;
Conversely, killing a burrow will cause the tech meter to regress by a large amount. This means that you can literally bomb the chickens back into the Stone Age (or the Triassic).&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_burrowbomb.sized.jpg&lt;br /&gt;
&lt;br /&gt;
On the flip side, however, killing too many burrows will also cause the hive to perceive you as a greater threat (Hive Anger), increasing the number of chickens spawning and causing the Queen to appear earlier. More defensive Tubes will also be spawned by burrows. It may be necessary to strike a balance between tech and anger.&lt;br /&gt;
&lt;br /&gt;
Note that the chicken tech time modifier cannot be less than -50% of the current gametime.&lt;br /&gt;
&lt;br /&gt;
=== Player Aggression Rating ===&lt;br /&gt;
The PAR (sometimes referred to as &amp;quot;aggro&amp;quot;) is an indicator of how aggressively the humans are playing, and controls a lot of the chicken behavior. Specifically:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The PAR goes up by (1/playercount) when a burrow is killed.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;The PAR goes down by 0.25 every wave.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Positive values will increase the number of chickens and defensive tubes spawned (to drive back the enemy).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Negative values will cause the chickens to increment their tech timer.&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;Killing a burrow while the PAR is positive will make the queen appear sooner (proportional to the current value of the PAR).&amp;lt;/li&amp;gt;&lt;br /&gt;
  &amp;lt;li&amp;gt;At sufficiently low PAR values, the chickens will use special &amp;quot;plots&amp;quot; to inflict damage on the enemy base. These range from spawning small digger chickens in the back of the enemy base, to deploying Chicken Spires, to spawning even the vaunted White Dragons.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generally, it's best to keep PAR at an neutral-ish value (slightly negative to slightly positive).&lt;br /&gt;
&lt;br /&gt;
=== [[White Dragon]]s ===&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_dragon.sized.jpg &lt;br /&gt;
&lt;br /&gt;
The White Dragons, gatekeepers of the Hive, are deployed when the chickens are sufficiently threatened by their robot enemies. When the Hive Anger reaches a specific point (varies with difficulty level), these dragons will appear at random locations on the map and make a beeline for enemy forces.&lt;br /&gt;
&lt;br /&gt;
Dragons are extremely fearsome close up, but enough sustained fire will take them down. Don't take too long though; while they all spawn at different random locations on the map, things could turn out very badly for you if they link up.&lt;br /&gt;
&lt;br /&gt;
At sufficiently low PAR values, Dragons can also spawn next to a random player structure every few waves.&lt;br /&gt;
&lt;br /&gt;
=== The [[Chicken Queen]] ===&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_queen.sized.jpg &lt;br /&gt;
&lt;br /&gt;
The matriarch of the Chickens, the queen only appears on the battlefield when all else fails. She is an extremely fearsome beast, with jaws of iron, devastating acid bile, and the ability to fire lethal &amp;quot;spores&amp;quot; at land and air targets alike. An extremely tough hide, multiple organ redundancy and rapid cellular regeneration enable her to survive seemingly impossible amounts of enemy fire.&lt;br /&gt;
&lt;br /&gt;
Like the Dragons, the Queen appears at a random place on the map, at a minimum distance from player units. In addition to attacking the enemy, she also functions as multiple mobile burrows in one, spawning chickens during waves.&lt;br /&gt;
&lt;br /&gt;
The queen becomes progressively more resistant to damage with an increasing number of players. Additionally, as she takes damage, she gains new attacks including another spore spray, dropping [[Dodo]]s, and even [[Basilisk]]s or [[Tiamat]]s (in addition to any chickens spawned during waves).&lt;br /&gt;
&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_landqueen.sized.jpg&lt;br /&gt;
 &lt;br /&gt;
Oh, did we forget to brief you? After a certain amount of time in the air, the Queen can land. She has a slightly different suite of attacks here, and can take quite a bit more punishment.&lt;br /&gt;
She doesn't stay on the ground though, after a similar period of time she'll take to the sky again.&lt;br /&gt;
&lt;br /&gt;
=== The Chicken Panel ===&lt;br /&gt;
http://licho.eu/alba/Chicken/chicken_panel.png &lt;br /&gt;
&lt;br /&gt;
The Chicken Panel gives you all relevant information on your current Chicken game. &lt;br /&gt;
&lt;br /&gt;
The main display shows you the current Hive anger and projected time to queen arrival, the number of chickens and burrows alive at present and total kills, the tech time reduction from burrows, and the difficulty.&lt;br /&gt;
Mousing over each entry (except difficulty) gives you additional information:&lt;br /&gt;
* Hive anger increase from each burrow kill; projected White Dragon arrival time&lt;br /&gt;
* Chicken wave frequency; breakdown of live/killed chickens by type&lt;br /&gt;
* Frequency of burrow spawns under current conditions; burrow respawn chance&lt;br /&gt;
* Tech time increase per wave per burrow; reduction thereof from kill&lt;br /&gt;
&lt;br /&gt;
=== PvP Mode ===&lt;br /&gt;
PvP mode (where chickens are added to a normal player vs. player game) works slightly differently. The queen does not attack at 100% Hive Anger; instead, regular waves of White Dragons will appear and pummel the players until all burrows on the map are removed.&lt;br /&gt;
&lt;br /&gt;
No reduction occurs in either chicken or burrow counts compared to regular mode, so this can be much harder than normal mode!&lt;br /&gt;
&lt;br /&gt;
== Tips and tricks ==&lt;br /&gt;
Take as many mexes as possible at the start of the game. Dedicated Chicken maps tend to have all the mexes on one side, which is helpful.&lt;br /&gt;
&lt;br /&gt;
Have a lot of buildpower handy to deal with the excess of metal you should have.&lt;br /&gt;
&lt;br /&gt;
Always be building better defences.&lt;br /&gt;
&lt;br /&gt;
While in theory Chicken Defense is not a tower defense game, it can be perfectly viable to go full tower defense mode, with the PAR being a bit negative or a bit positive. While chicken artillery (in particular [[Blobber]]s) as well as PAR (Player Aggression Rating) are meant to penalize tower defense, these game design counter-measures to turtling/tower defense may not work in practice, for multiple reasons: Counter-artillery static artillery such as [[Cerberus]] and mobile artillery such as [[Merlin]]s out-range [[Blobber]]s, and [[Blobber]]s might wander (or be pushed forward by other chickens) into range of [[Lucifer]]s. Further, burrows might spawn within range of your static artillery, enabling you to prevent your PAR from becoming too low without having to venture outside of your base (this does depend a lot of the map and on how lucky/unlucky you are with the burrow spawns).&lt;br /&gt;
&lt;br /&gt;
In some maps with some settings, going full on aggression and getting as high a PAR as possible can work out. This relies a lot on getting all mexes, getting all the metal from chicken eggs, and preparing for the chicken queen arriving early due to the PAR becoming very high.&lt;br /&gt;
&lt;br /&gt;
Don't forget light superweapons. [[Disco Rave Party]]'s high angle setting can deny huge areas to the Chicken onslaught, and [[Big Bertha]] can blow holes in high Chicken density areas.&lt;br /&gt;
&lt;br /&gt;
The queen's health [https://github.com/ZeroK-RTS/Zero-K/blob/ef48ebb2d4f59627b865abbe5584bef6e07b67cb/LuaRules/Gadgets/unit_spawner.lua#L803 scales somewhat with the number of players]: 1.5 times health for 2 players, 2 times health for 3 players, 2.5 times health for 4 players, etc. The chicken queen's health also depends on the difficulty setting. This means that for maps, settings and player approaches where the majority of the metal income comes from mexes and thus more players does not mean significantly more metal income, defeating the chicken queen and winning the game can become much harder the more players there are. Therefore, keeping the number of players at 1 or a few, or picking larger maps with more mexes and more metal income, or increasing the mex metal income multiplier, can help balance the map. A larger map may also be more suitable for multiple players.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Repair&amp;diff=8423</id>
		<title>Repair</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Repair&amp;diff=8423"/>
		<updated>2022-05-09T13:52:17Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: /* Combat regeneration */  Corrects incomplete and outdated data.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Repair basics ==&lt;br /&gt;
All Zero-K units can regain lost health through repair. The main method of repair is active repair using constructors, but some units also feature passive repair that happens automatically under certain conditions.&lt;br /&gt;
&lt;br /&gt;
=== Constructor repair ===&lt;br /&gt;
&lt;br /&gt;
