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	<id>http://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=213.35.139.72&amp;*</id>
	<title>Zero-K - User contributions [en]</title>
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	<updated>2026-05-25T02:12:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Cheese&amp;diff=5687</id>
		<title>Cheese</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Cheese&amp;diff=5687"/>
		<updated>2019-09-16T16:17:55Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Defending against it */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheese strategies are strategies that can be described as high-risk and high-reward. These typically rely on winning hard and winning early. Below we will detail some of the finest cheese known to lobster-kind.&amp;lt;br&amp;gt;&lt;br /&gt;
Disclaimer: Some of these are quite bad strategies, but will probably sometimes work nonetheless.&lt;br /&gt;
==On the use of commanders==&lt;br /&gt;
A good rush will often include your commander. In the early parts of the game, this unit represents the majority of your combat strength. Most rushes just utilize the commander as a support unit that fills in a role that you need. However, some cheese strategies utilize the commander as a centerpiece of the strategy.&lt;br /&gt;
&lt;br /&gt;
==The strategies==&lt;br /&gt;
===Fencer rush===&lt;br /&gt;
Plop [[Rover Assembly]], and put [[fencer]]s on repeat queue. Once you have made 2 to 3, it is time to start moving towards your opponent. Once your [[Commander]] builds the starting mexes/energy move it towards the opponents base as well. Once you get to your opponent's base and see what they have been up to, choose an appropriate comm morph option. Continue streaming fencers across the map. When you have a critical mass of fencers you can just move in and kill them. But don't wait too long! If they get up significant defense you could end up losing.&lt;br /&gt;
*Rocket launcher is the best morph to get if they try to counter you with [[Unit_classes#Skirmisher|skirmishers]].&lt;br /&gt;
*Riot cannon if they build lots of low-hp raiders.&lt;br /&gt;
*Heat ray is good if they try to make heavies.&lt;br /&gt;
====Defending against it====&lt;br /&gt;
A well-executed Fencer rush is extremely difficult to stop with conventional units. The natural counter to Fencers in the face of assault units is likely to be stopped by the enemy commander. Using your own commander is typically also a mistake because the enemy will be upgraded for combat and will have the benefit of fire support from their Fencers.&lt;br /&gt;
&lt;br /&gt;
The best answer is to drop everything and rush a Stinger. Having sacrificed all their economy, the opponent is likely to not have any economy, at most one mex. If you succeed in building a Stinger, they will have their zero mexes against your three, and no way to reasonably expand. After this, you can proceed to counter their contain with more conventional approaches.&lt;br /&gt;
&lt;br /&gt;
Typically, a Fencer rush will also see the enemy factory left entirely defenceless - after all, each bit of metal spent on defence for your enemy is one not spent assisting in the actual rush. Sneaking away a single raider will usually suffice to kill this factory and prevent Fencer reinforcements or sneak expansion.&lt;br /&gt;
&lt;br /&gt;
===Reaver rush===&lt;br /&gt;
Much like the fencer rush.&lt;br /&gt;
#Plop [[Cloaky Bot Factory]] and take 1 [[mex]].&lt;br /&gt;
#Make [[Reaver]]s on repeat queue.&lt;br /&gt;
#Move out with your comm and have reavers rally to it.&lt;br /&gt;
This rush is more time sensitive, and requires that you hit sooner than a fencer rush. Reavers are a bit faster than your comm so they will catch up to it.&lt;br /&gt;
&lt;br /&gt;
===Ogre rush===&lt;br /&gt;
The [[Ogre]] is probably the most robust [[Unit_classes#Riot|riot]] unit in the game, with high DPS and HP. It can be quite difficult to stop earlygame, especially if it is unscouted. The ogre is capable of killing commanders by itself and it has splash damage, making it quite effective against the raiders people typically build as well. This rush is time sensitive, as if they scout you they can throw up lots of light defense turrets and hold it off.&amp;lt;br&amp;gt;&lt;br /&gt;
#Plop the [[Tank Foundry]].&lt;br /&gt;
#Queue up an ogre, set the rally point to your opponents base.&lt;br /&gt;
#Assist the factory with your commander.&lt;br /&gt;
This rush is especially effective against factories with no skirmishers, like HT or rovers. Factories with awkward skirmishers like spider may struggle to deal with it as well, but HT vs spider is a rare match-up anyways.&lt;br /&gt;
&lt;br /&gt;
====Defending against it====&lt;br /&gt;
The best defense against any cheese is scouting, and this is true here. Build your lightest raider and send it to your opponent's base. Since the Ogre is an expensive unit, by the time your raider gets there it should still see the Ogre in the factory being built, or just as it moves out. Since the opponent has commited quite a bit of resources to this rush you can affort to just spam lots of LLTs and the occasional Picket to hold it off. If your factory has a skirmisher, that would be a good choice to make as well.&lt;br /&gt;
&lt;br /&gt;
While Rovers don't have any normal skirmishers, being able to produce a Dominatrix by the time the Ogre hits you turns the cheese upside down, as the Dominatrix will easily capture the Ogre, making it your enemy's problem now.&lt;br /&gt;
&lt;br /&gt;
===Com-Morph Push===&lt;br /&gt;
===Com-Drop===&lt;br /&gt;
===Blastwing opening===&lt;br /&gt;
===Raider rush===&lt;br /&gt;
These types of rushes are distinct from the others in that they don't bring along the commander, and rely on overwhelming your opponent with an unexpected raider force. Below are listed some of the raiders that are most effective at rushing.&lt;br /&gt;
====Flea rush====&lt;br /&gt;
Plop [[Spider Factory]] and build your initial 500 metal into fleas. Send your first two out to scout. Once you get your flea swarm you can either attack the opponents base, or their commander. If their commander morphed to a splash damage weapon this will not work, but it should lead to a dead commander if the commander is alone and un-morphed. Alternatively, if they only built like 1 [[Picket]] or [[Lotus]] in their base and all their units are gone, you are able to quickly kill the defensive turrets and possibly win the game by killing all their eco structures and factory. You need to be careful with your fleas though, the death explosions from most buildings can instantly kill them. Obviously, this strategy fails if they are not very greedy and bother to build some raiders.&lt;br /&gt;
====Glaive/Bandit rush====&lt;br /&gt;
&lt;br /&gt;
They maneuver around defenses and take out constructors, factories, and economic structures.&lt;br /&gt;
&lt;br /&gt;
====Scorcher rush====&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Map_Creation&amp;diff=5330</id>
		<title>Map Creation</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Map_Creation&amp;diff=5330"/>
		<updated>2019-04-18T16:11:14Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Startboxes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maps are 7z archives which, at their most basic, consist of three image files packaged in a particular way. They can be found in &amp;lt;code&amp;gt;Zero-K/Maps&amp;lt;/code&amp;gt; and be zipped or unziped with [https://www.7-zip.org/download.html| 7zip]. Maps can contain more than their three image files, including:&lt;br /&gt;
* Metal spot layout.&lt;br /&gt;
* Start area configuration.&lt;br /&gt;
* Tree, rock or any other models to be placed as map features.&lt;br /&gt;
* Arbitrary code and units changes that can arbitrarily modify the game. See [[Mod Creation]].&lt;br /&gt;
&lt;br /&gt;
= Creating maps =&lt;br /&gt;
Beginner mapping tutorial for SpringRTS is located here: https://springrts.com/wiki/Mapdev:Tutorial_Simple&lt;br /&gt;
&lt;br /&gt;
Ask for help in #zkmap in on the [https://discord.gg/PRv7uy| Zero-K Discord server].&lt;br /&gt;
&lt;br /&gt;
Here are some SpringRTS (the engine) links [https://springrts.com/wiki/Mapdev:Main] [https://springrts.com/wiki/Map,_Game,_And_Unit_Development_Programs#Map_Creation]&lt;br /&gt;
&lt;br /&gt;
== Startboxes ==&lt;br /&gt;
&lt;br /&gt;
Startboxes are loaded from /mapconfig/map_startboxes.lua and can be generated ingame with the Startbox Editor widget included with the game. Alt-F11 to toggle.&lt;br /&gt;
&lt;br /&gt;
Full guide for the startbox editor here: [[Startbox API]]&lt;br /&gt;
&lt;br /&gt;
== Metal Configuration and Spot Graphics  ==&lt;br /&gt;
&lt;br /&gt;
Metal spots on maps are done via Lua configs. They can be generated ingame with the dbg_mouse_to_mex_portable.lua widget, available at [https://github.com/The-Yak/mexes_grounddecal_autoplacer | TheMooseIsLoose's github.] &lt;br /&gt;
&lt;br /&gt;
Download that repo as a zip and extract into your map folder. Load the map in ZK, enable cheats, and then enable Mouse to Mexes in your alt-f11 widget menu. Click to create new metal spots, the values and positions will be automatically saved to your game data directory. Copy and paste the content from MexSpots_YourMap to your /mapconfig/map_metal_layout.lua&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Running maps =&lt;br /&gt;
== Local testing ==&lt;br /&gt;
To run a map locally put it in &amp;lt;code&amp;gt;Zero-K/Maps&amp;lt;/code&amp;gt; then start the game. Untick 'Only featured maps' in &amp;lt;code&amp;gt;Settings -&amp;gt; Lobby&amp;lt;/code&amp;gt; and start a singleplayer skirmish game. Select 'Advanced', click 'Change Map' and select your map from the list.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
Upload your map to https://springfiles.com/ to make it downloadable and playable by others. Some admin action to feature/support the map may also be required.&lt;br /&gt;
&lt;br /&gt;
= Links =&lt;br /&gt;
&lt;br /&gt;
* [[User:Aquanim/WaterMapDesign|Some subjective comments on design of sea maps, by Aquanim]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}} [[Category: Development]]&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5070</id>
		<title>User:Anarchid/OmniCommanderDesign</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5070"/>
		<updated>2019-01-24T12:25:38Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Why */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my attempt to figure out a design for an unified commander chassis.&lt;br /&gt;
&lt;br /&gt;
= Why =&lt;br /&gt;
&lt;br /&gt;
Historically ZK has had several commander chassis to provide variety for a bunch of reasons:&lt;br /&gt;
* Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available)&lt;br /&gt;
* Later, because while &amp;lt;code&amp;gt;unitdefs_post&amp;lt;/code&amp;gt; solved the former problem, the models existed, and provided some, albeit limited, visual feedback on what the commander was &lt;br /&gt;
* Even later, as commanders became mostly &amp;quot;dynamic&amp;quot;, for the same legacy reasons&lt;br /&gt;
* No model that would display more useful information than the current system exists.&lt;br /&gt;
&lt;br /&gt;
This is bad for several reasons:&lt;br /&gt;
* Significantly initially different chassis are pregame RPS in several situations - such as Recon commander's jump available at level zero, or Support commander's build range&lt;br /&gt;
* This provides useful visual representation only for one important commander ability - jump - while all other abilities are essentially hidden. Especially guns all look exactly alike.&lt;br /&gt;
&lt;br /&gt;
= Design Design  = &lt;br /&gt;
Before approaching the design of this thing, it is useful to approach the design of designing this thing.&lt;br /&gt;
&lt;br /&gt;
# As with current commander design requirements, this design should not have degenerate, overpowered or useless paths.&lt;br /&gt;
#* Commanders should not be significantly stronger than same fair cost in units at any point, but should not be that much worse either&lt;br /&gt;
#* A single build or a series of builds should not be always better than the others&lt;br /&gt;
#* It's also a good idea to avoid as much lock-in as possible; branching systems that prohibit modules further down the line are boring (but &amp;quot;this module goes in the helmet slot, which is already occupied&amp;quot; is fine).&lt;br /&gt;
# For a transition from chassis to modules entirely, the first level-up should be important enough to encompass all of the variety in current chassis and first-morph modules&lt;br /&gt;
#* A significant part of this is chassis passive bonuses and specialization - there should be modules to imitate this&lt;br /&gt;
#* With the following criterion, this also means that the first morph should make commanders very *visibly* different as well.&lt;br /&gt;
# As much interesting information about the commander as possible should be meaningfully visible on the commander body.&lt;br /&gt;
#* This intrinsically suggests tying commander modules to their respective body parts, and maybe even have body part based equipment slots&lt;br /&gt;
#* Current stackable or weapon modules are insufficient to encompass this. A &amp;quot;subsystem module&amp;quot; approach like in Aquanim's draft may be useful.&lt;br /&gt;
#* The important qualitatively difference items should take priority. Guns and jump ability are first tier; everything else is secondary or tertiary.&lt;br /&gt;
# The technical considerations of the omni-commander model should be considered at every step &lt;br /&gt;
#* The model should be reasonably easy to modify and generally as low-maintenance as possible&lt;br /&gt;
#* Replacement or refund of current commander skins should be considered and made as easy as possible &lt;br /&gt;
#* Additional types of &amp;quot;hats&amp;quot; could be considered&lt;br /&gt;
&lt;br /&gt;
= General Stuff = &lt;br /&gt;
# The omni-commander model  is at least partially an atlas/lego system. The texture provides various materials to be splatted onto various geometry bits, with few of it strictly dedicated (except for core geometry). Weapons have their own dedicated mini-zones and can share materials.&lt;br /&gt;
## Weapons and important abilities are emissive and color coded; some may be animated&lt;br /&gt;
# Every module is visually represented on the model.&lt;br /&gt;
## Important modules are called **subsystems** and take equipment **slots**. They completely take over a given body part, and more than one module cannot use the same body part. Advanced versions of a subsystem can replace a weaker version. The following slots are available:&lt;br /&gt;
### Head (helmet, crown, antenna, etc) - intel, aura abilities like shield, cloaker, radar&lt;br /&gt;
### Chest (torso front, breastplate, etc) - armor, regeneration&lt;br /&gt;
### Forearms (left, right) or whole arms - weapons. These should be huge and prominent as the most important things ever.&lt;br /&gt;
### Shoulders (left, right) - secondary weapons, construction abilities&lt;br /&gt;
### Back - active abilities (jump, float?)&lt;br /&gt;
### Legs - passive movement-related abilities (jump? climb? hover? goomba stomp?).&lt;br /&gt;
## Subsystem module _choices_ in the UI have to somehow show which slot they occupy &lt;br /&gt;
## Stackable modules, as much as they exist, are represented as small bits on or near the things they affect.&lt;br /&gt;
### Armor modules - rivets or small plates on chest&lt;br /&gt;
### Damage modules  - small glowy bits on upper arms&lt;br /&gt;
### Speed modules - small bits on upper/lower legs&lt;br /&gt;
### .. etc&lt;br /&gt;
## Stackable module choices need to show their stacking limits in the UI.&lt;br /&gt;
## Enhancement modules are treated as new modules. E.g. a longer-stun version of a lightning gun simply has a different lightning gun model.&lt;br /&gt;
&lt;br /&gt;
= Draft Bucket List Of Modules = &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Type&lt;br /&gt;
! Slot&lt;br /&gt;
! Level &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Comments&lt;br /&gt;
|-&lt;br /&gt;
! Jetpack&lt;br /&gt;
| System&lt;br /&gt;
| Back&lt;br /&gt;
| 1&lt;br /&gt;
| Allows commander to jump&lt;br /&gt;
| Large, bulky, visible&lt;br /&gt;
|-&lt;br /&gt;
! Beam Laser&lt;br /&gt;
| Weapon&lt;br /&gt;
| Arm&lt;br /&gt;
| 1&lt;br /&gt;
| Kills things&lt;br /&gt;
| Long teal/blue emissive line along top&lt;br /&gt;
|-&lt;br /&gt;
! Combat Drone Kit&lt;br /&gt;