All constructor units can use buildpower to repair damaged units, gradually restoring their health. This costs energy only and is both faster and cheaper than building an identical unit from scratch. Every unit can be actively repaired by constructors. Air units can also land on [[Airpad|air repair pads]] to get repaired. Taking damage slows down active repair. The time to fully repair a unit is proportional to its cost. The default hotkey for the repair order is R; it will also be given automatically upon right-clicking a damaged unit if a constructor is selected or if a Patrolling constructor is nearby. With an air unit selected, right-clicking an airpad will order it to land there, aircraft have a &amp;quot;Land At&amp;quot; state to do that automatically and bombers automatically return for repairs after each run.&lt;br /&gt;
&lt;br /&gt;
=== Passive repair ===&lt;br /&gt;
&lt;br /&gt;
Units can also regain health by themselves without the need for a constructor, but this ability is generally limited. All units will automatically start slowly regenerating health after one minute of not taking damage. Some units: [[Glaive]], [[Locust]], [[Scythe]] and [[Kodachi]] have a more potent version of this idle regeneration, which starts after just a few seconds and is more intensive. [[Amphbot Factory|Amphibious Bots]] will regenerate health when in water. The [[Gauss]] turret will regenerate when closed. Finally, some Striders have constant regeneration that happens all the time, even under fire. EMPing or disarming a unit will disable its passive repair.&lt;br /&gt;
&lt;br /&gt;
== Advanced mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Active repair ===&lt;br /&gt;
&lt;br /&gt;
* Total cost of full repair is 66% the original energy cost; it does not use metal&lt;br /&gt;
* Repair takes only 66% of the time compared to construction&lt;br /&gt;
* Energy drain per second is equal to buildpower, except with the combat penalty in which case it is 25% of buildpower&lt;br /&gt;
* Health regained per buildpower is proportional to the unit's health/cost&lt;br /&gt;
* Units that have taken damage in the last 10 seconds are repaired at 25% of the normal repair speed (i.e. is 3 times slower than construction).&lt;br /&gt;
* The in-combat penalty matters for the unit being repaired only; constructors' in-combat status is irrelevant&lt;br /&gt;
* Status effects such as slow, disarm or EMP do not affect active repair in any way other than the buildpower reduction&lt;br /&gt;
* Constructors cannot repair themselves, but can repair each other.&lt;br /&gt;
&lt;br /&gt;
=== Airpad repair ===&lt;br /&gt;
&lt;br /&gt;
* Units can have multiple pads; each pad can service one aircraft.&lt;br /&gt;
* Pads have separate buildpower. Adding more aircraft does not slow down existing repair jobs.&lt;br /&gt;
* Airpads also rearm bombers. Rearm takes 5-30 seconds (depending on aircraft type) and during that time, a bomber will not be repaired by the pad.&lt;br /&gt;
* Air units have a &amp;quot;Land At&amp;quot; unit state to control when they want to land. Bombers will land automatically when needing rearm.&lt;br /&gt;
* All traits of constructor repair are also present.&lt;br /&gt;
* Drones cannot land on airpads.&lt;br /&gt;
&lt;br /&gt;
=== Idle regeneration ===&lt;br /&gt;
Idle regeneration occurs after a unit hasn't taken damage for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
* Default idle regeneration is 5 HP/s, and starts 60s after taking damage. This applies to units not found in the list below.&lt;br /&gt;
* EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage.&lt;br /&gt;
* Combat regeneration replaces idle regeneration (these units won't regenerate even faster when idle).&lt;br /&gt;
&lt;br /&gt;
=== Amphibious regeneration ===&lt;br /&gt;
&lt;br /&gt;
* Full regeneration rate is achieved linearly at some depth.&lt;br /&gt;
* Is based on the seabed depth below the unit, not the unit's depth, meaning floaters regenerate fully as if they were underwater.&lt;br /&gt;
* Works in acid, though doesn't stop acid damage (the effects work against each other).&lt;br /&gt;
&lt;br /&gt;
=== Armored regeneration ===&lt;br /&gt;
&lt;br /&gt;
* Present while the unit is in the armored state.&lt;br /&gt;
* Present only on Gauss at 10 HP/s.&lt;br /&gt;
&lt;br /&gt;
= Lists of units with passive regeneration =&lt;br /&gt;
&lt;br /&gt;
=== Idle regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]!!Timer [s]&lt;br /&gt;
|-&lt;br /&gt;
||[[Glaive]]||20||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Locust]]||5||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Kodachi]]||5||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Reaver]]||20||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Scythe]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Claw]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Chicken]]s||20||10&lt;br /&gt;
|-&lt;br /&gt;
||Everything else||5||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ultimatum]]||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Athena]]||20&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||20&lt;br /&gt;
|-&lt;br /&gt;
|[[Detriment]]||100&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 1&amp;lt;br/&amp;gt;Strike Commander level 2&amp;lt;br/&amp;gt;Other Commanders]]||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 3]]||12.5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 4]]||20&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 5]]||27.5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 6+]]||35&lt;br /&gt;
|-&lt;br /&gt;
|Comm Autorepair Module||+10 each&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amphibious regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]!!Depth&lt;br /&gt;
|-&lt;br /&gt;
|[[Conch]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Duck]]||5||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Archer]]||15||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Bulkhead]]||15||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Buoy]]||60||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Scallop]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly]]||40||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Angler]]||20||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Limpet]]||10||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Lobster]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Djinn]]||30||40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Submersion&amp;diff=8422</id>
		<title>Submersion</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Submersion&amp;diff=8422"/>
		<updated>2022-05-09T13:50:22Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Major corrections, improvements, and additions. The page should be more or less complete.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submarines dive underwater, and [[Amphbot Factory|amphbots]], [[Iris]], [[Aspis]], and certain striders are amphibious and becomes submerged to some degree when floating in water or walking on the seabed. Certain buildings when built in the water are built on the seabed. Fully submerged units can be difficult to view, detect and attack.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&lt;br /&gt;
When a unit or building is fully submerged, the unit cannot be seen by most units, and cannot be detected by radar; instead, a sonar is needed to detect and see the unit. It further receives protection from most types of weapons. The units and buildings that are described as &amp;quot;Undersea fire&amp;quot; or &amp;quot;Anti-sub&amp;quot; generally include at least one weapon that can fire at fully submerged units. Weapons that can fire at targets above water are described as &amp;quot;water capable&amp;quot; if they can also shoot at fully submerged units (torpedo weapons, only being able to target units in the water, do not possess this description). Many (but not all) units with &amp;quot;water capable&amp;quot; weapons have sonar.&lt;br /&gt;
&lt;br /&gt;
Normally, submarines are always fully submerged. However, a submarine that gets very close to a beach or otherwise somehow get up on land, and thus no longer is fully submerged, can be attacked by units that otherwise can only shoot at surface targets.&lt;br /&gt;
&lt;br /&gt;
All amphbots regenerate health while they are floating or submerged in water, see [[Repair#Amphibious_regeneration]] for details. Many amphbots can also float to the surface instead of standing on the seabed, which is usually necessary for them to be able to attack (see also the unit behavior state [[Unit states#Float_State]).&lt;br /&gt;
&lt;br /&gt;
Submarines only require a relatively shallow depth of water to be fully submerged, while amphbots being generally taller require a deeper depth to be fully submerged.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
On maps with deep water, it is possible to sneak fully submerged units under opposing units if the opponent's units and buildings do not possess sonar or anti-sub weapons of sorts. This can be especially dangerous with units such as the tactical nuke missile launching [[Scylla]] and the [[Teleportation|teleport]]-enabling [[Djinn]]. Packs of attack submarine [[Seawolf]]s can cause great damage to units and buildings in the water while taking little or no damage in return if the opponent has not invested sufficiently in anti-sub units and buildings.&lt;br /&gt;
&lt;br /&gt;
===Defending against submerged units (anti-sub)===&lt;br /&gt;
&lt;br /&gt;
All amphbots, ships, submarines and [[Hovercraft Platform]] possess sonar, while multiple amphbots, ships and hovercraft have anti-sub weapons. [[Urchin]] is the basic defensive building against submerged units, possessing both a torpedo weapon and a sonar.&lt;br /&gt;
&lt;br /&gt;
Flying units that are useful against fully submerged units and buildings are limited to the [[Raven]], the [[Owl]] and the [[Athena]]. Both the Owl and Athena do not possess weapons, but do possess sonar. The Raven, on the other hand, does not possess sonar, but its bombs are anti-sub. Combining Ravens with either an Owl or an Athena can therefore create a very mobile force for attacking fully submerged units and buildings.&lt;br /&gt;
&lt;br /&gt;
Other anti-sub units and buildings of note include:&lt;br /&gt;
* The [[Gauss]] defensive building, which is more of a coastline defensive building than anti-sub for two reasons: First, it cannot be built in the water, only on land; Second, it does not possess sonar. Its weapon is still &amp;quot;water capable&amp;quot; and thus can attack fully submerged units.&lt;br /&gt;
* Both the [[Ultimatum]] and the [[Detriment]] have sonar and have one weapon that is &amp;quot;water capable&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Navbox_manual}}&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Amphbot_Factory&amp;diff=8421</id>
		<title>Amphbot Factory</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Amphbot_Factory&amp;diff=8421"/>
		<updated>2022-05-08T22:52:54Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Adds a link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces [[Submersion|amphibious]] bots.{{ Infobox zkunit&lt;br /&gt;
| name = Amphbot Factory&lt;br /&gt;
| defname = factoryamph&lt;br /&gt;
| description = Produces Amphibious Bots&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryamph.png&lt;br /&gt;
| icontype = facamph&lt;br /&gt;
| cost = 700&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Amphibious Operations Plant builds the slow but sturdy amphibious bots, providing an alternative approach to land/sea warfare. Units from this factory typically regenerate while submerged.&lt;br /&gt;
&lt;br /&gt;
The Amphbot Factory builds:&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphcon.png [[Conch]] &amp;amp;nbsp; Amphibious Construction Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphraid.png [[Duck]] &amp;amp;nbsp; Raider Bot (Anti-Sub)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphimpulse.png [[Archer]] &amp;amp;nbsp; Raider/Riot Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphsupport.png [[Bulkhead]] &amp;amp;nbsp; Deployable Fire Support&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphfloater.png [[Buoy]] &amp;amp;nbsp; Heavy Skirmisher Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphriot.png [[Scallop]] &amp;amp;nbsp; Riot Bot (Anti-Sub)&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphassault.png [[Grizzly]] &amp;amp;nbsp; Heavy Assault Walker&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphaa.png [[Angler]] &amp;amp;nbsp; Anti-Air Bot&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphbomb.png [[Limpet]] &amp;amp;nbsp; Slow Bomb&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphtele.png [[Djinn]] &amp;amp;nbsp; Teleport Bridge&lt;br /&gt;
* http://manual.zero-k.info/unitpics/amphlaunch.png [[Lobster]] &amp;amp;nbsp; Launcher Bot&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Amphbot Factory produces slow but tough bots that can travel up hills, across the flats and into the water. Some Amphbots like the Grizzly and Buoy float to the water surface to deploy their weapons, while others such as the Duck and Scallop remain underwater and fire from there.&lt;br /&gt;
&lt;br /&gt;
While they may be slow the Amphbots compensate with several tricks. They can hide and regenerate underwater, inflict slow damage on the enemy, or use special tools to relocate their army quickly. If the map has a lot of water [[Hovercraft Platform|Hovercrafts]] are a good choice to support your Amphbots. Otherwise, a more mobile factory like the [[Jumpbot Factory|Jumpbots]] can compensate for the Amphbots' weaknesses.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Buoys are not helpless against fast-moving raiders but they will fare a lot better if protected by Ducks or Archers. The same principle extends to escorting Grizzlies against raiders.&lt;br /&gt;
&lt;br /&gt;
The slow damage inflicted by Limpet will only last for a limited time - use Buoys to extend the slow duration.&lt;br /&gt;
&lt;br /&gt;
The Lobster works best with units that attack at close range, but struggle to close the distance on their own - think Scallop, Limpet, [[Imp]] or [[Snitch]]. You also use two lobsters to throw each other around with a group of units.&lt;br /&gt;
&lt;br /&gt;
Djinni are expensive but moving units quickly and directly over long distances has definite advantages. Try relocating expensive units to like Grizzly or [[Dante]] to forestall enemy attacks, or to recover these valuable units for repair.&lt;br /&gt;
&lt;br /&gt;
=== Beating Amphbots ===&lt;br /&gt;
&lt;br /&gt;
The Amphbot raiders (Duck and Archer) are not especially effective against buildings but they tend to defeat other factories' raiders in a fair fight. Since the Amphbot raiders are slower, you should either keep your raiders away from them or engage with other units (many Skirmishers are surprisingly effective, even in small numbers).&lt;br /&gt;
&lt;br /&gt;
Until they can afford a Grizzly, the Amphbots struggle to defeat fast-moving skirmishers like the [[Ronin]] and [[Recluse]] with conventional tactics. Use this weakness against them in the early game.&lt;br /&gt;
&lt;br /&gt;
If the map has any water bodies Amphbots become a lot more threatening, since they can retreat underwater to hide and repair. Buoys are especially annoying since they can bob up and down, continually harassing you from safety. You'll need to either build a lot of Urchins, terraform the water away, or switch to your own water-capable factory (Amph or Hovers) to dislodge them.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Units&amp;diff=8420</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Units&amp;diff=8420"/>
		<updated>2022-05-08T22:52:02Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Adds a link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents.&lt;br /&gt;
&lt;br /&gt;
Use your [[Commander]] and [[Unit classes#Constructor|Constructors]] to build up your base and economy, [[Unit classes#Raider|Raider]] and [[Unit classes#Assault|Assault]] units to attack at close range, [[Unit classes#Skirmisher|Skirmishers]] and [[Unit classes#Artillery|Artillery]] to engage at long range, and [[Unit classes#Riot|Riots]] to defend in close quarters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Cloakbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorycloak.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Shieldbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryshield.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Rover Assembly|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryveh.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Rover Assembly|Rovers]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Hovercraft Platform|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryhover.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Gunship Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorygunship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Gunship Plant|Gunships]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Airplane Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryplane.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Airplane Plant|Airplanes]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Spider Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryspider.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Spider Factory|Spiders]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Jumpbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryjump.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Tank Foundry|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorytank.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Tank Foundry|Tanks]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Amphbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryamph.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Amphbot Factory|Amphbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Shipyard|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shipyard|Ships]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Strider Hub|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/striderhub.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Strider Hub|Striders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all units in Zero-K include:&lt;br /&gt;
&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Most units are produced by a factory, and autonomous Drones are built by their parent.&lt;br /&gt;
&lt;br /&gt;
Useful information on units:&lt;br /&gt;
* [[Unit classes]]&lt;br /&gt;
* [[Map icons|Unit map icons]]&lt;br /&gt;
* [[Weapon classes]]&lt;br /&gt;
* [[Internal unit names]]&lt;br /&gt;
&lt;br /&gt;
==Unit chassis movement traits==&lt;br /&gt;
&lt;br /&gt;
The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options.&lt;br /&gt;
&lt;br /&gt;
===Brief overview===&lt;br /&gt;
&lt;br /&gt;