| System&lt;br /&gt;
| Back&lt;br /&gt;
| 2&lt;br /&gt;
| Launches Fireflies&lt;br /&gt;
| Moving mechanical stuff. Possibly can also dock drones if drone tech advances? &lt;br /&gt;
Conflicts with jump, but not with shield/cloak.&lt;br /&gt;
|-&lt;br /&gt;
! Personal Shield&lt;br /&gt;
| System&lt;br /&gt;
| Head&lt;br /&gt;
| 2&lt;br /&gt;
| Provides a small shield&lt;br /&gt;
| Crown that reminds an Aspis. Incompatible with cloak.&lt;br /&gt;
|-&lt;br /&gt;
! Personal Cloak&lt;br /&gt;
| System&lt;br /&gt;
| Head&lt;br /&gt;
| 2&lt;br /&gt;
| Cloaks commander&lt;br /&gt;
| Teal glowing halo, like Scythe/Iris backpacks. Incompatible with shield.&lt;br /&gt;
|-&lt;br /&gt;
! Advanced Nanolathe&lt;br /&gt;
| System&lt;br /&gt;
| Shoulder&lt;br /&gt;
| 1&lt;br /&gt;
| More nano range, slightly more build power&lt;br /&gt;
| Replaces default nano, bigger. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5010</id>
		<title>User:Anarchid/OmniCommanderDesign</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5010"/>
		<updated>2018-12-28T12:39:24Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Design Design */ a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my attempt to figure out a design for an unified commander chassis.&lt;br /&gt;
&lt;br /&gt;
= Why =&lt;br /&gt;
&lt;br /&gt;
Historically ZK has had several commander chassis to provide variety for a bunch of reasons:&lt;br /&gt;
* Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available)&lt;br /&gt;
* Later, because while &amp;lt;code&amp;gt;unitdefs_post&amp;lt;/code&amp;gt; solved the former problem, the models existed, and provided some, albeit visual feedback on what the commander was &lt;br /&gt;
* Even later, as commanders became mostly &amp;quot;dynamic&amp;quot;, for the same legacy reasons&lt;br /&gt;
* No model that would display more useful information than the current system exists.&lt;br /&gt;
&lt;br /&gt;
This is bad for several reasons:&lt;br /&gt;
* Significantly initially different chassis are pregame RPS in several situations - such as Recon commander's jump available at level zero, or Support commander's build range&lt;br /&gt;
* This provides useful visual representation only for one important commander ability - jump - while all other abilities are essentially hidden. Especially guns all look exactly alike.&lt;br /&gt;
&lt;br /&gt;
= Design Design  = &lt;br /&gt;
Before approaching the design of this thing, it is useful to approach the design of designing this thing.&lt;br /&gt;
&lt;br /&gt;
# As with current commander design requirements, this design should not have degenerate, overpowered or useless paths.&lt;br /&gt;
#* Commanders should not be significantly stronger than same fair cost in units at any point, but should not be that much worse either&lt;br /&gt;
#* A single build or a series of builds should not be always better than the others&lt;br /&gt;
#* It's also a good idea to avoid as much lock-in as possible; branching systems that prohibit modules further down the line are boring (but &amp;quot;this module goes in the helmet slot, which is already occupied&amp;quot; is fine).&lt;br /&gt;
# For a transition from chassis to modules entirely, the first level-up should be important enough to encompass all of the variety in current chassis and first-morph modules&lt;br /&gt;
#* With the following criterion, this also means that the first morph should make commanders very *visibly* different as well.&lt;br /&gt;
# As much interesting information about the commander as possible should be meaningfully visible on the commander body.&lt;br /&gt;
#* This intrinsically suggests tying commander modules to their respective body parts, and maybe even have body part based equipment slots&lt;br /&gt;
#* Current stackable or weapon modules are insufficient to encompass this. A &amp;quot;subsystem module&amp;quot; approach like in Aquanim's draft may be useful.&lt;br /&gt;
#* The important qualitatively difference items should take priority. Guns and jump ability are first tier; everything else is secondary or tertiary.&lt;br /&gt;
# The technical considerations of the omni-commander model should be considered at every step &lt;br /&gt;
#* The model should be reasonably easy to modify and generally as low-maintenance as possible&lt;br /&gt;
#* Replacement or refund of current commander skins should be considered and made as easy as possible &lt;br /&gt;
#* Additional types of &amp;quot;hats&amp;quot; could be considered&lt;br /&gt;
&lt;br /&gt;
= General Stuff = &lt;br /&gt;
# The omni-commander model  is at least partially an atlas/lego system. The texture provides various materials to be splatted onto various geometry bits, with few of it strictly dedicated (except for core geometry). Weapons have their own dedicated mini-zones and can share materials.&lt;br /&gt;
## Weapons and important abilities are emissive and color coded; some may be animated&lt;br /&gt;
# Every module is visually represented on the model.&lt;br /&gt;
## Important modules are called **subsystems** and take equipment **slots**. They completely take over a given body part, and more than one module cannot use the same body part. Advanced versions of a subsystem can replace a weaker version. The following slots are available:&lt;br /&gt;
### Head (helmet, crown, antenna, etc) - intel, aura abilities like shield, cloaker, radar&lt;br /&gt;
### Chest (torso front, breastplate, etc) - armor, regeneration&lt;br /&gt;
### Forearms (left, right) or whole arms - weapons. These should be huge and prominent as the most important things ever.&lt;br /&gt;
### Shoulders (left, right) - secondary weapons, construction abilities&lt;br /&gt;
### Back - active abilities (jump, float?)&lt;br /&gt;
### Legs - passive movement-related abilities (jump? climb? hover? goomba stomp?).&lt;br /&gt;
## Subsystem module _choices_ in the UI have to somehow show which slot they occupy &lt;br /&gt;
## Stackable modules, as much as they exist, are represented as small bits on or near the things they affect.&lt;br /&gt;
### Armor modules - rivets or small plates on chest&lt;br /&gt;
### Damage modules  - small glowy bits on upper arms&lt;br /&gt;
### Speed modules - small bits on upper/lower legs&lt;br /&gt;
### .. etc&lt;br /&gt;
## Stackable module choices need to show their stacking limits in the UI.&lt;br /&gt;
## Enhancement modules are treated as new modules. E.g. a longer-stun version of a lightning gun simply has a different lightning gun model.&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5009</id>
		<title>User:Anarchid/OmniCommanderDesign</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=User:Anarchid/OmniCommanderDesign&amp;diff=5009"/>
		<updated>2018-12-28T11:37:45Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: shift radix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is my attempt to figure out a design for an unified commander chassis.&lt;br /&gt;
&lt;br /&gt;
= Why =&lt;br /&gt;
&lt;br /&gt;
Historically ZK has had several commander chassis to provide variety for a bunch of reasons:&lt;br /&gt;
* Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available)&lt;br /&gt;
* Later, because while &amp;lt;code&amp;gt;unitdefs_post&amp;lt;/code&amp;gt; solved the former problem, the models existed, and provided some, albeit visual feedback on what the commander was &lt;br /&gt;
* Even later, as commanders became mostly &amp;quot;dynamic&amp;quot;, for the same legacy reasons&lt;br /&gt;
* No model that would display more useful information than the current system exists.&lt;br /&gt;
&lt;br /&gt;
This is bad for several reasons:&lt;br /&gt;
* Significantly initially different chassis are pregame RPS in several situations - such as Recon commander's jump available at level zero, or Support commander's build range&lt;br /&gt;
* This provides useful visual representation only for one important commander ability - jump - while all other abilities are essentially hidden. Especially guns all look exactly alike.&lt;br /&gt;
&lt;br /&gt;
= Design Design  = &lt;br /&gt;
Before approaching the design of this thing, it is useful to approach the design of designing this thing.&lt;br /&gt;
&lt;br /&gt;
# As with current commander design requirements, this design should not have degenerate, overpowered or useless paths.&lt;br /&gt;
#* Commanders should not be significantly stronger than same fair cost in units at any point, but should not be that much worse either&lt;br /&gt;
#* A single build or a series of builds should not be always better than the others&lt;br /&gt;
#* It's also a good idea to avoid as much lock-in as possible; branching systems that prohibit modules further down the line are boring (but &amp;quot;this module goes in the helmet slot, which is already occupied&amp;quot; is fine).&lt;br /&gt;
# For transition from chassis to modules entirely, the first level-up should be important enough to encompass all of the variety in current chassis and first-morph modules&lt;br /&gt;
#* With the following criterion, this also means that the first morph should make commanders very *visibly* different as well.&lt;br /&gt;
# As much interesting information about the commander as possible should be meaningfully visible on the commander body.&lt;br /&gt;
#* This intrinsically suggests tying commander modules to their respective body parts, and maybe even have body part based equipment slots&lt;br /&gt;
#* Current stackable or weapon modules are insufficient to encompass this. A &amp;quot;subsystem module&amp;quot; approach like in Aquanim's draft may be useful.&lt;br /&gt;
#* The important qualitatively difference items should take priority. Guns and jump ability are first tier; everything else is secondary or tertiary.&lt;br /&gt;
# The technical considerations of the omni-commander model should be considered at every step &lt;br /&gt;
#* The model should be reasonably easy to modify and generally as low-maintenance as possible&lt;br /&gt;
#* Replacement or refund of current commander skins should be considered and made as easy as possible &lt;br /&gt;
#* Additional types of &amp;quot;hats&amp;quot; could be considered&lt;br /&gt;
&lt;br /&gt;
= General Stuff = &lt;br /&gt;
# The omni-commander model  is at least partially an atlas/lego system. The texture provides various materials to be splatted onto various geometry bits, with few of it strictly dedicated (except for core geometry). Weapons have their own dedicated mini-zones and can share materials.&lt;br /&gt;
## Weapons and important abilities are emissive and color coded; some may be animated&lt;br /&gt;
# Every module is visually represented on the model.&lt;br /&gt;
## Important modules are called **subsystems** and take equipment **slots**. They completely take over a given body part, and more than one module cannot use the same body part. Advanced versions of a subsystem can replace a weaker version. The following slots are available:&lt;br /&gt;
### Head (helmet, crown, antenna, etc) - intel, aura abilities like shield, cloaker, radar&lt;br /&gt;
### Chest (torso front, breastplate, etc) - armor, regeneration&lt;br /&gt;
### Forearms (left, right) or whole arms - weapons. These should be huge and prominent as the most important things ever.&lt;br /&gt;
### Shoulders (left, right) - secondary weapons, construction abilities&lt;br /&gt;
### Back - active abilities (jump, float?)&lt;br /&gt;
### Legs - passive movement-related abilities (jump? climb? hover? goomba stomp?).&lt;br /&gt;
## Subsystem module _choices_ in the UI have to somehow show which slot they occupy &lt;br /&gt;
## Stackable modules, as much as they exist, are represented as small bits on or near the things they affect.&lt;br /&gt;
### Armor modules - rivets or small plates on chest&lt;br /&gt;
### Damage modules  - small glowy bits on upper arms&lt;br /&gt;
### Speed modules - small bits on upper/lower legs&lt;br /&gt;
### .. etc&lt;br /&gt;
## Stackable module choices need to show their stacking limits in the UI.&lt;br /&gt;
## Enhancement modules are treated as new modules. E.g. a longer-stun version of a lightning gun simply has a different lightning gun model.&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Talk:Manual&amp;diff=4848</id>
		<title>Talk:Manual</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Talk:Manual&amp;diff=4848"/>
		<updated>2018-10-19T11:32:09Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: DISAGREE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is the point of the dumb l33t-speak quotes on this page?&amp;lt;br/&amp;gt;&lt;br /&gt;
I vote we remove them and put something real there like &amp;quot;This is the official Zerok manual. You can learn about units, strategy, and UI commanders, and more here!&amp;quot;&lt;br /&gt;
--[[User:Fealthas|Fealthas]] ([[User talk:Fealthas|talk]]) 05:39, 15 October 2018 (CEST)&lt;br /&gt;
:It was a bit of nice humour back in the day, but I suppose it's outlived its value. I've edited the page along the suggested lines. — [[User:Histidine|Histidine]] ([[User talk:Histidine|talk]]) 13:55, 18 October 2018 (CEST)&lt;br /&gt;
:I disagree with the removal of the KDR quote. It contained no leetspeak and was not dumb, in fact it's one of the most useful maxims for playing ZK well. The other quotes are much less useful. [[Special:Contributions/213.35.139.72|213.35.139.72]] 13:32, 19 October 2018 (CEST)&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Funnelweb&amp;diff=4637</id>
		<title>Funnelweb</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Funnelweb&amp;diff=4637"/>
		<updated>2018-09-19T10:42:38Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Tactics and Strategy */ This is not warcraft in space. This is king arthur in space.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a drone/shield support strider from the [[Strider Hub]].{{ Infobox zkunit&lt;br /&gt;
| name = Funnelweb&lt;br /&gt;
| defname = striderfunnelweb&lt;br /&gt;
| description = Drone/Shield Support Strider&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/striderfunnelweb.png&lt;br /&gt;
| icontype = t3special&lt;br /&gt;
| cost = 4500&lt;br /&gt;
| hitpoints = 11000&lt;br /&gt;
| movespeed = 45&lt;br /&gt;
| turnrate = 40&lt;br /&gt;
| sight = 650&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability drone&lt;br /&gt;
	| drone = [[Firefly]]&lt;br /&gt;
	| maxdrones = 6&lt;br /&gt;
	| range = 800&lt;br /&gt;
	| interval = 15&lt;br /&gt;
	| spawnsize = 2&lt;br /&gt;
	| buildtime = 6&lt;br /&gt;
	| maxbuilding = 1&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability drone&lt;br /&gt;
	| drone = [[Viper]]&lt;br /&gt;
	| maxdrones = 2&lt;br /&gt;
	| range = 800&lt;br /&gt;
	| interval = 25&lt;br /&gt;
	| spawnsize = 1&lt;br /&gt;
	| buildtime = 9&lt;br /&gt;
	| maxbuilding = 1&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability shield&lt;br /&gt;
	| name = Energy Shield&lt;br /&gt;
	| strength = 3600&lt;br /&gt;
	| regen = 50&lt;br /&gt;
	| regencost = 12&lt;br /&gt;
	| radius = 350&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The slow all-terrain Funnelweb features an area shield and a powerful drone complement.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
&lt;br /&gt;
The Funnelweb's (and [[Reef]]'s) drones can travel a fairly long distance away from the Funnelweb, so it can be used in a similar role as a Skirmisher (as opposed to the [[Dante]] and [[Scorpion]], which are like riot units compared to the Funnelweb). Moreover, when you've built up enough drones (each Funnelweb can have up to 6 [[Firefly]] companion drones, and up to 2 [[Viper]] battle drones, which have a combined dps of 440 + 400 slow damage), they can easily overwhelm enemies through sheer numbers (especially when you have many Funnelwebs). However, anti-swarm units and structures, including anti-air weapons, can and will give the Funnelweb's drones problems (in which case, if you're noticing that your Funnelwebs are not breaking through the enemy's defenses in a reasonable amount of time, then it might be time to send them back to recover).&lt;br /&gt;
&lt;br /&gt;
- Still, even when the Funnelweb's (and Reef's) drones are being shot down, at least they can distract the enemy from your other units, including other, more dangerous striders like the Dante. Besides, the drones are totally expendable, while the Funnelweb is sitting at a safe distance away.&lt;br /&gt;
&lt;br /&gt;
- Amusingly enough, since anti-air units will target the Funnelweb's drones, a single Funnelweb can cause an enemy's [[Artemis]] to waste its supply of insanely-powerful anti-air missiles on constantly-respawning drones, potentially allowing allied aircraft to take advantage of the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the [[Aspis]], the Funnelweb's protective bubble shield can not only give it an additional layer of protection (that regenerates faster than the Funnelweb's basic auto-repair system), but it can even be used to protect nearby units from harm, including [[Catapult]]s, [[Dante]]s, [[Scorpion]]s, [[Paladin]]s, and even other Funnelwebs, and can share shield energy with other shielded units (similarly to how [[Thug]]s, [[Felon]]s, [[Convict]]s, and [[Aspis]] can share their shield energy with eachother). Of course, unlike the Aegis, the Funnelweb has alot of health on top of the shield, so it won't go down in a fight that easily.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overall, unlike assault-oriented striders, like the [[Dante]], [[Paladin]], or [[Detriment]], the Funnelweb is more of a support-oriented strider, whose main purposes are to harass enemies from far away with its drones, and protect other units, including other striders, with its large bubble shield. Unfortunately, a lone Funnelweb isn't likely to get much accomplished in a given period of time. In fact, chances are that you'd be better off picking the more assault-oriented [[Dante]], or the harder-hitting longer-ranged [[Merlin]], as the 1st strider that you'd want to build in a given match (though said striders could still benefit from support from a Funnelweb).&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Cheese&amp;diff=4512</id>
		<title>Cheese</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Cheese&amp;diff=4512"/>
		<updated>2018-08-14T15:52:17Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Defending against it */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheese strategies are strategies that can be described as high-risk and high-reward. These typically rely on winning hard and winning early. Below we will detail some of the finest cheese known to lobster-kind.&amp;lt;br&amp;gt;&lt;br /&gt;
Disclaimer: Some of these are quite bad strategies, but will probably sometimes work nonetheless.&lt;br /&gt;
==On the use of commanders==&lt;br /&gt;
A good rush will often include your commander. In the early parts of the game, this unit represents the majority of your combat strength. Most rushes just utilize the commander as a support unit that fills in a role that you need. However, some cheese strategies utilize the commander as a centerpiece of the strategy.&lt;br /&gt;
&lt;br /&gt;
==The strategies==&lt;br /&gt;
===Fencer rush===&lt;br /&gt;
Plop rover factory, and put fencers on repeat queue. Once you have made like 2 it is time to start moving towards your opponent. Once your comm builds the starting mexes/energy move it towards the opponents base as well. Once you get to your opponent's base and see what they have been up to, choose an appropriate comm morph option. Continue streaming fencers across the map. When you have a critical mass of fencers you can just move in and kill them. But don't wait too long! If they get up significant defense you could end up losing.&lt;br /&gt;
*Rocket launcher is the best morph to get if they try to counter you with skirmishers.&lt;br /&gt;
*Riot cannon if they build lots of low-hp raiders.&lt;br /&gt;
*Heat ray is good if they try to make heavies.&lt;br /&gt;
====Defending against it====&lt;br /&gt;
A well-executed Fencer rush is extremely difficult to stop with conventional units. The natural counter to Fencers in the face of assault units is likely to be stopped by the enemy commander. Using your own commander is typically also a mistake because the enemy will be upgraded for combat and will have the benefit of fire support from their Fencers.&lt;br /&gt;
&lt;br /&gt;
The best answer is to drop everything and rush a Stinger. Having sacrificed all their economy, the opponent is likely to not have any economy, at most one mex. If you succeed in building a Stinger, they will have their zero mexes against your three, and no way to reasonably expand. After this, you can proceed to counter their contain with more conventional approaches.&lt;br /&gt;
&lt;br /&gt;
Typically, a Fencer rush will also see the enemy factory left entirely defenceless - after all, each bit of metal spent on defence for your enemy is one not spent assisting in the actual rush. Sneaking away a single raider will usually suffice to kill this factory and prevent Fencer reinforcements or sneak expansion.&lt;br /&gt;
&lt;br /&gt;
===Reaver rush===&lt;br /&gt;
Much like the fencer rush.&lt;br /&gt;
#Plop cloaky and take 1 mex.&lt;br /&gt;
#Make reavers on repeat queue.&lt;br /&gt;
#Move out with your comm and have reavers rally to it.&lt;br /&gt;
This rush is more time sensitive, and requires that you hit sooner than a fencer rush. Reavers are a bit faster than your comm so they will catch up to it.&lt;br /&gt;
&lt;br /&gt;
===Ogre rush===&lt;br /&gt;
The Ogre is probably the most robust riot unit in the game, with high DPS and HP. It can be quite difficult to stop earlygame, especially if it is unscouted. The ogre is capable of killing commanders by itself and it has splash damage, making it quite effective against the raiders people typically build as well. This rush is time sensitive, as if they scout you they can throw up lots of light defense turrets and hold it off.&amp;lt;br&amp;gt;&lt;br /&gt;
#Plop the HT foundry.&lt;br /&gt;
#Queue up an ogre, set the rally point to your opponents base.&lt;br /&gt;
#Assist the factory with your commander.&lt;br /&gt;
This rush is especially effective against factories with no skirmishers, like HT or rovers. Factories with awkward skirmishers like spider may struggle to deal with it as well, but HT vs spider is a rare match-up anyways.&lt;br /&gt;
&lt;br /&gt;
====Defending against it====&lt;br /&gt;
The best defense against any cheese is scouting, and this is true here. Build your lightest raider and send it to your opponent's base. Since the Ogre is an expensive unit, by the time your raider gets there it should still see the banisher in the factory being built, or just as it moves out. Since the opponent has commited quite a bit of resources to this rush you can affort to just spam lots of LLTs and the occasional Picket to hold it off. If your factory has a skirmisher, that would be a good choice to make as well.&lt;br /&gt;
&lt;br /&gt;
While Rovers don't have any normal skirmishers, being able to produce a Dominatrix by the time the Ogre hits you turns the cheese upside down, as the Dominatrix will easily capture the Ogre, making it your enemy's problem now.&lt;br /&gt;
&lt;br /&gt;
===Com-Morph Push===&lt;br /&gt;
===Com-Drop===&lt;br /&gt;
===Blastwing opening===&lt;br /&gt;
===Raider rush===&lt;br /&gt;
These types of rushes are distinct from the others in that they don't bring along the commander, and rely on overwhelming your opponent with an unexpected raider force. Below are listed some of the raiders that are most effective at rushing.&lt;br /&gt;
====Flea rush====&lt;br /&gt;
Plop spider factory and build your initial 500 metal into fleas. Send your first two out to scout. Once you get your flea swarm you can either attack the opponents base, or their commander. If their commander morphed to a splash damage weapon this will not work, but it should lead to a dead commander if the commander is alone and un-morphed. Alternatively, if they only built like 1 MT or LLT in their base and all their units are gone, you are able to quickly kill the defensive turrets and possibly win the game by killing all their eco structures and factory. You need to be careful with your fleas though, the death explosions from most buildings can instantly kill them. Obviously, this strategy fails if they are not very greedy and bother to build some raiders.&lt;br /&gt;
====Glaive/Bandit rush====&lt;br /&gt;
====Scorcher rush====&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Cheese&amp;diff=4511</id>
		<title>Cheese</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Cheese&amp;diff=4511"/>
		<updated>2018-08-14T15:51:25Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Fencer rush */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheese strategies are strategies that can be described as high-risk and high-reward. These typically rely on winning hard and winning early. Below we will detail some of the finest cheese known to lobster-kind.&amp;lt;br&amp;gt;&lt;br /&gt;
Disclaimer: Some of these are quite bad strategies, but will probably sometimes work nonetheless.&lt;br /&gt;
==On the use of commanders==&lt;br /&gt;
A good rush will often include your commander. In the early parts of the game, this unit represents the majority of your combat strength. Most rushes just utilize the commander as a support unit that fills in a role that you need. However, some cheese strategies utilize the commander as a centerpiece of the strategy.&lt;br /&gt;
&lt;br /&gt;
==The strategies==&lt;br /&gt;
===Fencer rush===&lt;br /&gt;
Plop rover factory, and put fencers on repeat queue. Once you have made like 2 it is time to start moving towards your opponent. Once your comm builds the starting mexes/energy move it towards the opponents base as well. Once you get to your opponent's base and see what they have been up to, choose an appropriate comm morph option. Continue streaming fencers across the map. When you have a critical mass of fencers you can just move in and kill them. But don't wait too long! If they get up significant defense you could end up losing.&lt;br /&gt;
*Rocket launcher is the best morph to get if they try to counter you with skirmishers.&lt;br /&gt;
*Riot cannon if they build lots of low-hp raiders.&lt;br /&gt;
*Heat ray is good if they try to make heavies.&lt;br /&gt;
====Defending against it====&lt;br /&gt;
A well-executed Fencer rush is extremely difficult to stop with conventional units. The natural counter to Fencers in the face of assault units is likely to be stopped by the enemy commander. Using your own commander is typically also a mistake because the enemy will be upgraded for combat and will focus their slashers on you.&lt;br /&gt;
&lt;br /&gt;
The best answer is to drop everything and rush a Stinger. Having sacrificed all their economy, the opponent is likely to not have any economy, at most one mex. If you succeed in building a Stinger, they will have their zero mexes against your three, and no way to reasonably expand. After this, you can proceed to counter their contain with more conventional approaches.&lt;br /&gt;
&lt;br /&gt;
Typically, a Fencer rush will also see the enemy factory left entirely defenceless - after all, each bit of metal spent on defence for your enemy is one not spent assisting in the actual rush. Sneaking away a single raider will usually suffice to kill this factory and prevent Fencer reinforcements or sneak expansion.&lt;br /&gt;
&lt;br /&gt;
===Reaver rush===&lt;br /&gt;
Much like the fencer rush.&lt;br /&gt;
#Plop cloaky and take 1 mex.&lt;br /&gt;
#Make reavers on repeat queue.&lt;br /&gt;
#Move out with your comm and have reavers rally to it.&lt;br /&gt;
This rush is more time sensitive, and requires that you hit sooner than a fencer rush. Reavers are a bit faster than your comm so they will catch up to it.&lt;br /&gt;
&lt;br /&gt;
===Ogre rush===&lt;br /&gt;
The Ogre is probably the most robust riot unit in the game, with high DPS and HP. It can be quite difficult to stop earlygame, especially if it is unscouted. The ogre is capable of killing commanders by itself and it has splash damage, making it quite effective against the raiders people typically build as well. This rush is time sensitive, as if they scout you they can throw up lots of light defense turrets and hold it off.&amp;lt;br&amp;gt;&lt;br /&gt;
#Plop the HT foundry.&lt;br /&gt;
#Queue up an ogre, set the rally point to your opponents base.&lt;br /&gt;
#Assist the factory with your commander.&lt;br /&gt;
This rush is especially effective against factories with no skirmishers, like HT or rovers. Factories with awkward skirmishers like spider may struggle to deal with it as well, but HT vs spider is a rare match-up anyways.&lt;br /&gt;
&lt;br /&gt;
====Defending against it====&lt;br /&gt;
The best defense against any cheese is scouting, and this is true here. Build your lightest raider and send it to your opponent's base. Since the Ogre is an expensive unit, by the time your raider gets there it should still see the banisher in the factory being built, or just as it moves out. Since the opponent has commited quite a bit of resources to this rush you can affort to just spam lots of LLTs and the occasional Picket to hold it off. If your factory has a skirmisher, that would be a good choice to make as well.&lt;br /&gt;
&lt;br /&gt;
While Rovers don't have any normal skirmishers, being able to produce a Dominatrix by the time the Ogre hits you turns the cheese upside down, as the Dominatrix will easily capture the Ogre, making it your enemy's problem now.&lt;br /&gt;
&lt;br /&gt;
===Com-Morph Push===&lt;br /&gt;
===Com-Drop===&lt;br /&gt;
===Blastwing opening===&lt;br /&gt;
===Raider rush===&lt;br /&gt;
These types of rushes are distinct from the others in that they don't bring along the commander, and rely on overwhelming your opponent with an unexpected raider force. Below are listed some of the raiders that are most effective at rushing.&lt;br /&gt;
====Flea rush====&lt;br /&gt;
Plop spider factory and build your initial 500 metal into fleas. Send your first two out to scout. Once you get your flea swarm you can either attack the opponents base, or their commander. If their commander morphed to a splash damage weapon this will not work, but it should lead to a dead commander if the commander is alone and un-morphed. Alternatively, if they only built like 1 MT or LLT in their base and all their units are gone, you are able to quickly kill the defensive turrets and possibly win the game by killing all their eco structures and factory. You need to be careful with your fleas though, the death explosions from most buildings can instantly kill them. Obviously, this strategy fails if they are not very greedy and bother to build some raiders.&lt;br /&gt;
====Glaive/Bandit rush====&lt;br /&gt;
====Scorcher rush====&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Cheese&amp;diff=4510</id>
		<title>Cheese</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Cheese&amp;diff=4510"/>
		<updated>2018-08-14T14:26:32Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Defending against it */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheese strategies are strategies that can be described as high-risk and high-reward. These typically rely on winning hard and winning early. Below we will detail some of the finest cheese known to lobster-kind.&amp;lt;br&amp;gt;&lt;br /&gt;
Disclaimer: Some of these are quite bad strategies, but will probably sometimes work nonetheless.&lt;br /&gt;
==On the use of commanders==&lt;br /&gt;
A good rush will often include your commander. In the early parts of the game, this unit represents the majority of your combat strength. Most rushes just utilize the commander as a support unit that fills in a role that you need. However, some cheese strategies utilize the commander as a centerpiece of the strategy.&lt;br /&gt;
&lt;br /&gt;
==The strategies==&lt;br /&gt;
===Fencer rush===&lt;br /&gt;
Plop rover factory, and put fencers on repeat queue. Once you have made like 2 it is time to start moving towards your opponent. Once your comm builds the starting mexes/energy move it towards the opponents base as well. Once you get to your opponent's base and see what they have been up to, choose an appropriate comm morph option. Continue streaming fencers across the map. When you have a critical mass of fencers you can just move in and kill them. But don't wait too long! If they get up significant defense you could end up losing.&lt;br /&gt;
*Rocket launcher is the best morph to get if they try to counter you with skirmishers.&lt;br /&gt;
*Riot cannon if they build lots of low-hp raiders.&lt;br /&gt;
*Heat ray is good if they try to make heavies.&lt;br /&gt;
&lt;br /&gt;
===Reaver rush===&lt;br /&gt;
Much like the fencer rush.&lt;br /&gt;
#Plop cloaky and take 1 mex.&lt;br /&gt;
#Make reavers on repeat queue.&lt;br /&gt;
#Move out with your comm and have reavers rally to it.&lt;br /&gt;