;Legged chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/cloakraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/1/11/Angle_54.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt; ''Bots:'' Non-climbing legged units (generally having two or four legs) tend to have great turn rates and can typically traverse somewhat steep terrain. Some bots are [[Submersion|amphibious]], notably [[Amphbot Factory|amphbots]] and certain [[Strider Hub|strider bots]]. Many of the bots from the [[Jumpbot Factory]] and a few other bots can [[Jump Command|jump]], which can be useful for traversing terrain as well as in combat.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/cloakbomb.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/1/18/Angle_90.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt;''All-terrain:'' Climbing legged units (generally having four or more legs) can climb and traverse any land terrain, including practically vertical hills and cliffs, but tend to have poor speed. They include [[Spider Factory|all spider factory units]] and various other units such as the [[Scorpion|Scorpion strider]].{{clear}}&lt;br /&gt;
;Wheeled, tracked and hovercraft chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/vehraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/3/38/Angle_27.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt; [[Rover Assembly|Rovers]] tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them).{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/tankassault.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/3/38/Angle_27.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt; [[Tank Foundry|Tanks]] are like rovers, except their speed and turn rates are typically worse.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/hoverraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/3/38/Angle_27.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt; [[Hovercraft Platform|Hovercraft]] are like rovers, except they can traverse water easily.{{clear}}&lt;br /&gt;
;Airborne chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/bomberriot.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Airplanes fly and tend to have excellent speed. Their movement resembles real-life planes.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/gunshipraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Gunships hover above the ground; their movement resembles helicopters.{{clear}}&lt;br /&gt;
;Naval chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/shipscout.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Ships float on the sea surface. Smaller ships are built in the [[Shipyard]], while carriers and battleships are built at the [[Strider Hub]].{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/subraider.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Submarines [[Submersion|dive underwater]], which gives them protection from radar and weaponry (but they cannot surface).{{clear}}&lt;br /&gt;
&lt;br /&gt;
There are also various kinds of indirect movement, such as [[Transportation|transport gunships]], [[Teleportation|teleportation]], throwing, gravity projection, etc. And terrain can be [[Terraform|terraformed]] by construction units, or flattened by attacking with certain units such as the [[Tremor]] artillery unit, which can help enable units such as tanks to cross terrain that would otherwise be impassable for them.&lt;br /&gt;
&lt;br /&gt;
The [[Newbie Guide#Map views|pathing map overlay]] when a unit is selected is useful for viewing where a selected unit can and cannot go.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]]&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Units&amp;diff=8419</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Units&amp;diff=8419"/>
		<updated>2022-05-08T22:51:03Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Adds links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents.&lt;br /&gt;
&lt;br /&gt;
Use your [[Commander]] and [[Unit classes#Constructor|Constructors]] to build up your base and economy, [[Unit classes#Raider|Raider]] and [[Unit classes#Assault|Assault]] units to attack at close range, [[Unit classes#Skirmisher|Skirmishers]] and [[Unit classes#Artillery|Artillery]] to engage at long range, and [[Unit classes#Riot|Riots]] to defend in close quarters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Cloakbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorycloak.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Shieldbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryshield.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Rover Assembly|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryveh.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Rover Assembly|Rovers]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Hovercraft Platform|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryhover.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Gunship Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorygunship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Gunship Plant|Gunships]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Airplane Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryplane.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Airplane Plant|Airplanes]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Spider Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryspider.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Spider Factory|Spiders]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Jumpbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryjump.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Tank Foundry|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorytank.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Tank Foundry|Tanks]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Amphbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryamph.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Amphbot Factory|Amphbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Shipyard|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shipyard|Ships]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Strider Hub|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/striderhub.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Strider Hub|Striders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all units in Zero-K include:&lt;br /&gt;
&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Most units are produced by a factory, and autonomous Drones are built by their parent.&lt;br /&gt;
&lt;br /&gt;
Useful information on units:&lt;br /&gt;
* [[Unit classes]]&lt;br /&gt;
* [[Map icons|Unit map icons]]&lt;br /&gt;
* [[Weapon classes]]&lt;br /&gt;
* [[Internal unit names]]&lt;br /&gt;
&lt;br /&gt;
==Unit chassis movement traits==&lt;br /&gt;
&lt;br /&gt;
The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options.&lt;br /&gt;
&lt;br /&gt;
===Brief overview===&lt;br /&gt;
&lt;br /&gt;
;Legged chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/cloakraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/1/11/Angle_54.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt; ''Bots:'' Non-climbing legged units (generally having two or four legs) tend to have great turn rates and can typically traverse somewhat steep terrain. Some bots are amphibious, notably [[Amphbot Factory|amphbots]] and certain [[Strider Hub|strider bots]]. Many of the bots from the [[Jumpbot Factory]] and a few other bots can [[Jump Command|jump]], which can be useful for traversing terrain as well as in combat.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/cloakbomb.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/1/18/Angle_90.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt;''All-terrain:'' Climbing legged units (generally having four or more legs) can climb and traverse any land terrain, including practically vertical hills and cliffs, but tend to have poor speed. They include [[Spider Factory|all spider factory units]] and various other units such as the [[Scorpion|Scorpion strider]].{{clear}}&lt;br /&gt;
;Wheeled, tracked and hovercraft chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/vehraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/3/38/Angle_27.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt; [[Rover Assembly|Rovers]] tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them).{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/tankassault.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/3/38/Angle_27.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt; [[Tank Foundry|Tanks]] are like rovers, except their speed and turn rates are typically worse.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/hoverraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/3/38/Angle_27.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt; [[Hovercraft Platform|Hovercraft]] are like rovers, except they can traverse water easily.{{clear}}&lt;br /&gt;
;Airborne chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/bomberriot.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Airplanes fly and tend to have excellent speed. Their movement resembles real-life planes.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/gunshipraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Gunships hover above the ground; their movement resembles helicopters.{{clear}}&lt;br /&gt;