This rush is more time sensitive, and requires that you hit sooner than a fencer rush. Reavers are a bit faster than your comm so they will catch up to it.&lt;br /&gt;
&lt;br /&gt;
===Ogre rush===&lt;br /&gt;
The Ogre is probably the most robust riot unit in the game, with high DPS and HP. It can be quite difficult to stop earlygame, especially if it is unscouted. The ogre is capable of killing commanders by itself and it has splash damage, making it quite effective against the raiders people typically build as well. This rush is time sensitive, as if they scout you they can throw up lots of light defense turrets and hold it off.&amp;lt;br&amp;gt;&lt;br /&gt;
#Plop the HT foundry.&lt;br /&gt;
#Queue up an ogre, set the rally point to your opponents base.&lt;br /&gt;
#Assist the factory with your commander.&lt;br /&gt;
This rush is especially effective against factories with no skirmishers, like HT or rovers. Factories with awkward skirmishers like spider may struggle to deal with it as well, but HT vs spider is a rare match-up anyways.&lt;br /&gt;
&lt;br /&gt;
====Defending against it====&lt;br /&gt;
The best defense against any cheese is scouting, and this is true here. Build your lightest raider and send it to your opponent's base. Since the Ogre is an expensive unit, by the time your raider gets there it should still see the banisher in the factory being built, or just as it moves out. Since the opponent has commited quite a bit of resources to this rush you can affort to just spam lots of LLTs and the occasional Picket to hold it off. If your factory has a skirmisher, that would be a good choice to make as well.&lt;br /&gt;
&lt;br /&gt;
While Rovers don't have any normal skirmishers, being able to produce a Dominatrix by the time the Ogre hits you turns the cheese upside down, as the Dominatrix will easily capture the Ogre, making it your enemy's problem now.&lt;br /&gt;
&lt;br /&gt;
===Com-Morph Push===&lt;br /&gt;
===Com-Drop===&lt;br /&gt;
===Blastwing opening===&lt;br /&gt;
===Raider rush===&lt;br /&gt;
These types of rushes are distinct from the others in that they don't bring along the commander, and rely on overwhelming your opponent with an unexpected raider force. Below are listed some of the raiders that are most effective at rushing.&lt;br /&gt;
====Flea rush====&lt;br /&gt;
Plop spider factory and build your initial 500 metal into fleas. Send your first two out to scout. Once you get your flea swarm you can either attack the opponents base, or their commander. If their commander morphed to a splash damage weapon this will not work, but it should lead to a dead commander if the commander is alone and un-morphed. Alternatively, if they only built like 1 MT or LLT in their base and all their units are gone, you are able to quickly kill the defensive turrets and possibly win the game by killing all their eco structures and factory. You need to be careful with your fleas though, the death explosions from most buildings can instantly kill them. Obviously, this strategy fails if they are not very greedy and bother to build some raiders.&lt;br /&gt;
====Glaive/Bandit rush====&lt;br /&gt;
====Scorcher rush====&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4509</id>
		<title>Typical game progression</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Typical_game_progression&amp;diff=4509"/>
		<updated>2018-08-14T14:23:04Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Late-Lategame */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide explaining how a typical game progresses, after a [[typical opening]].&lt;br /&gt;
The game can be thought of as being organically split up into a few phases, each with a characteristic set of units and goals. &lt;br /&gt;
*Note that these are general scenarios - depending on the map and factory match-up the game can play very differently!&lt;br /&gt;
*From a 1v1 perspective&lt;br /&gt;
*(wip)&lt;br /&gt;
==Raider phase==&lt;br /&gt;
The raider phase is the first phase in a typical game. It is defined by a few characteristics:&lt;br /&gt;
*Most of the map is untaken by either player.&lt;br /&gt;
*No defenses covering most areas.&lt;br /&gt;
Due to this, the mobility that raiders have tends to make them the dominant unit class. When the map is fortified with light defenses, raiders are much less useful and it will be time to switch to something else. &lt;br /&gt;
===Expansion===&lt;br /&gt;
You will want to expand as fast as possible here, and try to grab at least 50% of the map. Try to have two groups of constructors moving around the map taking mexes. Near each mex cluster you can put some light defences, but do not overbuild defences early game, and in non-critical locations (i.e. not a choke point or the centre of the map). Run around the map with your raiders, keeping track of where your opponents raiders are as well.&lt;br /&gt;
&lt;br /&gt;
You should be able to defend your expansion from enemy raiders with some light defenses and some of your own raiders. Since raiding properly is considerably more difficult than expanding, you should be encouraged to expand as fast as possible.&lt;br /&gt;
*Try to expand much faster and in a more risky manner than you think is possible for a few games. You might be surprised at how much greed you get away with! It is much harder to punish greed than it is to be greedy. Doing this will also help you learn the safe maximum limits for expansion.&lt;br /&gt;
If you succeed in this phase of the game, you will have a massive eco advantage and will be able to swarm your opponent to death with units.&lt;br /&gt;
====Energy production====&lt;br /&gt;
A very common mistake players make is that they don't build enough energy structures. This leads to a situation in which your metal income exceeds your energy income and you are unable to spend all your metal (called &amp;quot;e-stalling&amp;quot;). Having 1 constructor dedicated to only building energy structures can solve this issue.&lt;br /&gt;
&lt;br /&gt;
===Raider Usage===&lt;br /&gt;
You want to have good radar coverage of your side of the map and keep your raiders as close to the enemy as possible. This puts pressure on them, and also forces them to keep their raiders near their base, away from your expansion. Against good players you will not be able to do much damage with raiders, but that does not mean you have accomplished nothing by keeping your raiders near them.&lt;br /&gt;
*Because of the threat of your raiders, they are not able to &amp;quot;naked expand&amp;quot; (very fast expansion with minimal or no defense). If you allow your opponent to naked expand, they will typically just roll you over a few minutes later with a massive eco advantage.&lt;br /&gt;
*Forces your opponent to keep their own raiders near their own base to defend from yours. It can also force them to build more defense, slowing down their expansion and reducing the amount of pressure they can put on your own expansion.&lt;br /&gt;
*Gives scouting information. By running around at the edges of your opponents territory you will be able to see what they are up to. If they are trying to rush a heavy unit or do something silly you will often just be able to overrun them and win.&lt;br /&gt;
&lt;br /&gt;
If you find yourself on being the one that has raiders at their front door, things are a little more challenging, but don't panic.&lt;br /&gt;
*Try to expand where your enemies raiders are not(with that other group of builders on the other side of the map that you have...right?).&lt;br /&gt;
*You can slowly creep forward with LLTs and the protection of your own raiders.&lt;br /&gt;
&lt;br /&gt;
In higher level games what usually ends up happening is that both players are good at raider control and don't really kill much of importance on either side. While raiders are chasing each other, each player is slowly building up and fortifying territory as they move closer to the center of the map.&lt;br /&gt;
*Fortifying territory means building maybe 1 or 2 defensive towers near mex clusters and also putting some defensive towers near some critical locations to block off pathing. You should get essentially a full line of sight across your front line, so your opponent cannot sneak units into the middle of your territory without taking some damage from towers and you not knowing about their movements.&lt;br /&gt;
&lt;br /&gt;
Note that you do not need to kill anything to have a successful raider phase. Your primary goals are to expand and grab territory while slowing your opponents expansion to a reasonable pace, and also have the energy to use all the metal you took control of. Your raiders will be useful later, so try to keep them alive. There is a &amp;quot;reasonable maximum speed&amp;quot; at which players can safely expand, and as long as you make sure your opponent doesn't exceed this and you are close to it, you will probably enter the later stages of the game on equal footing. Not every game is won or lost in the raider phase, and in fact, probably most aren't.&lt;br /&gt;
&lt;br /&gt;
Often you will see a location that is lightly defended with towers, and you will correctly assume that you can run into it with your raiders and kill everything. However, this is a risky (and often unnecessary) thing to do.&lt;br /&gt;
*There might be some defense you don't see, like nearby units ready to help.&lt;br /&gt;
*Killing towers with raiders is not cost efficient, so the payoff might not be that good.&lt;br /&gt;
**This could lead to your opponent taking a temporary raider number advantage, which could put you on the defensive and actually put you behind from where you were before, as you are no longer able to exert as much map pressure.&lt;br /&gt;
*Committing your raiders to an attack like this open you up for the possibility of a counter-attack, and since your raiders are somewhere else, you might not be able to defend.&lt;br /&gt;
&lt;br /&gt;
====Finding a lone commander====&lt;br /&gt;
Sometimes your opponent may be a bit greedy and have their commander out alone. If it is a low level you might be able to kill it with your raiders if you have like 10 or so. It is almost always worth it to kill a commander. Some raiders like kodachae or daggers are bad at this, but others like scorchers are amazing at it.&lt;br /&gt;
*Spread your units out right before it dies, as they have a death explosion which could wipe out your raiders if they are really close to the commander.&lt;br /&gt;
&lt;br /&gt;
===Why not other unit classes?===&lt;br /&gt;
====Riots====&lt;br /&gt;
It may seem intuitive to make riot units in this phase of the game. &amp;quot;They're good against raiders, aren't they?&amp;quot; you may say (correctly). However, their downside is that they are very slow. This makes them unusable for offense, as your opponent will see them coming and be able to easily respond. Also:&lt;br /&gt;
*Early game, lone riot units can be overwhelmed by raiders.&lt;br /&gt;
**You can use line move to spread out your raiders (preferably in a concave) and then just run at the lone riot unit and kill it. Try to get your raiders to encircle the riot to minimize any AOE damage it may do.&lt;br /&gt;
*Light defenses are effective against riots, as riots are DPS, not HP focused. Light defenses will take a significant portion of the riot's HP away before the riot is close enough to fire. What usually happens is that the riot maybe kills one or two defensive towers and then just dies(very cost inefficient).&lt;br /&gt;
**Due to targeting oddities, the riot will often stay locked into firing at a defensive tower. This gives you an opportunity to swoop in with raiders and kill the riot quickly, before it even gets a chance to fire at your raiders.&lt;br /&gt;
Because of the above reasons, they do not pose much of a threat (unless you don't scout a [[cheese|riot rush]] of some sort and lose anyway).&lt;br /&gt;
*You can just run past the riots and ignore them. Because of this, players tend to spread out their riots to try to cover every location so you can't run past them. &lt;br /&gt;
**Notice how this contributes to the first point.&lt;br /&gt;
The correct way to deal with an opponent making riots is to just expand faster than they do - they won't be able to punish this. When you inevitably get superior eco, you can just overwhelm them.&lt;br /&gt;
Try also running around with your raiders near your opponents front lines. They will often be scared by this and will need to be constantly re-positioning their riots to defend from a possible raider run-by into their base. If you see that they are doing this, you can expand even faster, as they don't have any way to punish your expansion.&lt;br /&gt;
&lt;br /&gt;
====Any other class====&lt;br /&gt;
Skirmishers, artillery, assaults - all of these do very badly against raiders, so are not worth building at this point.&lt;br /&gt;
===Importance of radar===&lt;br /&gt;
Radar coverage is very important to get in this phase. If you do not have it, you have to play defensively in case your opponents tries to raid some of your expansions. The alternative is building tons of defenses everywhere, but this is a losing strategy, as it leaves you unable to punish your opponent for expanding. If they expand they will just overrun you with units. By building radar you can reduce the amount you spend on defense, and can use it on offensive units instead. In the worst case scenario, you prevent greedy expansion from your opponent. In the best case, you just win because they were too greedy and have no units.&lt;br /&gt;
===Dealing with defensive players===&lt;br /&gt;
A strategy that many have trouble dealing with is when your opponent just builds lots of defenses at every expansion site. The best way to deal with this, paradoxically, is to just ignore them and focus on expanding yourself. If they want to sit in the corner building defense, that is fine (for you). Since they have spent so much metal on this, they won't be able to prevent you from expanding, so just take the whole map, make lots of eco, and then come to their base with artillery and win. There is really no situation in which fortifying yourself into a small section of the map is a winning strategy.&lt;br /&gt;
&lt;br /&gt;
===End of raider phase===&lt;br /&gt;
Eventually, the map will become covered with a line of defenses from both players, partitioning the map roughly in half. This limits the mobility advantage that raider have, and it becomes time to switch to something else. Some areas might be lightly defended, and if you know the enemie's raiders are not close, you can punish this, but by this point people often have full radar coverage and its not that difficult to spot and defend these sorts of things.&lt;br /&gt;
&lt;br /&gt;
==Midgame phase==&lt;br /&gt;
In this phase, strategic diversity opens up significantly. Players typically transition out of raiders into some of the following:&lt;br /&gt;
===Skirmishers===&lt;br /&gt;
A common strategic switch people make is a shift to building raiders skirmishers rather than raiders. These units are capable of killing light defenses fairly well, so you can start pushing back your opponent and try to grab more territory. Use your raiders (which are hopefully still alive) to protect your skirmishers from harm. It is also common to see a few riots dedicated to protecting your skirmishers.&lt;br /&gt;
===Assaults===&lt;br /&gt;
For some factories, it is possible to switch to assault units. These units will be able to punch through light defenses (unlike raiders) and do some economic damage to your opponent. &lt;br /&gt;
Some examples:&lt;br /&gt;
*Thuglaw - Outlaws and Thugs - this combination from the shieldbot factory is a very potent assault force. It is good against raiders and light defences, giving it the potential to do lots of damage to an unprepared opponent.&lt;br /&gt;
*Ravagers - Fast assault rovers that can be used for raiding. They are able to eat through light defences, and due to their speed it is harder to position raiders to defend against them.&lt;br /&gt;
===Air switch===&lt;br /&gt;
A very typical midgame transition is switching to air. Air units are typically quite a bit faster than ground units, and do not suffer from pathing difficulties that ground units do. It is advantageous to get air units for a few reasons.&lt;br /&gt;
*They are very good at shutting down raiding, both from raiders and fast assaults like ravagers.&lt;br /&gt;
**These units are difficult to chase down with more typical midgame units like riots or skirmishers. It is often a losing move to chase units this way, as the lack of riots/skirmishers at your frontlines means your outermost expansions will probably be taken from you.&lt;br /&gt;
**Air units are fast enough to catch anything, and typically will take little return damage.&lt;br /&gt;
**Helps further consolidate your front lines as you no longer have to worry so much about being counterattacked as much.&lt;br /&gt;
*Air gives you the ability to scout easily.&lt;br /&gt;
**You can see what your opponent is up to. Are they rushing a strider? Lots of fusions? Other greedy things?&lt;br /&gt;
*You can punish very greedy behavior.&lt;br /&gt;
**Kill expansions with minimal defense. For example, if they just have like 1 LLT and defender.&lt;br /&gt;
**Kill undefended eco structures(fusions,windmills).&lt;br /&gt;
*Forces your opponent to divert some metal to anti-air(if they don't want to die).&lt;br /&gt;
**Can take some pressure off your front lines, as they can't send as many ground reinforcements. Anti-air units are pretty useless against anything that isn't air.&lt;br /&gt;
**Typically this makes both players back off on the front lines for a bit and get readjusted for air game play.&lt;br /&gt;
&lt;br /&gt;
There are two air factories, which play very differently from each-other.&lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
====Airplane Factory====&lt;br /&gt;
&lt;br /&gt;
====Gunships====&lt;br /&gt;
&lt;br /&gt;
Gunship units are a little slower than their air counterparts, and they also are DPS focused, instead of alpha focused like planes.  &lt;br /&gt;
&lt;br /&gt;
	&lt;br /&gt;
====Playing against air====&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
In the midgame, players will sometimes fortify certain locations on the map with heavier defenses such as stingers or stardusts. This happens at central locations of the map as it gives you a sort of staging point that you can keep your units at safely. Heavier defenses generally require a specialized response of artillery or heavy units, so by building some, you can buy yourself some time as your opponent is figuring out a way to deal with the heavy defenses.&lt;br /&gt;
Stingers are especially tricky at this part of the game, as they are the first type of tower that can actually fight skirmishers well. If you find yourself losing ground to skirmishers or expect them soon, it may be a good idea to put up a stinger. Stingers do not do that well against lots of light units, so make sure to keep building lots of LLTs(or even add a stardust).&lt;br /&gt;
&lt;br /&gt;
==Lategame==&lt;br /&gt;
Both players with have built up sizable armies of skirmishers/riots/assaults and will probably have some air presence. The map will be more fortified, and it will be difficult to make progress with &amp;quot;lighter&amp;quot; units.&lt;br /&gt;
===Eco===&lt;br /&gt;
If things have stabilized in the midgame, it may be time to build some eco. &lt;br /&gt;
*Build all the available geothermal power plants(they are super efficient!). If you feel that some are very safely located, upgrade them.&lt;br /&gt;
*Connect your energy grid together. The more mexes you connect, the more efficiently energy will be used and the more metal you will have.&lt;br /&gt;
**Overdrive is VERY efficient at low levels of energy. Something like 2 e/s can increase production 50%. &lt;br /&gt;
*Build fusion energy reactors.&lt;br /&gt;
&lt;br /&gt;
As with expansion, it is much harder to punish greedy eco-ing than it is to do it yourself. Try to be a greedy as possible and learn what the safe limits are.&lt;br /&gt;
&lt;br /&gt;
===Heavies===&lt;br /&gt;
At this stage in the game you will start to see heavies coming out. &amp;quot;Heavies&amp;quot; are units that are generally 1500+ cost. Most of them massacre the lighter skirmisher/assualt/riot balls that are predominant in the midgame, and they also can stand up the to defenses built in the midgame(ie they can actually kill stingers). Units such as cyclops, sumo, grizzly will be often seen.&lt;br /&gt;
&lt;br /&gt;
===Bot specialist units===&lt;br /&gt;
The bot factories do not really have &amp;quot;heavies&amp;quot;, but they do have more expensive upper tier units that can be used to fight heavies of other factories. &lt;br /&gt;
*Cloaky factory will start to build Snipers and area-cloakers.&lt;br /&gt;
*Shield bots can build felons and aspis. Felons supported by aspis can deal a very large amount of damage very quickly, burning through the health of almost anything. Racketeers are commonly added too, and these are good at disabling heavy units.&lt;br /&gt;
&lt;br /&gt;
===Light striders===&lt;br /&gt;
Someone putting down a strider hub and making either a scorpion or dante is quite common.&lt;br /&gt;
*Dante is very good against skirmisher balls as its &amp;quot;D-gun&amp;quot; can 1 shot most of them. It is also one of the faster striders so it can get into action quickly. Due to all its aoe damage, it massacres riots and raiders as well. It fights assaults decently, but be careful, it actually loses to most of them by cost. You need to retreat and repair it to get full value out of it.&lt;br /&gt;
**Be carefull with your own units around the dante. The dante causes alot of chaos and fire and flames everywhere, and this can also hit your own units and kill them.&lt;br /&gt;
*Scorpions are invisible and have their EMP- D-gun. This can be used to sneak up on valuable targets like commanders or a bunched up set of units, stun them, and then kill them. Scorpions are probably more of a support unit, as their dps is much lower than a dante, and also get kitied by skirmishers easily.&lt;br /&gt;
**Scorpions beat dantes quite easily, especially if they get their stun off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Late-Lategame==&lt;br /&gt;
In this phase you will see heavy striders and some of the more exotic tools available to the player.&lt;br /&gt;
*Nuke&lt;br /&gt;
*Ultra-heavy porc&lt;br /&gt;
**Desplator/Lucifer&lt;br /&gt;
**Bertha/Cerberus&lt;br /&gt;
*Paladin/Detriment&lt;br /&gt;
*Starlight/Zenith/DRP&lt;br /&gt;
*Singularity&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
Note that this is a general overview. Sometimes people may rush heavies in the midgame, or eco during the raider phase or whatever else. Zero-k is a very flexible game, and there is no really hard or set meta-game like in starcraft 2. Lots of game play is map-dependent or match-up dependent.&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Abbreviations&amp;diff=4433</id>
		<title>Abbreviations</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Abbreviations&amp;diff=4433"/>
		<updated>2018-07-30T11:27:35Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maybe ideal for new player (under construction). So please add something useful here. Also expand into ZK slang in general, not just abbreviations.&lt;br /&gt;
&lt;br /&gt;
===A===&lt;br /&gt;
*AA - &amp;lt;b&amp;gt;A&amp;lt;/b&amp;gt;nti &amp;lt;b&amp;gt;A&amp;lt;/b&amp;gt;ir&lt;br /&gt;
*anni - [[Lucifer]] (anni is from Annihilator, the old name) (heavy tachyon tower)&lt;br /&gt;
*AoE - &amp;lt;b&amp;gt;A&amp;lt;/b&amp;gt;rea &amp;lt;b&amp;gt;o&amp;lt;/b&amp;gt;f &amp;lt;b&amp;gt;E&amp;lt;/b&amp;gt;ffect (splash damage)&lt;br /&gt;
*avenger - old name for [[Swift]] (multirole fighter)&lt;br /&gt;
*Amph - Amphibious bots&lt;br /&gt;
*Air - Typically plane factory; rarely gunships.&lt;br /&gt;
&lt;br /&gt;
===B===&lt;br /&gt;
* Bantha - Old name for [[Paladin]]&lt;br /&gt;
*BB - &amp;lt;b&amp;gt;B&amp;lt;/b&amp;gt;ig &amp;lt;b&amp;gt;B&amp;lt;/b&amp;gt;ertha - the long range cannon&lt;br /&gt;
*BD - Revenant, comes from old name Black Dawn - Heavy Raider/Assault gunship&lt;br /&gt;
*behe - Cerberus, from old name Behemoth&lt;br /&gt;
*BW - &amp;lt;b&amp;gt;B&amp;lt;/b&amp;gt;last&amp;lt;b&amp;gt;W&amp;lt;/b&amp;gt;ing - flying bomb unit&lt;br /&gt;
&lt;br /&gt;
===C===&lt;br /&gt;
*cata - [[Merlin]]. From the old name, Catapult. - artillery strider&lt;br /&gt;
*CCR - Comet Catcher Redux - the flat vehicle map&lt;br /&gt;
*com(m) - &amp;lt;b&amp;gt;Comm&amp;lt;/b&amp;gt;ander - the starting unit &lt;br /&gt;
*con - &amp;lt;b&amp;gt;Con&amp;lt;/b&amp;gt;structor - any mobile unit with ability to build stuff&lt;br /&gt;
*CS - &amp;lt;b&amp;gt;C&amp;lt;/b&amp;gt;hain&amp;lt;b&amp;gt;S&amp;lt;/b&amp;gt;aw - Long Range Anti Air&lt;br /&gt;
&lt;br /&gt;
===D===&lt;br /&gt;
*det - (also detri) - Detriment (the largest strider)&lt;br /&gt;
*DDM - Desolator, formerly known as the &amp;lt;b&amp;gt;D&amp;lt;/b&amp;gt;ooms&amp;lt;b&amp;gt;d&amp;lt;/b&amp;gt;ay &amp;lt;b&amp;gt;M&amp;lt;/b&amp;gt;achine - heavy defensive structure&lt;br /&gt;
*dgun - &amp;lt;b&amp;gt;D&amp;lt;/b&amp;gt;isintegrator &amp;lt;b&amp;gt;Gun&amp;lt;/b&amp;gt; - class of special weapons that need manual activation using &amp;quot;D&amp;quot; key - for example Dante's missile volley or special commander weapons&lt;br /&gt;
*domi - [[Dominatrix]] (capture vehicle)&lt;br /&gt;
*DPS - &amp;lt;b&amp;gt;D&amp;lt;/b&amp;gt;amage &amp;lt;b&amp;gt;P&amp;lt;/b&amp;gt;er &amp;lt;b&amp;gt;S&amp;lt;/b&amp;gt;econd&lt;br /&gt;
*DRP - &amp;lt;b&amp;gt;D&amp;lt;/b&amp;gt;isco &amp;lt;b&amp;gt;R&amp;lt;/b&amp;gt;ave &amp;lt;b&amp;gt;P&amp;lt;/b&amp;gt;arty - the superweapon&lt;br /&gt;
*Drop - A &amp;quot;drop&amp;quot; happens when units are loaded into transports and then &amp;quot;dropped&amp;quot; somewhere, like the enemy base&lt;br /&gt;
*DSD - Delta Siege Dry - a popular teams map&lt;br /&gt;
&lt;br /&gt;
===E===&lt;br /&gt;
*E - &amp;lt;b&amp;gt;E&amp;lt;/b&amp;gt;nergy - the resource&lt;br /&gt;
*eco - &amp;lt;b&amp;gt;Eco&amp;lt;/b&amp;gt;nomy - all resource-producing units and buildings&lt;br /&gt;
*elo - a rating system used for balancing games basing on estimated players skill&lt;br /&gt;
*EMP - &amp;lt;b&amp;gt;E&amp;lt;/b&amp;gt;lectro&amp;lt;b&amp;gt;M&amp;lt;/b&amp;gt;agnetic &amp;lt;b&amp;gt;P&amp;lt;/b&amp;gt;ulse - paralyzer weapons, can also be used to mean an air player using thunderbird.&lt;br /&gt;
&lt;br /&gt;
===F===&lt;br /&gt;
*fac- &amp;lt;b&amp;gt;Fac&amp;lt;/b&amp;gt;tory - building that produces mobile units&lt;br /&gt;
*FW - Firewalker (artillery bot)&lt;br /&gt;
*fus - Fusion Reactor&lt;br /&gt;
*Firepluk award - Named after the player Firepluk; When a player resigns very early into the game but ends up winning anyways.&lt;br /&gt;
&lt;br /&gt;
===G===&lt;br /&gt;
*geo - &amp;lt;b&amp;gt;Geo&amp;lt;/b&amp;gt;thermal Powerplant or the spot where it can be built (also ''geospot'')&lt;br /&gt;
*GS - Gunships&lt;br /&gt;
*golly or Goli - [[Cyclops]], formerly known as Goliath (heavy tank)&lt;br /&gt;
*grid - energy grid - system of connected energy sources, part of overdrive. Structures are in the same grid if their &amp;quot;circles&amp;quot; touch.&lt;br /&gt;
&lt;br /&gt;
===H===&lt;br /&gt;
*HLT - &amp;lt;b&amp;gt;H&amp;lt;/b&amp;gt;eavy &amp;lt;b&amp;gt;L&amp;lt;/b&amp;gt;aser &amp;lt;b&amp;gt;T&amp;lt;/b&amp;gt;ower ([[Stinger]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===J===&lt;br /&gt;
*JJ - JumpJet factory&lt;br /&gt;
&lt;br /&gt;
===L===&lt;br /&gt;
*Licho - old name for [[Likho]] (heavy bomber plane)&lt;br /&gt;
*link - to link disconnected parts of energy grid together OR to link shields together&lt;br /&gt;
*LLT - &amp;lt;b&amp;gt;L&amp;lt;/b&amp;gt;ight &amp;lt;b&amp;gt;L&amp;lt;/b&amp;gt;aser &amp;lt;b&amp;gt;T&amp;lt;/b&amp;gt;ower (the [[Lotus]] turret)&lt;br /&gt;
*lobster - a taunt for a player who haven't performed well in ongoing or previous battle(s).&lt;br /&gt;
*LoS - line of sight&lt;br /&gt;
*LV - &amp;lt;b&amp;gt;L&amp;lt;/b&amp;gt;ight &amp;lt;b&amp;gt;V&amp;lt;/b&amp;gt;ehicles (Factory) - LV got renamed to Rover factory&lt;br /&gt;
&lt;br /&gt;
===M===&lt;br /&gt;
*M - &amp;lt;b&amp;gt;M&amp;lt;/b&amp;gt;etal - the resource&lt;br /&gt;
*mex - &amp;lt;b&amp;gt;M&amp;lt;/b&amp;gt;etal &amp;lt;b&amp;gt;Ex&amp;lt;/b&amp;gt;tractor, &amp;lt;i&amp;gt;to mex&amp;lt;/i&amp;gt; the action of constructing extractors on untapped metal spots&lt;br /&gt;
*morph - to upgrade a commander or a geothermal generator&lt;br /&gt;
*moho - old name for Advanced Geothermal&lt;br /&gt;
*MT - &amp;lt;b&amp;gt;M&amp;lt;/b&amp;gt;issile &amp;lt;b&amp;gt;T&amp;lt;/b&amp;gt;ower (the Picket turret)&lt;br /&gt;
&lt;br /&gt;
===N===&lt;br /&gt;
*nano - Caretaker nanolathe tower (static constructor)&lt;br /&gt;
*nap - to kidnap - usually &amp;quot;comnap&amp;quot; - capture enemy commander with air transport&lt;br /&gt;
&lt;br /&gt;
===O===&lt;br /&gt;
*OD - &amp;lt;b&amp;gt;O&amp;lt;/b&amp;gt;ver&amp;lt;b&amp;gt;D&amp;lt;/b&amp;gt;rive - overdrive pumps spare energy to metal extractors to improve their output, see [http://zero-k.info/wiki/Overdrive economic section of the manual]&lt;br /&gt;
*OP - &amp;lt;b&amp;gt;O&amp;lt;/b&amp;gt;ver&amp;lt;b&amp;gt;P&amp;lt;/b&amp;gt;owered - something is considered too good for its cost (eg a unit/module/ability)&lt;br /&gt;
*owled - weak enough it might as well not be in the game&lt;br /&gt;
&lt;br /&gt;
===P===&lt;br /&gt;
*pene - Lance. From old name penetrator. (hovercraft artillery)&lt;br /&gt;
*porc - (from porcupine) - heavy defenses, usually useless&lt;br /&gt;
*porcing - playing too defensively, not taking enough land&lt;br /&gt;
*PW - &amp;lt;b&amp;gt;P&amp;lt;/b&amp;gt;lanet&amp;lt;b&amp;gt;W&amp;lt;/b&amp;gt;ars - the online multiplayer campaign&lt;br /&gt;
*plop (fac) - deploying your first factory, which is free and builds instantly&lt;br /&gt;
&lt;br /&gt;
===R===&lt;br /&gt;
*rec - &amp;lt;b&amp;gt;Rec&amp;lt;/b&amp;gt;laim - command to recycle units, wreckages and map features&lt;br /&gt;
*ress/rez - &amp;lt;b&amp;gt;Ress&amp;lt;/b&amp;gt;urection (common misspelled version of resurrection) - ability to recreate a unit from its wreckage&lt;br /&gt;
&lt;br /&gt;
===S===&lt;br /&gt;
*SD - &amp;lt;b&amp;gt;S&amp;lt;/b&amp;gt;tar&amp;lt;b&amp;gt;d&amp;lt;/b&amp;gt;ust&lt;br /&gt;
*singu - &amp;lt;b&amp;gt;Singu&amp;lt;/b&amp;gt;larity Reactor - most powerful, and most dangerous energy-producing structure&lt;br /&gt;
*Shadow - old name for Raven (bomber plane)&lt;br /&gt;
*shiny - huge explosion caused either by nuke, advanced geothermal or destruction of Singularity Reactor. Can also be used when a lot of bombs chain explode.&lt;br /&gt;
*skydust - Stardust on a terraformed spire&lt;br /&gt;
*Starlulz - [[Starlight]]&lt;br /&gt;
*stiletto - old name for Thunderbird (disarming plane)&lt;br /&gt;
*selfd - &amp;lt;b&amp;gt;Self D&amp;lt;/b&amp;gt;estruct - usually meant as an encouragement to self destruct all your things using CTRL+A, CTRL+D keys to end the game; sometimes to self destruct a single unit for its powerful death explosion&lt;br /&gt;
*shield-ball - A group of units that have shields, usually containing thugs, felons, and possibly an aspis(mobile area shield)&lt;br /&gt;
&lt;br /&gt;
===T===&lt;br /&gt;
*TB - &amp;lt;b&amp;gt;T&amp;lt;/b&amp;gt;hunder&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;ird - area disable bomber plane.&lt;br /&gt;
*terra - &amp;lt;b&amp;gt;Terra&amp;lt;/b&amp;gt;form - a way to modify map's landscape&lt;br /&gt;
*Trollcom - Typically a disintegrator gun command with high movement speed.&lt;br /&gt;
&lt;br /&gt;
===U===&lt;br /&gt;
*ubermex - a metal extractor spot with much more yield than usual (4+ while typical mex is 2)&lt;br /&gt;
*UP - &amp;lt;b&amp;gt;U&amp;lt;/b&amp;gt;nder&amp;lt;b&amp;gt;P&amp;lt;/b&amp;gt;owered - something is considered too weak for its cost (eg a unit/module/ability)&lt;br /&gt;
*Ulti - &amp;lt;b&amp;gt;Ulti&amp;lt;/b&amp;gt;matum - cloaked anti-heavy strider&lt;br /&gt;
&lt;br /&gt;
===W===&lt;br /&gt;
* Wubbernaut - A new player. Comes from wub (similar to nub) + naut (to explore).&lt;br /&gt;
&lt;br /&gt;
===Z===&lt;br /&gt;
*ZK - &amp;lt;b&amp;gt;Z&amp;lt;/b&amp;gt;ero &amp;lt;b&amp;gt;K&amp;lt;/b&amp;gt;elvin - the name of this game&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Crab&amp;diff=4432</id>
		<title>Crab</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Crab&amp;diff=4432"/>
		<updated>2018-07-30T11:22:37Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a heavy riot/skirmish spider that curls into armored form when stationary from the [[Spider Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Crab&lt;br /&gt;
| defname = spidercrabe&lt;br /&gt;
| description = Heavy Riot/Skirmish Spider - Curls into Armored Form When Stationary&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spidercrabe.png&lt;br /&gt;
| icontype = spidersupport&lt;br /&gt;