;Naval chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/shipscout.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Ships float on the sea surface. Smaller ships are built in the [[Shipyard]], while carriers and battleships are built at the [[Strider Hub]].{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/subraider.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Submarines [[Submersion|dive underwater]], which gives them protection from radar and weaponry (but they cannot surface).{{clear}}&lt;br /&gt;
&lt;br /&gt;
There are also various kinds of indirect movement, such as [[Transportation|transport gunships]], [[Teleportation|teleportation]], throwing, gravity projection, etc. And terrain can be [[Terraform|terraformed]] by construction units, or flattened by attacking with certain units such as the [[Tremor]] artillery unit, which can help enable units such as tanks to cross terrain that would otherwise be impassable for them.&lt;br /&gt;
&lt;br /&gt;
The [[Newbie Guide#Map views|pathing map overlay]] when a unit is selected is useful for viewing where a selected unit can and cannot go.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]]&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Manual/Unit_Abilities&amp;diff=8418</id>
		<title>Manual/Unit Abilities</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Manual/Unit_Abilities&amp;diff=8418"/>
		<updated>2022-05-08T22:48:22Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Adds the &amp;quot;Submersion&amp;quot; page to the &amp;quot;Unit abilities&amp;quot; grouping (and re-uses the lobster icon).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[File:Cmd dgun.png|x16px|link=]] [[Status Effects]]&lt;br /&gt;
* [[File:cloak on.png|x16px|link=]] [[Cloak]]&lt;br /&gt;
* [[File:trophy fire.png|16px|link=]] [[Fire]]&lt;br /&gt;
* [[File:embark.png|x16px|link=]] [[Transportation]]&lt;br /&gt;
* [[File:Cmd drop beacon.png|x16px|link=]] [[Teleportation]]&lt;br /&gt;
* [[File:repair.png|x16px|link=]] [[Repair]]&lt;br /&gt;
* [[File:health.png|x16px|link=]] [[Shield]]s&lt;br /&gt;
* [[File:ramp.png|x16px|link=]] [[Terraform]]ing&lt;br /&gt;
* [[File:285722963607552001.png|20px|link=]] [[Submersion]]&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Submersion&amp;diff=8417</id>
		<title>Submersion</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Submersion&amp;diff=8417"/>
		<updated>2022-05-08T22:42:49Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Adds navbox.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submarines, [[Amphbot Factory|amphbots]], [[Iris]], [[Aspis]], and certain striders can (at sufficiently deep water) become submerged to some degree.&lt;br /&gt;
&lt;br /&gt;
When a unit is fully submerged, the unit cannot be seen, and cannot be detected by radar; instead, a sonar is needed to detect and see the unit. It further receives protection from most types of weapons. Units and buildings that are considered viable anti-sub units (including possessing at least one weapon that can fire at fully submerged units) are described as &amp;quot;Undersea fire&amp;quot; or &amp;quot;Anti-sub&amp;quot;. Weapons that can fire at targets above water are described as &amp;quot;water capable&amp;quot; if they can also shoot at fully submerged units (torpedo weapons, only being able to target units in the water, do not possess this description). Many, but not all, units with &amp;quot;water capable&amp;quot; weapons have sonar.&lt;br /&gt;
&lt;br /&gt;
Units that can become fully submerged generally possess sonar.&lt;br /&gt;
&lt;br /&gt;
Most amphbots regenerate health when they are submerged. (TODO: Do amphbots regenerate in water depending on how submerged they are, or depending on water depths, such that they regenerate at the maximum rate even while floating? Also describe how much they regenerate). This means that amphbots at deep water will be able to easily hide (if the opposing units do not possess sonar) by sinking down, and while hiding, quickly regenerate health.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
On water maps with deep water, it is possible to sneak fully submerged units under opposing units if the opponent's units and buildings do not possess sonar or anti-sub weapons of sorts. This can be especially dangerous with units such as the tactical-nuke launching [[Scylla]] and the teleporting [[Djinn]] . Packs of attack submarine [[Seawolf]]s can cause great damage to units and buildings in the water while taking little or no damage in return if the opponent has not invested sufficiently in anti-sub units and buildings.&lt;br /&gt;
&lt;br /&gt;
{{Navbox_manual}}&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Submersion&amp;diff=8416</id>
		<title>Submersion</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Submersion&amp;diff=8416"/>
		<updated>2022-05-08T22:36:55Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Adds a page on submersion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submarines, [[Amphbot Factory|amphbots]], [[Iris]], [[Aspis]], and certain striders can (at sufficiently deep water) become submerged to some degree.&lt;br /&gt;
&lt;br /&gt;
When a unit is fully submerged, the unit cannot be seen, and cannot be detected by radar; instead, a sonar is needed to detect and see the unit. It further receives protection from most types of weapons. Units and buildings that are considered viable anti-sub units (including possessing at least one weapon that can fire at fully submerged units) are described as &amp;quot;Undersea fire&amp;quot; or &amp;quot;Anti-sub&amp;quot;. Weapons that can fire at targets above water are described as &amp;quot;water capable&amp;quot; if they can also shoot at fully submerged units (torpedo weapons, only being able to target units in the water, do not possess this description). Many, but not all, units with &amp;quot;water capable&amp;quot; weapons have sonar.&lt;br /&gt;
&lt;br /&gt;
Units that can become fully submerged generally possess sonar.&lt;br /&gt;
&lt;br /&gt;
Most amphbots regenerate health when they are submerged. (TODO: Do amphbots regenerate in water depending on how submerged they are, or depending on water depths, such that they regenerate at the maximum rate even while floating? Also describe how much they regenerate). This means that amphbots at deep water will be able to easily hide (if the opposing units do not possess sonar) by sinking down, and while hiding, quickly regenerate health.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
On water maps with deep water, it is possible to sneak fully submerged units under opposing units if the opponent's units and buildings do not possess sonar or anti-sub weapons of sorts. This can be especially dangerous with units such as the tactical-nuke launching [[Scylla]] and the teleporting [[Djinn]] . Packs of attack submarine [[Seawolf]]s can cause great damage to units and buildings in the water while taking little or no damage in return if the opponent has not invested sufficiently in anti-sub units and buildings.&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Units&amp;diff=8414</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Units&amp;diff=8414"/>
		<updated>2022-05-08T17:14:51Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Adds angle icons to show the maximum angle that different units can climb.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents.&lt;br /&gt;
&lt;br /&gt;
Use your [[Commander]] and [[Unit classes#Constructor|Constructors]] to build up your base and economy, [[Unit classes#Raider|Raider]] and [[Unit classes#Assault|Assault]] units to attack at close range, [[Unit classes#Skirmisher|Skirmishers]] and [[Unit classes#Artillery|Artillery]] to engage at long range, and [[Unit classes#Riot|Riots]] to defend in close quarters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Cloakbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorycloak.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Shieldbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryshield.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Rover Assembly|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryveh.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Rover Assembly|Rovers]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Hovercraft Platform|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryhover.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Gunship Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorygunship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Gunship Plant|Gunships]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Airplane Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryplane.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Airplane Plant|Airplanes]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Spider Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryspider.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Spider Factory|Spiders]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Jumpbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryjump.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Tank Foundry|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorytank.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Tank Foundry|Tanks]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Amphbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryamph.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Amphbot Factory|Amphbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Shipyard|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shipyard|Ships]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Strider Hub|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/striderhub.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Strider Hub|Striders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all units in Zero-K include:&lt;br /&gt;