| cost = 1600&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| movespeed = 41&lt;br /&gt;
| turnrate = 99&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heavy Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 601&lt;br /&gt;
	| reloadtime = 4&lt;br /&gt;
	| dps = 150&lt;br /&gt;
	| range = 600&lt;br /&gt;
	| aoe = 100&lt;br /&gt;
	| projectilespeed = 290&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability armored&lt;br /&gt;
	| reduction = 75%&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Crab's huge shells obliterate large swarms of cheap units, and can also outrange basic defenses. When it stops walking, Crab curls up into armored form reducing incoming damage to a quarter. The Crab's main weakness is its lack of mobility.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
It is better for defense than attack despite it's high damage, because if it is not moving it gets a much stronger defense and can tank hits better.&lt;br /&gt;
&lt;br /&gt;
For a particular type of offense, it is often useful to convert the Crab in to a a flex-artillery piece by moving it towards enemy fortifications, stopping just outside of their range, and terraforming a spire underneath to extend its range.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Crab&amp;diff=4431</id>
		<title>Crab</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Crab&amp;diff=4431"/>
		<updated>2018-07-30T11:22:21Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Tactics and Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a heavy riot/skirmish spider that curls into armored form when stationary from the [[Spider Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Crab&lt;br /&gt;
| defname = spidercrabe&lt;br /&gt;
| description = Heavy Riot/Skirmish Spider - Curls into Armored Form When Stationary&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spidercrabe.png&lt;br /&gt;
| icontype = spidersupport&lt;br /&gt;
| cost = 1600&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| movespeed = 41&lt;br /&gt;
| turnrate = 99&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Heavy&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heavy Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 601&lt;br /&gt;
	| reloadtime = 4&lt;br /&gt;
	| dps = 150&lt;br /&gt;
	| range = 600&lt;br /&gt;
	| aoe = 100&lt;br /&gt;
	| projectilespeed = 290&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability armored&lt;br /&gt;
	| reduction = 75%&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Crab's huge shells obliterate large swarms of cheap units, and can also outrange basic defenses. When it stops walking, Crab curls up into armored form reducing incoming damage to a quarter. The Crab's main weakness is its lack of mobility.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
It is better for defense than attack despite it's high damage, because if it is not moving it gets a much stronger defense and can tank hits better.&lt;br /&gt;
&lt;br /&gt;
For a particualr type of offense, it is often useful to convert the Crab in to a a flex-artillery piece by moving it towards enemy fortifications, stopping just outside of their range, and terraforming a spire underneath to extend its range.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Self_Destruct_Command&amp;diff=4382</id>
		<title>Self Destruct Command</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Self_Destruct_Command&amp;diff=4382"/>
		<updated>2018-07-26T13:25:21Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: Differences between Self Destruct, Detonate, and Cancel Terraform&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Self Destruct''' command causes the unit to self destruct after a delay.  The self destruct timer is 5 seconds, with the exception of bomb units, which self destruct instantly. This command is only accessible via the '''Ctrl+D''' hotkey.&lt;br /&gt;
&lt;br /&gt;
Self destruction can be cancelled by issuing the Self Destruct command again during the delay period.&lt;br /&gt;
&lt;br /&gt;
All of the instant-detonating bomb units have a version of Self Destruct called '''Detonate''', accessible via menu button or by pressing '''D''', which detonates them immediately but does not directly affect non-suicide units in the current selection. You can use this to prevent accidental self-destruction of important units.&lt;br /&gt;
&lt;br /&gt;
The '''Cancel Terraform''' command on individual terraform blueprint objects has a similar effect to '''Detonate''', with the difference that terraform units don't have any explosions and will disappear silently.&lt;br /&gt;
&lt;br /&gt;
{{navbox commands}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Nimbus&amp;diff=4305</id>
		<title>Nimbus</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Nimbus&amp;diff=4305"/>
		<updated>2018-07-11T12:27:41Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: Undo revision 4304 by 75.97.197.255 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a fire support gunship from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Nimbus&lt;br /&gt;
| defname = gunshipheavyskirm&lt;br /&gt;
| description = Fire Support Gunship&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshipheavyskirm.png&lt;br /&gt;
| icontype = heavygunshipskirm&lt;br /&gt;
| cost = 760&lt;br /&gt;
| hitpoints = 2800&lt;br /&gt;
| movespeed = 99&lt;br /&gt;
| turnrate = 99&lt;br /&gt;
| sight = 600&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heavy Pulse MG&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 19.3 × 4&lt;br /&gt;
	| reloadtime = 0.45&lt;br /&gt;
	| dps = 172&lt;br /&gt;
	| range = 600&lt;br /&gt;
	| aoe = 20&lt;br /&gt;
	| inaccuracy = 2.8&lt;br /&gt;
	| projectilespeed = 420&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Nimbus is a fire support gunship that flies out of the reach of most ground mobiles. It is tough enough to survive limited anti-air fire, and its twin EMGs chew through units stupid enough to stay put.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Missile_Silo_Tutorial&amp;diff=4156</id>
		<title>Missile Silo Tutorial</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Missile_Silo_Tutorial&amp;diff=4156"/>
		<updated>2018-05-31T12:03:36Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Stationary/Predictable Bantha */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Properly used, the [[Missile Silo]] can be detrimental to even the most extreme fortifications. It is not cheap, so it should only be used when everything else fails.&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
Damage can be dealt to single structures or over large areas. The [[Eos]] does 3500 damage with a small blast radius, aim for points where multiple buildings touch to apply this damage to more than one building. If there are bigger clusters of structures, the [[Inferno]] can be used as it has a much bigger area of effect.&lt;br /&gt;
&lt;br /&gt;
== Shields and Terraform ==&lt;br /&gt;
Every missile except the [[Shockley]] will be stopped by full shields. If the shields are slightly below full charge, the [[Eos]] can pass through them as well. Shields can be circumvented by either stunning or weakening them before firing the remaining missiles. For a successful stun, first scout all aegis and then use Shockleys to stun them, keep the small AOE of the Shockley in mind. Multiple stuns might be needed to deactivate all shields if they are spread out. Alternatively, an Eos can be used to weaken all shields in a shield network. After firing one Eos, any following Eos will pass freely through the shields, as long as the shield get a few seconds to equalize their charges.&lt;br /&gt;
&lt;br /&gt;
Terraform can be flattened by the use of a [[Quake]] missile. Those have a high trajectory, so you have to target them at the terraform. They don't pass through shields, even at low charge. Alternatively, the AOE of the Eos or Inferno can be used to do damage through terrain.&lt;br /&gt;
&lt;br /&gt;
== Timing and Trajectories ==&lt;br /&gt;
The trajectory of the Shockley and Quake missiles are much higher than those of the Inferno and Eos. Those subsequently have a longer flight time than the latter and can mostly ignore terrain. Make sure to account for the additional flight time of those missiles, firing them at the same time as low trajectory missiles will otherwise result in the latter impacting before the defenses are stunned/the terrain smoothed.&lt;br /&gt;
&lt;br /&gt;
You should never fire multiple missiles simultaneously, as it only has downsides over firing them in quick succession. Repair is compensated by a small extra damage over the stated values. When the enemy has multiple shields, a small delay between missiles ensures that the damage is spread over all shields. Thus the other shields can't block the remaining missiles as they would if the missiles were fired simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Shielded Cerberus ===&lt;br /&gt;
Fire one Eos, wait 2 seconds, fire other 2 Eos.&lt;br /&gt;
&lt;br /&gt;
=== Terraformed Shielded Advanced Geo ===&lt;br /&gt;
Either fire a Shockley at the shields, wait for it to impact and then finish it off with a Quake followed by an Eos, or try to splash damage it by aiming 2 Eos at either the back of the moho or the base of the terraform.&lt;br /&gt;
&lt;br /&gt;
=== Stationary/Predictable Paladin ===&lt;br /&gt;
Fire 2 Shockleys to stun it, finish off with Raiders. Restun with a single Shockley after 40 seconds if needed. The same works for Detriment with 4 Shockleys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Missile_Silo_Tutorial&amp;diff=4155</id>
		<title>Missile Silo Tutorial</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Missile_Silo_Tutorial&amp;diff=4155"/>
		<updated>2018-05-31T12:03:24Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Terraformed Shielded Moho */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Properly used, the [[Missile Silo]] can be detrimental to even the most extreme fortifications. It is not cheap, so it should only be used when everything else fails.&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
Damage can be dealt to single structures or over large areas. The [[Eos]] does 3500 damage with a small blast radius, aim for points where multiple buildings touch to apply this damage to more than one building. If there are bigger clusters of structures, the [[Inferno]] can be used as it has a much bigger area of effect.&lt;br /&gt;
&lt;br /&gt;
== Shields and Terraform ==&lt;br /&gt;
Every missile except the [[Shockley]] will be stopped by full shields. If the shields are slightly below full charge, the [[Eos]] can pass through them as well. Shields can be circumvented by either stunning or weakening them before firing the remaining missiles. For a successful stun, first scout all aegis and then use Shockleys to stun them, keep the small AOE of the Shockley in mind. Multiple stuns might be needed to deactivate all shields if they are spread out. Alternatively, an Eos can be used to weaken all shields in a shield network. After firing one Eos, any following Eos will pass freely through the shields, as long as the shield get a few seconds to equalize their charges.&lt;br /&gt;
&lt;br /&gt;
Terraform can be flattened by the use of a [[Quake]] missile. Those have a high trajectory, so you have to target them at the terraform. They don't pass through shields, even at low charge. Alternatively, the AOE of the Eos or Inferno can be used to do damage through terrain.&lt;br /&gt;
&lt;br /&gt;
== Timing and Trajectories ==&lt;br /&gt;
The trajectory of the Shockley and Quake missiles are much higher than those of the Inferno and Eos. Those subsequently have a longer flight time than the latter and can mostly ignore terrain. Make sure to account for the additional flight time of those missiles, firing them at the same time as low trajectory missiles will otherwise result in the latter impacting before the defenses are stunned/the terrain smoothed.&lt;br /&gt;
&lt;br /&gt;
You should never fire multiple missiles simultaneously, as it only has downsides over firing them in quick succession. Repair is compensated by a small extra damage over the stated values. When the enemy has multiple shields, a small delay between missiles ensures that the damage is spread over all shields. Thus the other shields can't block the remaining missiles as they would if the missiles were fired simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Shielded Cerberus ===&lt;br /&gt;
Fire one Eos, wait 2 seconds, fire other 2 Eos.&lt;br /&gt;
&lt;br /&gt;
=== Terraformed Shielded Advanced Geo ===&lt;br /&gt;
Either fire a Shockley at the shields, wait for it to impact and then finish it off with a Quake followed by an Eos, or try to splash damage it by aiming 2 Eos at either the back of the moho or the base of the terraform.&lt;br /&gt;
&lt;br /&gt;
=== Stationary/Predictable Bantha ===&lt;br /&gt;
Fire 2 Shockleys to stun it, finish off with Raiders. Restun with a single Shockley after 40 seconds if needed. The same works for Detriment with 4 Shockleys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Missile_Silo_Tutorial&amp;diff=4154</id>
		<title>Missile Silo Tutorial</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Missile_Silo_Tutorial&amp;diff=4154"/>
		<updated>2018-05-31T12:03:11Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Shielded Behemoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Properly used, the [[Missile Silo]] can be detrimental to even the most extreme fortifications. It is not cheap, so it should only be used when everything else fails.&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
Damage can be dealt to single structures or over large areas. The [[Eos]] does 3500 damage with a small blast radius, aim for points where multiple buildings touch to apply this damage to more than one building. If there are bigger clusters of structures, the [[Inferno]] can be used as it has a much bigger area of effect.&lt;br /&gt;
&lt;br /&gt;
== Shields and Terraform ==&lt;br /&gt;
Every missile except the [[Shockley]] will be stopped by full shields. If the shields are slightly below full charge, the [[Eos]] can pass through them as well. Shields can be circumvented by either stunning or weakening them before firing the remaining missiles. For a successful stun, first scout all aegis and then use Shockleys to stun them, keep the small AOE of the Shockley in mind. Multiple stuns might be needed to deactivate all shields if they are spread out. Alternatively, an Eos can be used to weaken all shields in a shield network. After firing one Eos, any following Eos will pass freely through the shields, as long as the shield get a few seconds to equalize their charges.&lt;br /&gt;
&lt;br /&gt;
Terraform can be flattened by the use of a [[Quake]] missile. Those have a high trajectory, so you have to target them at the terraform. They don't pass through shields, even at low charge. Alternatively, the AOE of the Eos or Inferno can be used to do damage through terrain.&lt;br /&gt;
&lt;br /&gt;
== Timing and Trajectories ==&lt;br /&gt;
The trajectory of the Shockley and Quake missiles are much higher than those of the Inferno and Eos. Those subsequently have a longer flight time than the latter and can mostly ignore terrain. Make sure to account for the additional flight time of those missiles, firing them at the same time as low trajectory missiles will otherwise result in the latter impacting before the defenses are stunned/the terrain smoothed.&lt;br /&gt;
&lt;br /&gt;
You should never fire multiple missiles simultaneously, as it only has downsides over firing them in quick succession. Repair is compensated by a small extra damage over the stated values. When the enemy has multiple shields, a small delay between missiles ensures that the damage is spread over all shields. Thus the other shields can't block the remaining missiles as they would if the missiles were fired simultaneously.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Shielded Cerberus ===&lt;br /&gt;
Fire one Eos, wait 2 seconds, fire other 2 Eos.&lt;br /&gt;
&lt;br /&gt;
=== Terraformed Shielded Moho ===&lt;br /&gt;
Either fire a Shockley at the shields, wait for it to impact and then finish it off with a Quake followed by an Eos, or try to splash damage it by aiming 2 Eos at either the back of the moho or the base of the terraform.&lt;br /&gt;
&lt;br /&gt;
=== Stationary/Predictable Bantha ===&lt;br /&gt;
Fire 2 Shockleys to stun it, finish off with Raiders. Restun with a single Shockley after 40 seconds if needed. The same works for Detriment with 4 Shockleys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Thug&amp;diff=3850</id>
		<title>Thug</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Thug&amp;diff=3850"/>
		<updated>2018-05-07T16:08:58Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: outlaw has no beam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a shielded assault bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Thug&lt;br /&gt;
| defname = shieldassault&lt;br /&gt;
| description = Shielded Assault Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldassault.png&lt;br /&gt;
| icontype = walkerassault&lt;br /&gt;
| cost = 180&lt;br /&gt;
| hitpoints = 960&lt;br /&gt;
| movespeed = 58&lt;br /&gt;
| turnrate = 330&lt;br /&gt;
| sight = 420&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 170&lt;br /&gt;
	| reloadtime = 4&lt;br /&gt;
	| dps = 43&lt;br /&gt;
	| range = 280&lt;br /&gt;
	| aoe = 18&lt;br /&gt;
	| projectilespeed = 200&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability shield&lt;br /&gt;
	| name = Energy Shield&lt;br /&gt;
	| strength = 1250&lt;br /&gt;
	| regen = 16&lt;br /&gt;
	| regencost = 0&lt;br /&gt;
	| radius = 80&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Weak on its own, the Thug makes an excellent screen for Outlaws and Rogues. The linking shield gives Thugs strength in numbers, but can be defeated by AoE weapons or focus fire.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
&lt;br /&gt;
Send Thugs to destroy the opponent's static defenses while tanking the damage for Rogues and Outlaws.&lt;br /&gt;
&lt;br /&gt;
A small group of Thugs benefit greatly from an Outlaw, as the Outlaw slows down the fire rate of turrets, allowing the Thugs to tank damage for a longer time, while also slowing down raiders who attack the group. As a benefit, the Thugs can tank for the Outlaw, allowing the Outlaw's disruptor pulse to finish its work.&lt;br /&gt;
&lt;br /&gt;
Use Thugs with Felons to tank damage intended for the Felon, while also helping regenerate the Felon's shields.&lt;br /&gt;
&lt;br /&gt;
Thugs can be used as heavy raiders as they can go through light defense by themselves or with a partner that Bandits wouldn't be able to.&lt;br /&gt;
&lt;br /&gt;
Thugs lack damage, so they take time to destroy enemy static defense, so bringing some Bandits along will allow the Bandits to get close and destroy the static defense while the Thugs tank damage for them.&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Attack_Move_Command&amp;diff=3663</id>
		<title>Attack Move Command</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Attack_Move_Command&amp;diff=3663"/>
		<updated>2018-04-18T10:26:53Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: grammer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Attack Move''' command, also known as Fight, tells units to proceed to the command's designated goal while engaging encountered targets.&lt;br /&gt;
&lt;br /&gt;
Units with their [[Unit_states#Unit_AI|Unit AI]] state will use their tactical AI when encountering the enemy - raiders will swarm skirmishers, skirmishers will kite assaults, and so on. This is very distinct from e.g. Move command, which doesn't engage the AI and can be considered a manual override.&lt;br /&gt;
&lt;br /&gt;
Builders given the Attack Move command will indiscriminately use their buildpower to perform every possible build task en route, such as reclaiming any wrecks and other features, repairing damaged units, and assisting incomplete constructions.&lt;br /&gt;
&lt;br /&gt;
For this reason, a factory whose rally point is given using the Attack Move command will usually have every builder produced at that factory automatically assist the factory. This can be both beneficial or harmful - on one hand, it automates construction of new buildpower for the factory; on the other, this means the builders will not go where they may be more needed unless explicitly ordered.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Stop_Command&amp;diff=3655</id>
		<title>Stop Command</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Stop_Command&amp;diff=3655"/>
		<updated>2018-04-17T11:26:19Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: STAHP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Stop''' command immediately clears the unit's command queue and resets its target. &lt;br /&gt;
&lt;br /&gt;
It does not affect unit states or arrest movement, however: unless under effects of Hold Fire and Hold Position, the unit will immediately resume fighting if enemies are nearby.&lt;br /&gt;
&lt;br /&gt;
Addtionally, Stop doesn't interrupt Commander upgrade or other unit morphs, and cannot prevent an already unleashed salvo weapon (like Thunderbird Lightning) from finishing the salvo. &lt;br /&gt;
&lt;br /&gt;
Stopping airplanes with Land State set to Land will also cause them to land immediately. This can be used to land Swifts in precise positions that allow them to use their blasters against static targets without having to waste time on fly-bys.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Capture&amp;diff=3654</id>
		<title>Capture</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Capture&amp;diff=3654"/>
		<updated>2018-04-17T10:49:50Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dominatrix is a unit in the Vehicle Factory capable of '''capturing''' enemy units.&lt;br /&gt;
&lt;br /&gt;
http://manual.zero-k.info/unitpics/vehcapture.png&lt;br /&gt;
&lt;br /&gt;
Capture uses a progress bar with a maximum value for each unit equal to its ''cost''. Dealing capture damage increases the progress along this bar. Every allyteam has independent capture progress for every unit so that you cannot steal a capture &amp;quot;kill&amp;quot; from an enemy. Capture damage decays at 4% per second if none has been taken within the five seconds second. Damaged units are captured more quickly than healthy units. A unit at 0% health is captured 3x faster, with the multiplier linearly decreasing to 1x at 100% health.&lt;br /&gt;
&lt;br /&gt;
A unit is captured upon filling its capture bar. The Dominatrix that contributed the last section of capture progress takes control of the unit and the target becomes controllable by the player who owns the Dominatrix. This control is shown by a control line leading from the Dominatrix to the captured unit. The full line is visible to any enemy player who has vision of either end of the line, so they can spot hidden controllers. The Dominatrix that takes control must recharge for 8 seconds before it is able to fire. Note that contributing Dominatrices can continue firing at new targets immediately.&lt;br /&gt;
&lt;br /&gt;
Killing a Dominatrix returns all the units under its control to their original owners. The returned units start with 95% capture progress so are easy to re-capture if there are Dominatrices around. Capturing a Dominatrix grants control of it as well as its subordinates. Battles with Dominatrices on both side can result in a tree-like control structure.&lt;br /&gt;
&lt;br /&gt;
Capturing a unit that originally belonged to an ally returns it to that ally without creating a control link.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Area_Mex_Command&amp;diff=3652</id>
		<title>Area Mex Command</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Area_Mex_Command&amp;diff=3652"/>
		<updated>2018-04-17T10:39:09Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: add basic description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Area Mex''' command queues construction of metal extractors in a given area. &lt;br /&gt;
&lt;br /&gt;
The individual constructions are ordered from the nearest mex to the builder in the area to the farthest, disregarding obstacles - for this reason it may be better to queue several Area Mex orders to guarantee an optimal builder walk path.&lt;br /&gt;
&lt;br /&gt;
Holding '''ALT''' while placing an Area Mex order will place 4 solars around each mex in the area. This protects the extractor and provides [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
You can use the ALT modifier for adding Solars to existing metal extractors as well.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Sling&amp;diff=3113</id>
		<title>Sling</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Sling&amp;diff=3113"/>
		<updated>2017-11-01T09:23:14Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Tactics and Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a light artillery bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Sling&lt;br /&gt;
| defname = cloakarty&lt;br /&gt;
| description = Light Artillery Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakarty.png&lt;br /&gt;
| icontype = kbotarty&lt;br /&gt;
| cost = 130&lt;br /&gt;
| hitpoints = 350&lt;br /&gt;
| movespeed = 49&lt;br /&gt;
| turnrate = 247&lt;br /&gt;
| sight = 660&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 150&lt;br /&gt;
	| reloadtime = 6&lt;br /&gt;
	| dps = 25&lt;br /&gt;
	| range = 840&lt;br /&gt;
	| projectilespeed = 260&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Sling has a long range plasma cannon that allows indirect fire over obstacles, and outranges static defenses up to heavy laser towers. Although effective versus mobile units, it should be guarded in order to prevent raiders and other fast units from closing range.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Slings are the cheapest artillery in the game. On the one hand, this means you may need lots of them to accomplish the same task as a single [[Impaler]] or [[Penetrator]]. On the other hand, Slings are far better suited to combating light static defences like [[Picket|Pickets]], against which a Penetrator would be overkill. Building a few Slings for this task is often a good idea. Since their projectiles are slow and do not have a significant area of effect, Slings are poor against mobile units except in large-scale engagements. Make sure to protect your Slings against raids since they are flimsy and weak at short range combat.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Reaver&amp;diff=3112</id>
		<title>Reaver</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Reaver&amp;diff=3112"/>
		<updated>2017-11-01T09:16:03Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a riot bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Reaver&lt;br /&gt;
| defname = cloakriot&lt;br /&gt;
| description = Riot Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakriot.png&lt;br /&gt;
| icontype = kbotriot&lt;br /&gt;
| cost = 220&lt;br /&gt;
| hitpoints = 820&lt;br /&gt;
| movespeed = 51&lt;br /&gt;
| turnrate = 297&lt;br /&gt;
| sight = 345&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heavy Pulse MG&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 40 × 3&lt;br /&gt;
	| reloadtime = 0.45&lt;br /&gt;
	| dps = 267&lt;br /&gt;
	| range = 270&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| projectilespeed = 550&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 30&lt;br /&gt;
	| timetoenable = 5.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Reaver's devastating heavy Energy Machine Gun is effective versus most enemy units, in particular raiders. It performs poorly versus static defense, so do not use it as an assault unit. Counter by staying out of their range, as they are slow. Reavers quickly regenerate damage when out of combat.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
The Reaver is a fearsome combatant at close quarters, but suffers from low range and speed. As such, they are best employed in combination with another unit (like the [[Glaive]] or [[Ronin]]) which can deal with any opposing long-range attackers. Alternatively, an [[Iris]] or multiple [[Charon|Charons]] will let your Reavers close the distance before the opposition can react.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Reaver&amp;diff=3111</id>
		<title>Reaver</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Reaver&amp;diff=3111"/>
		<updated>2017-11-01T09:15:34Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a riot bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Reaver&lt;br /&gt;
| defname = cloakriot&lt;br /&gt;
| description = Riot Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakriot.png&lt;br /&gt;
| icontype = kbotriot&lt;br /&gt;
| cost = 220&lt;br /&gt;
| hitpoints = 820&lt;br /&gt;
| movespeed = 51&lt;br /&gt;
| turnrate = 297&lt;br /&gt;
| sight = 345&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Heavy Pulse MG&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 40 × 3&lt;br /&gt;
	| reloadtime = 0.45&lt;br /&gt;
	| dps = 267&lt;br /&gt;
	| range = 270&lt;br /&gt;
	| aoe = 48&lt;br /&gt;
	| projectilespeed = 550&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 30&lt;br /&gt;
	| timetoenable = 5.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Reaver's devastating heavy Energy Machine Gun is effective versus most enemy units, in particular raiders. It performs poorly versus static defense, so do not use it as an assault unit. Counter by staying out of their range, as they are slow. Reavers quickly regenerate damage when out of combat.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
The Reaver is a fearsome combatant at close quarters, but suffers from low range and speed. As such, they are best employed in combination with another unit (like the [[Glaive]] or [[Ronin]]) which can deal with any opposing long-range attackers. Alternatively, an [[Iris]] or multiple [[Valkyrie|Valkyries]] will let your Reavers close the distance before the opposition can react.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3096</id>
		<title>Rover Assembly</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3096"/>
		<updated>2017-10-30T11:29:22Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Beating Rovers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces light wheeled vehicles.{{ Infobox zkunit&lt;br /&gt;
| name = Rover Assembly&lt;br /&gt;
| defname = factoryveh&lt;br /&gt;
| description = Produces Light Wheeled Vehicles, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryveh.png&lt;br /&gt;
| icontype = facvehicle&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| energy = 0.3&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A traditional favourite, the Rover Assembly is the ideal blitzkrieg fac with its fast, highly aggressive units. Those units that lack speed make up for it with copious firepower. Key Units: Dart, Scorcher, Ravager, Ripper, Slasher&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly builds:&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
* [[Dart]]&lt;br /&gt;
* [[Scorcher]]&lt;br /&gt;
* [[Fencer]]&lt;br /&gt;
* [[Ripper]]&lt;br /&gt;
* [[Ravager]]&lt;br /&gt;
* [[Dominatrix]]&lt;br /&gt;
* [[Badger]]&lt;br /&gt;
* [[Impaler]]&lt;br /&gt;
* [[Crasher]]&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly is the most versatile of the flat-terrain factories. The Dart, Scorcher, Ripper and Ravager are fast and effective combat units which excel at rapid response and swift punishment of enemy weakness. When the game has slowed down and mobility is less important, the Ripper, Badger and Impaler punish your opponent from a safe distance.&lt;br /&gt;
&lt;br /&gt;
The greatest weakness of the Rover Assembly is its lacklustre heavy and utility options; all of the main Vehicle combat units are cheap but not exceptionally strong individually, and if a frontal assault with Scorchers won't work the Vehicles don't have another good solution to opposing heavies. If you combine Vehicles with the raw strength of [[Heavy Tank Factory|Heavy Tanks]] or the utility of [[Shield Bot Factory|Shield Bots]], the Vehicle factory's combination of swift attacks and slow attrition will serve you very well.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Scout ahead of your Scorchers with the faster and cheaper Darts, so you can commit your Scorchers where they will inflict the most damage.&lt;br /&gt;
&lt;br /&gt;
Escort your Ravagers with Rippers to deal with small and swift opponents. The Ravagers will be more effective against heavier units and static defence.&lt;br /&gt;
&lt;br /&gt;
Protect your long-range units like Fencer, Dominatrix, Badger and Impaler with combat units like the Ripper, static defences, or shields.&lt;br /&gt;
&lt;br /&gt;
Conceal your mobile strike force with an [[Eraser]] so it can attack before your opponent has a chance to react.&lt;br /&gt;