&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Most units are produced by a factory, and autonomous Drones are built by their parent.&lt;br /&gt;
&lt;br /&gt;
Useful information on units:&lt;br /&gt;
* [[Unit classes]]&lt;br /&gt;
* [[Map icons|Unit map icons]]&lt;br /&gt;
* [[Weapon classes]]&lt;br /&gt;
* [[Internal unit names]]&lt;br /&gt;
&lt;br /&gt;
==Unit chassis movement traits==&lt;br /&gt;
&lt;br /&gt;
The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options.&lt;br /&gt;
&lt;br /&gt;
===Brief overview===&lt;br /&gt;
&lt;br /&gt;
;Legged chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/cloakraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/1/11/Angle_54.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt; ''Bots:'' Non-climbing legged units (generally having two or four legs) tend to have great turn rates and can typically traverse somewhat steep terrain. Some bots are amphibious, notably [[Amphbot Factory|amphbots]] and certain [[Strider Hub|strider bots]]. Many of the bots from the [[Jumpbot Factory]] and a few other bots can [[Jump Command|jump]], which can be useful for traversing terrain as well as in combat.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/cloakbomb.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/1/18/Angle_90.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt;''All-terrain:'' Climbing legged units (generally having four or more legs) can climb and traverse any land terrain, including practically vertical hills and cliffs, but tend to have poor speed. They include [[Spider Factory|all spider factory units]] and various other units such as the [[Scorpion|Scorpion strider]].{{clear}}&lt;br /&gt;
;Wheeled, tracked and hovercraft chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/vehraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/3/38/Angle_27.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt; [[Rover Assembly|Rovers]] tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them).{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/tankassault.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/3/38/Angle_27.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt; [[Tank Foundry|Tanks]] are like rovers, except their speed and turn rates are typically worse.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/hoverraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &amp;lt;img src=&amp;quot;https://zero-k.info/mediawiki/images/3/38/Angle_27.png&amp;quot; width=&amp;quot;64px&amp;quot; style=&amp;quot;float:left;padding-right:0.5em;&amp;quot;&amp;gt; [[Hovercraft Platform|Hovercraft]] are like rovers, except they can traverse water easily.{{clear}}&lt;br /&gt;
;Airborne chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/bomberriot.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Airplanes fly and tend to have excellent speed. Their movement resembles real-life planes.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/gunshipraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Gunships hover above the ground; their movement resembles helicopters.{{clear}}&lt;br /&gt;
;Naval chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/shipscout.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Ships float on the sea surface. Smaller ships are built in the [[Shipyard]], while carriers and battleships are built at the [[Strider Hub]].{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/subraider.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Submarines dive underwater, which gives them protection from radar and weaponry (but they cannot surface).{{clear}}&lt;br /&gt;
&lt;br /&gt;
There are also various kinds of indirect movement, such as transport gunships, teleportation, throwing, gravity projection, etc.&lt;br /&gt;
&lt;br /&gt;
The [[Newbie Guide#Map views|pathing map overlay]] when a unit is selected is useful for viewing where a selected unit can and cannot go.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]]&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:Angle_90.png&amp;diff=8413</id>
		<title>File:Angle 90.png</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:Angle_90.png&amp;diff=8413"/>
		<updated>2022-05-08T16:47:58Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Angle 90.&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:Angle_54.png&amp;diff=8412</id>
		<title>File:Angle 54.png</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:Angle_54.png&amp;diff=8412"/>
		<updated>2022-05-08T16:47:27Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Angle 54.&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:Angle_27.png&amp;diff=8411</id>
		<title>File:Angle 27.png</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:Angle_27.png&amp;diff=8411"/>
		<updated>2022-05-08T16:46:55Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Angle 27.&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:New_angle_spider.png&amp;diff=8410</id>
		<title>File:New angle spider.png</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:New_angle_spider.png&amp;diff=8410"/>
		<updated>2022-05-08T16:23:39Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon showing maximum climbing angle for spiders.&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:New_angle_bot.png&amp;diff=8409</id>
		<title>File:New angle bot.png</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:New_angle_bot.png&amp;diff=8409"/>
		<updated>2022-05-08T16:22:54Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon showing maximum climbing angle for bots.&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:New_angle_tank.png&amp;diff=8408</id>
		<title>File:New angle tank.png</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:New_angle_tank.png&amp;diff=8408"/>
		<updated>2022-05-08T16:22:15Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon showing maximum climbing angle for tanks.&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:Angle_bot2.png&amp;diff=8407</id>
		<title>File:Angle bot2.png</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:Angle_bot2.png&amp;diff=8407"/>
		<updated>2022-05-08T16:12:29Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon showing maximum climbing angle for bots.&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:Angle_tank.png.png&amp;diff=8406</id>
		<title>File:Angle tank.png.png</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:Angle_tank.png.png&amp;diff=8406"/>
		<updated>2022-05-08T16:01:00Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tank climbing angle icon.&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Units&amp;diff=8405</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Units&amp;diff=8405"/>
		<updated>2022-05-08T15:57:56Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Undo revision 8404 by YetAnotherName (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents.&lt;br /&gt;
&lt;br /&gt;
Use your [[Commander]] and [[Unit classes#Constructor|Constructors]] to build up your base and economy, [[Unit classes#Raider|Raider]] and [[Unit classes#Assault|Assault]] units to attack at close range, [[Unit classes#Skirmisher|Skirmishers]] and [[Unit classes#Artillery|Artillery]] to engage at long range, and [[Unit classes#Riot|Riots]] to defend in close quarters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Cloakbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorycloak.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Shieldbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryshield.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Rover Assembly|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryveh.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Rover Assembly|Rovers]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Hovercraft Platform|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryhover.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Gunship Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorygunship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Gunship Plant|Gunships]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Airplane Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryplane.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Airplane Plant|Airplanes]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Spider Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryspider.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Spider Factory|Spiders]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Jumpbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryjump.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Tank Foundry|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorytank.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Tank Foundry|Tanks]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Amphbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryamph.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Amphbot Factory|Amphbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Shipyard|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shipyard|Ships]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Strider Hub|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/striderhub.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Strider Hub|Striders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all units in Zero-K include:&lt;br /&gt;
&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Most units are produced by a factory, and autonomous Drones are built by their parent.&lt;br /&gt;
&lt;br /&gt;
Useful information on units:&lt;br /&gt;
* [[Unit classes]]&lt;br /&gt;
* [[Map icons|Unit map icons]]&lt;br /&gt;
* [[Weapon classes]]&lt;br /&gt;
* [[Internal unit names]]&lt;br /&gt;
&lt;br /&gt;
==Unit chassis movement traits==&lt;br /&gt;
&lt;br /&gt;
The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options.&lt;br /&gt;
&lt;br /&gt;
===Brief overview===&lt;br /&gt;
&lt;br /&gt;
;Legged chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/cloakraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; ''Bots:'' Non-climbing legged units (generally having two or four legs) tend to have great turn rates and can typically traverse somewhat steep terrain. Some bots are amphibious, notably [[Amphbot Factory|amphbots]] and certain [[Strider Hub|strider bots]]. Many of the bots from the [[Jumpbot Factory]] and a few other bots can [[Jump Command|jump]], which can be useful for traversing terrain as well as in combat.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/cloakbomb.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt;''All-terrain:'' Climbing legged units (generally having four or more legs) can climb and traverse any land terrain, including practically vertical hills and cliffs, but tend to have poor speed. They include [[Spider Factory|all spider factory units]] and various other units such as the [[Scorpion|Scorpion strider]].{{clear}}&lt;br /&gt;
;Wheeled, tracked and hovercraft chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/vehraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; [[Rover Assembly|Rovers]] tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them).{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/tankassault.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; [[Tank Foundry|Tanks]] are like rovers, except their speed and turn rates are typically worse.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/hoverraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; [[Hovercraft Platform|Hovercraft]] are like rovers, except they can traverse water easily.{{clear}}&lt;br /&gt;
;Airborne chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/bomberriot.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Airplanes fly and tend to have excellent speed. Their movement resembles real-life planes.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/gunshipraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Gunships hover above the ground; their movement resembles helicopters.{{clear}}&lt;br /&gt;
;Naval chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/shipscout.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Ships float on the sea surface. Smaller ships are built in the [[Shipyard]], while carriers and battleships are built at the [[Strider Hub]].{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/subraider.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Submarines dive underwater, which gives them protection from radar and weaponry (but they cannot surface).{{clear}}&lt;br /&gt;
&lt;br /&gt;
There are also various kinds of indirect movement, such as transport gunships, teleportation, throwing, gravity projection, etc.&lt;br /&gt;
&lt;br /&gt;
The [[Newbie Guide#Map views|pathing map overlay]] when a unit is selected is useful for viewing where a selected unit can and cannot go.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]]&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Units&amp;diff=8404</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Units&amp;diff=8404"/>
		<updated>2022-05-08T15:57:31Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Attempts to add icons to easily show climbing angles (but 'Show preview' does not seem to work with SVG).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents.&lt;br /&gt;
&lt;br /&gt;
Use your [[Commander]] and [[Unit classes#Constructor|Constructors]] to build up your base and economy, [[Unit classes#Raider|Raider]] and [[Unit classes#Assault|Assault]] units to attack at close range, [[Unit classes#Skirmisher|Skirmishers]] and [[Unit classes#Artillery|Artillery]] to engage at long range, and [[Unit classes#Riot|Riots]] to defend in close quarters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Cloakbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorycloak.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Shieldbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryshield.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Rover Assembly|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryveh.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Rover Assembly|Rovers]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Hovercraft Platform|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryhover.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Gunship Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorygunship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Gunship Plant|Gunships]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Airplane Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryplane.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Airplane Plant|Airplanes]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Spider Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryspider.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Spider Factory|Spiders]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Jumpbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryjump.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Tank Foundry|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorytank.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Tank Foundry|Tanks]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Amphbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryamph.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Amphbot Factory|Amphbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Shipyard|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shipyard|Ships]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Strider Hub|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/striderhub.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Strider Hub|Striders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all units in Zero-K include:&lt;br /&gt;
&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Most units are produced by a factory, and autonomous Drones are built by their parent.&lt;br /&gt;
&lt;br /&gt;
Useful information on units:&lt;br /&gt;
* [[Unit classes]]&lt;br /&gt;
* [[Map icons|Unit map icons]]&lt;br /&gt;
* [[Weapon classes]]&lt;br /&gt;
* [[Internal unit names]]&lt;br /&gt;
&lt;br /&gt;
==Unit chassis movement traits==&lt;br /&gt;
&lt;br /&gt;
The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options.&lt;br /&gt;
&lt;br /&gt;
===Brief overview===&lt;br /&gt;
&lt;br /&gt;
;Legged chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/cloakraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Angle bot.svg|thumb|Icon showing bot climbing angle.]]&lt;br /&gt;
 ''Bots:'' Non-climbing legged units (generally having two or four legs) tend to have great turn rates and can typically traverse somewhat steep terrain. Some bots are amphibious, notably [[Amphbot Factory|amphbots]] and certain [[Strider Hub|strider bots]]. Many of the bots from the [[Jumpbot Factory]] and a few other bots can [[Jump Command|jump]], which can be useful for traversing terrain as well as in combat.{{clear}}&lt;br /&gt;
[[File:Angle spider|thumb|Icon showing spider climbing angle.]]&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/cloakbomb.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt;''All-terrain:'' Climbing legged units (generally having four or more legs) can climb and traverse any land terrain, including practically vertical hills and cliffs, but tend to have poor speed. They include [[Spider Factory|all spider factory units]] and various other units such as the [[Scorpion|Scorpion strider]].{{clear}}&lt;br /&gt;
;Wheeled, tracked and hovercraft chassis [[File:Angle tank.svg|thumb|Icon showing tank climbing angle.]]&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/vehraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; [[Rover Assembly|Rovers]] tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them).{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/tankassault.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; [[Tank Foundry|Tanks]] are like rovers, except their speed and turn rates are typically worse.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/hoverraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; [[Hovercraft Platform|Hovercraft]] are like rovers, except they can traverse water easily.{{clear}}&lt;br /&gt;
;Airborne chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/bomberriot.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Airplanes fly and tend to have excellent speed. Their movement resembles real-life planes.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/gunshipraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Gunships hover above the ground; their movement resembles helicopters.{{clear}}&lt;br /&gt;
;Naval chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/shipscout.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Ships float on the sea surface. Smaller ships are built in the [[Shipyard]], while carriers and battleships are built at the [[Strider Hub]].{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/subraider.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Submarines dive underwater, which gives them protection from radar and weaponry (but they cannot surface).{{clear}}&lt;br /&gt;
&lt;br /&gt;
There are also various kinds of indirect movement, such as transport gunships, teleportation, throwing, gravity projection, etc.&lt;br /&gt;
&lt;br /&gt;
The [[Newbie Guide#Map views|pathing map overlay]] when a unit is selected is useful for viewing where a selected unit can and cannot go.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]]&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:Angle_spider.svg&amp;diff=8403</id>
		<title>File:Angle spider.svg</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:Angle_spider.svg&amp;diff=8403"/>
		<updated>2022-05-08T15:56:31Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon showing spider climbing angle.&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:Angle_bot.svg&amp;diff=8402</id>
		<title>File:Angle bot.svg</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:Angle_bot.svg&amp;diff=8402"/>
		<updated>2022-05-08T15:55:25Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon showing bot climbing angle.&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=File:Angle_tank.svg&amp;diff=8401</id>
		<title>File:Angle tank.svg</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=File:Angle_tank.svg&amp;diff=8401"/>
		<updated>2022-05-08T15:51:44Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon showing tank climbing angle.&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
	<entry>
		<id>http://test.zero-k.info/mediawiki/index.php?title=Units&amp;diff=8400</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="http://test.zero-k.info/mediawiki/index.php?title=Units&amp;diff=8400"/>
		<updated>2022-05-08T12:42:11Z</updated>

		<summary type="html">&lt;p&gt;YetAnotherName: Improves accuracy of text and adds link (jumpbots and jumping).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Units''' of Zero-K are the tools you will use to execute your strategies and defeat your opponents.&lt;br /&gt;
&lt;br /&gt;
Use your [[Commander]] and [[Unit classes#Constructor|Constructors]] to build up your base and economy, [[Unit classes#Raider|Raider]] and [[Unit classes#Assault|Assault]] units to attack at close range, [[Unit classes#Skirmisher|Skirmishers]] and [[Unit classes#Artillery|Artillery]] to engage at long range, and [[Unit classes#Riot|Riots]] to defend in close quarters.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Cloakbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorycloak.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Cloakbot Factory|Cloakbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Shieldbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryshield.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shieldbot Factory|Shieldbots]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Rover Assembly|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryveh.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Rover Assembly|Rovers]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Hovercraft Platform|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryhover.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Gunship Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorygunship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Gunship Plant|Gunships]]&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; | [[Airplane Plant|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryplane.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Airplane Plant|Airplanes]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Spider Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryspider.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Spider Factory|Spiders]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Jumpbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryjump.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Jumpbot Factory|Jumpbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Tank Foundry|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factorytank.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Tank Foundry|Tanks]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Amphbot Factory|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryamph.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Amphbot Factory|Amphbots]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Shipyard|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/factoryship.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Shipyard|Ships]]&lt;br /&gt;
| style=&amp;quot;text-align: center; font-weight:bold;&amp;quot; | [[Strider Hub|&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/striderhub.png&amp;quot; height='64' align=&amp;quot;center&amp;quot;/&amp;gt;]]&lt;br /&gt;
[[Strider Hub|Striders]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Properties shared by most or all units in Zero-K include:&lt;br /&gt;
&lt;br /&gt;
* They cost the same amount of [[Metal]] and [[Energy]].&lt;br /&gt;
* Most units are produced by a factory, and autonomous Drones are built by their parent.&lt;br /&gt;
&lt;br /&gt;
Useful information on units:&lt;br /&gt;
* [[Unit classes]]&lt;br /&gt;
* [[Map icons|Unit map icons]]&lt;br /&gt;
* [[Weapon classes]]&lt;br /&gt;
* [[Internal unit names]]&lt;br /&gt;
&lt;br /&gt;
==Unit chassis movement traits==&lt;br /&gt;
&lt;br /&gt;
The movement traits of different unit chassis can be a very important factor when choosing which factory to build at the start of a game. Factors such as the terrain of the map as well as the map size can influence this decision. For instance, lots of deep water may call for a factory with lots of amphibious or airborne options, while a map with mostly somewhat steep terrain may call for bots, spiders or airborne options.&lt;br /&gt;
&lt;br /&gt;
===Brief overview===&lt;br /&gt;
&lt;br /&gt;
;Legged chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/cloakraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; ''Bots:'' Non-climbing legged units (generally having two or four legs) tend to have great turn rates and can typically traverse somewhat steep terrain. Some bots are amphibious, notably [[Amphbot Factory|amphbots]] and certain [[Strider Hub|strider bots]]. Many of the bots from the [[Jumpbot Factory]] and a few other bots can [[Jump Command|jump]], which can be useful for traversing terrain as well as in combat.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/cloakbomb.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt;''All-terrain:'' Climbing legged units (generally having four or more legs) can climb and traverse any land terrain, including practically vertical hills and cliffs, but tend to have poor speed. They include [[Spider Factory|all spider factory units]] and various other units such as the [[Scorpion|Scorpion strider]].{{clear}}&lt;br /&gt;
;Wheeled, tracked and hovercraft chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/vehraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; [[Rover Assembly|Rovers]] tend to have good or great speed, medium or poor turn rates, and prefer flat terrain (slightly steep terrain slows them).{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/tankassault.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; [[Tank Foundry|Tanks]] are like rovers, except their speed and turn rates are typically worse.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/hoverraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; [[Hovercraft Platform|Hovercraft]] are like rovers, except they can traverse water easily.{{clear}}&lt;br /&gt;
;Airborne chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/bomberriot.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Airplanes fly and tend to have excellent speed. Their movement resembles real-life planes.{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/gunshipraid.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Gunships hover above the ground; their movement resembles helicopters.{{clear}}&lt;br /&gt;
;Naval chassis&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/shipscout.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Ships float on the sea surface. Smaller ships are built in the [[Shipyard]], while carriers and battleships are built at the [[Strider Hub]].{{clear}}&lt;br /&gt;
:&amp;lt;img src=&amp;quot;http://manual.zero-k.info/unitpics/subraider.png&amp;quot; style=&amp;quot;float:left;padding-right:0.5em&amp;quot;&amp;gt; Submarines dive underwater, which gives them protection from radar and weaponry (but they cannot surface).{{clear}}&lt;br /&gt;
&lt;br /&gt;
There are also various kinds of indirect movement, such as transport gunships, teleportation, throwing, gravity projection, etc.&lt;br /&gt;
&lt;br /&gt;
The [[Newbie Guide#Map views|pathing map overlay]] when a unit is selected is useful for viewing where a selected unit can and cannot go.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Units]]&lt;/div&gt;</summary>
		<author><name>YetAnotherName</name></author>
		
	</entry>
</feed>