&lt;br /&gt;
Bomb your opponent's critical units or defences with [[Raven|Ravens]], a [[Thunderbird]] or a [[Likho]], then follow up with a Scorcher attack, striking where and when the enemy is weak.&lt;br /&gt;
&lt;br /&gt;
=== Beating Rovers ===&lt;br /&gt;
&lt;br /&gt;
Of all the factories in Zero-K, the Rover Assembly presents the greatest game-ending threat in the early game. Even a small number of Scorchers can kill a Commander or a Factory in an incredibly short time by using their Heat Rays at close range, and they will also make short work of isolated Defenders and Lotuses. Make sure you are protected from Scorchers by defences and your own raiders, while at the same time pressuring the Rover player so they cannot expand unhindered.&lt;br /&gt;
&lt;br /&gt;
If your opponent is building up a large force of Ravagers, you will need to be prepared. They will not be deterred by light static defences, and if you build a denser concentration of defences in one spot the Ravagers will likely attack elsewhere. Raiders are capable of keeping up with Ravagers, but will be ineffective if the Ravagers are escorted by Ripper. Other assault units and some riots will hold their own in combat, but they are generally slower than Ravagers so good radar coverage to predict the Ravagers' attacks is required. Perhaps the best solution is to disable the Ravagers instead of trying to punch through their large HP pool directly; the [[Placeholder]] and [[Thunderbird]] are especially effective.&lt;br /&gt;
&lt;br /&gt;
Over-reliance on static defences will be punished by a Rover player - they can run around (or through!) with Scorchers and Ravagers, or clean up defences swiftly with Impalers and Badgers. The [[Gauss]] turret is more resistant to the Rover artillery while it is closed and can buy you some time, but you will eventually need to fight the Rovers directly with a mobile army. The best way to engage Badgers is by flanking them, so that you don't have to run through their minefield and they cannot retreat effectively. Outranging them with heavier area-denial artillery like a [[Firewalker]], [[Tremor]] or [[Merlin]] is also possible.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3095</id>
		<title>Rover Assembly</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3095"/>
		<updated>2017-10-30T11:28:35Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Beating Rovers */ apply newspeak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces light wheeled vehicles.{{ Infobox zkunit&lt;br /&gt;
| name = Rover Assembly&lt;br /&gt;
| defname = factoryveh&lt;br /&gt;
| description = Produces Light Wheeled Vehicles, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryveh.png&lt;br /&gt;
| icontype = facvehicle&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| energy = 0.3&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A traditional favourite, the Rover Assembly is the ideal blitzkrieg fac with its fast, highly aggressive units. Those units that lack speed make up for it with copious firepower. Key Units: Dart, Scorcher, Ravager, Ripper, Slasher&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly builds:&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
* [[Dart]]&lt;br /&gt;
* [[Scorcher]]&lt;br /&gt;
* [[Fencer]]&lt;br /&gt;
* [[Ripper]]&lt;br /&gt;
* [[Ravager]]&lt;br /&gt;
* [[Dominatrix]]&lt;br /&gt;
* [[Badger]]&lt;br /&gt;
* [[Impaler]]&lt;br /&gt;
* [[Crasher]]&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly is the most versatile of the flat-terrain factories. The Dart, Scorcher, Ripper and Ravager are fast and effective combat units which excel at rapid response and swift punishment of enemy weakness. When the game has slowed down and mobility is less important, the Ripper, Badger and Impaler punish your opponent from a safe distance.&lt;br /&gt;
&lt;br /&gt;
The greatest weakness of the Rover Assembly is its lacklustre heavy and utility options; all of the main Vehicle combat units are cheap but not exceptionally strong individually, and if a frontal assault with Scorchers won't work the Vehicles don't have another good solution to opposing heavies. If you combine Vehicles with the raw strength of [[Heavy Tank Factory|Heavy Tanks]] or the utility of [[Shield Bot Factory|Shield Bots]], the Vehicle factory's combination of swift attacks and slow attrition will serve you very well.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Scout ahead of your Scorchers with the faster and cheaper Darts, so you can commit your Scorchers where they will inflict the most damage.&lt;br /&gt;
&lt;br /&gt;
Escort your Ravagers with Rippers to deal with small and swift opponents. The Ravagers will be more effective against heavier units and static defence.&lt;br /&gt;
&lt;br /&gt;
Protect your long-range units like Fencer, Dominatrix, Badger and Impaler with combat units like the Ripper, static defences, or shields.&lt;br /&gt;
&lt;br /&gt;
Conceal your mobile strike force with an [[Eraser]] so it can attack before your opponent has a chance to react.&lt;br /&gt;
&lt;br /&gt;
Bomb your opponent's critical units or defences with [[Raven|Ravens]], a [[Thunderbird]] or a [[Likho]], then follow up with a Scorcher attack, striking where and when the enemy is weak.&lt;br /&gt;
&lt;br /&gt;
=== Beating Rovers ===&lt;br /&gt;
&lt;br /&gt;
Of all the factories in Zero-K, the Rover Assembly presents the greatest game-ending threat in the early game. Even a small number of Scorchers can kill a Commander or a Factory in an incredibly short time by using their Heat Rays at close range, and they will also make short work of isolated Defenders and Lotuses. Make sure you are protected from Scorchers by defences and your own raiders, while at the same time pressuring the Rover player so they cannot expand unhindered.&lt;br /&gt;
&lt;br /&gt;
If your opponent is building up a large force of Ravagers, you will need to be prepared. They will not be deterred by light static defences, and if you build a denser concentration of defences in one spot the Ravagers will likely attack elsewhere. Raiders are capable of keeping up with Ravagers, but will be ineffective if the Ravagers are escorted by Ripper. Other assault units and some riots will hold their own in combat, but they are generally slower than Ravagers so good radar coverage to predict the Ravagers' attacks is required. Perhaps the best solution is to disable the Ravagers instead of trying to punch through their large HP pool directly; the [[Placeholder]] and [[Thunderbird]] are especially effective.&lt;br /&gt;
&lt;br /&gt;
Over-reliance on static defences will be punished by a Rover player - they can run around (or through!) with Scorchers and Ravagers, or clean up defences swiftly with Impalers and Badgers. The [[Gauss]] turret is more resistant to the Rover artillery while it is closed and can buy you some time, but you will eventually need to fight the Rovers directly with a mobile army. The best way to engage Badgers is by flanking them, so that you don't have to run through their minefield and they cannot retreat effectively. Outranging them with heavier area-denial artillery like a [[Firewalker]], [[Tremor]] or [[Catapult]] is also possible.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3094</id>
		<title>Rover Assembly</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Rover_Assembly&amp;diff=3094"/>
		<updated>2017-10-30T11:26:54Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Example Unit Combinations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a factory that produces light wheeled vehicles.{{ Infobox zkunit&lt;br /&gt;
| name = Rover Assembly&lt;br /&gt;
| defname = factoryveh&lt;br /&gt;
| description = Produces Light Wheeled Vehicles, Builds at 10 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/factoryveh.png&lt;br /&gt;
| icontype = facvehicle&lt;br /&gt;
| cost = 600&lt;br /&gt;
| hitpoints = 4000&lt;br /&gt;
| energy = 0.3&lt;br /&gt;
| sight = 273&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 10&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A traditional favourite, the Rover Assembly is the ideal blitzkrieg fac with its fast, highly aggressive units. Those units that lack speed make up for it with copious firepower. Key Units: Dart, Scorcher, Ravager, Ripper, Slasher&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly builds:&lt;br /&gt;
* [[Mason]]&lt;br /&gt;
* [[Dart]]&lt;br /&gt;
* [[Scorcher]]&lt;br /&gt;
* [[Fencer]]&lt;br /&gt;
* [[Ripper]]&lt;br /&gt;
* [[Ravager]]&lt;br /&gt;
* [[Dominatrix]]&lt;br /&gt;
* [[Badger]]&lt;br /&gt;
* [[Impaler]]&lt;br /&gt;
* [[Crasher]]&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
&lt;br /&gt;
The Rover Assembly is the most versatile of the flat-terrain factories. The Dart, Scorcher, Ripper and Ravager are fast and effective combat units which excel at rapid response and swift punishment of enemy weakness. When the game has slowed down and mobility is less important, the Ripper, Badger and Impaler punish your opponent from a safe distance.&lt;br /&gt;
&lt;br /&gt;
The greatest weakness of the Rover Assembly is its lacklustre heavy and utility options; all of the main Vehicle combat units are cheap but not exceptionally strong individually, and if a frontal assault with Scorchers won't work the Vehicles don't have another good solution to opposing heavies. If you combine Vehicles with the raw strength of [[Heavy Tank Factory|Heavy Tanks]] or the utility of [[Shield Bot Factory|Shield Bots]], the Vehicle factory's combination of swift attacks and slow attrition will serve you very well.&lt;br /&gt;
&lt;br /&gt;
=== Example Unit Combinations ===&lt;br /&gt;
&lt;br /&gt;
Scout ahead of your Scorchers with the faster and cheaper Darts, so you can commit your Scorchers where they will inflict the most damage.&lt;br /&gt;
&lt;br /&gt;
Escort your Ravagers with Rippers to deal with small and swift opponents. The Ravagers will be more effective against heavier units and static defence.&lt;br /&gt;
&lt;br /&gt;
Protect your long-range units like Fencer, Dominatrix, Badger and Impaler with combat units like the Ripper, static defences, or shields.&lt;br /&gt;
&lt;br /&gt;
Conceal your mobile strike force with an [[Eraser]] so it can attack before your opponent has a chance to react.&lt;br /&gt;
&lt;br /&gt;
Bomb your opponent's critical units or defences with [[Raven|Ravens]], a [[Thunderbird]] or a [[Likho]], then follow up with a Scorcher attack, striking where and when the enemy is weak.&lt;br /&gt;
&lt;br /&gt;
=== Beating Rovers ===&lt;br /&gt;
&lt;br /&gt;
Of all the factories in Zero-K, the Rover Assembly presents the greatest game-ending threat in the early game. Even a small number of Scorchers can kill a Commander or a Factory in an incredibly short time by using their Heat Rays at close range, and they will also make short work of isolated Defenders and Lotuses. Make sure you are protected from Scorchers by defences and your own raiders, while at the same time pressuring the Vehicle player so they cannot expand unhindered.&lt;br /&gt;
&lt;br /&gt;
If your opponent is building up a large force of Ravagers, you will need to be prepared. They will not be deterred by light static defences, and if you build a denser concentration of defences in one spot the Ravagers will likely attack elsewhere. Raiders are capable of keeping up with Ravagers, but will be ineffective if the Ravagers are escorted by Ripper. Other assault units and some riots will hold their own in combat, but they are generally slower than Ravagers so good radar coverage to predict the Ravagers' attacks is required. Perhaps the best solution is to disable the Ravagers instead of trying to punch through their large HP pool directly; the [[Placeholder]] and [[Thunderbird]] are especially effective.&lt;br /&gt;
&lt;br /&gt;
Over-reliance on static defences will be punished by a Rover player - they can run around (or through!) with Scorchers and Ravagers, or clean up defences swiftly with Impalers and Badgers. The [[Gauss]] turret is more resistant to the Vehicle artillery while it is closed and can buy you some time, but you will eventually need to fight the Vehicles directly with a mobile army. The best way to engage Badgers is by flanking them, so that you don't have to run through their minefield and they cannot retreat effectively. Outranging them with heavier area-denial artillery like a [[Firewalker]], [[Tremor]] or [[Catapult]] is also possible.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Cheats&amp;diff=2688</id>
		<title>Cheats</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Cheats&amp;diff=2688"/>
		<updated>2017-09-14T14:17:20Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''See also: [https://springrts.com/wiki/UI_commands UI commands]''&lt;br /&gt;
There are several '''cheat''' commands that can be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Cheat mode ==&lt;br /&gt;
Before any other cheat command can be used, cheating mode must be enabled. This is done by typing &amp;lt;code&amp;gt;/cheat&amp;lt;/code&amp;gt; in console in singleplayer, or &amp;lt;code&amp;gt;!cheats&amp;lt;/code&amp;gt; in multiplayer.&lt;br /&gt;
* If &amp;lt;code&amp;gt;!cheats&amp;lt;/code&amp;gt; fails to work, makesure ally/spectator chat mode is off (remove the &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; prefix)&lt;br /&gt;
&lt;br /&gt;
Entering the command again disables cheat mode.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
=== atm ===&lt;br /&gt;
Syntax: &amp;lt;code&amp;gt;/atm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gives 1,000 metal and energy to the entering player's team.&lt;br /&gt;
&lt;br /&gt;
=== give ===&lt;br /&gt;
Syntax: &amp;lt;code&amp;gt;/give [optional number] &amp;lt;unitname&amp;gt; [optional team number]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spawns a given number of units at the location of the mouse cursor. Can also be used to spawn features, e.g. wreckage.&lt;br /&gt;
&lt;br /&gt;
Unit names are the machine-facing identifiers rather than the human names, e.g. &amp;lt;code&amp;gt;cloakraid&amp;lt;/code&amp;gt; for the [[Glaive]]. Unit names can be found on [https://github.com/ZeroK-RTS/Zero-K/tree/master/units GitHub] or in the source of the unit's page on the wiki.&lt;br /&gt;
&lt;br /&gt;
If no team is specified, will give to the player's current team, or the team currently being spectated.&lt;br /&gt;
&lt;br /&gt;
=== globallos ===&lt;br /&gt;
Syntax: &amp;lt;code&amp;gt;/globallos [optional team number]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables/disables full map view for that team (no team specified means it applies to everyone).&lt;br /&gt;
&lt;br /&gt;
=== godmode ===&lt;br /&gt;
Syntax: &amp;lt;code&amp;gt;/godmode&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When enabled, any player (including spectators) can give commands to units on any team.&lt;br /&gt;
&lt;br /&gt;
=== nocost ===&lt;br /&gt;
Syntax: &amp;lt;code&amp;gt;/nocost&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables/disables building everything for free and near-instantly.&lt;br /&gt;
&lt;br /&gt;
=== destroy ===&lt;br /&gt;
Syntax: &amp;lt;code&amp;gt;/destroy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instantly destroys currently selected units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Cheats&amp;diff=2687</id>
		<title>Cheats</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Cheats&amp;diff=2687"/>
		<updated>2017-09-14T14:17:00Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''See also: [https://springrts.com/wiki/UI_commands UI commands]''&lt;br /&gt;
There are several '''cheat''' commands that can be used in the game.&lt;br /&gt;
&lt;br /&gt;
== Cheat mode ==&lt;br /&gt;
Before any other cheat command can be used, cheating mode must be enabled. This is done by typing &amp;lt;code&amp;gt;/cheat&amp;lt;/code&amp;gt; in console in singleplayer, or &amp;lt;code&amp;gt;!cheats&amp;lt;/code&amp;gt; in multiplayer.&lt;br /&gt;
* If &amp;lt;code&amp;gt;!cheats&amp;lt;/code&amp;gt; fails to work, makesure ally/spectator chat mode is off (remove the &amp;lt;code&amp;gt;a:&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;s:&amp;lt;/code&amp;gt; prefix)&lt;br /&gt;
&lt;br /&gt;
Entering the command again disables cheat mode.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
=== atm ===&lt;br /&gt;
Syntax: &amp;lt;code&amp;gt;/atm&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gives 1,000 metal and energy to the entering player's team.&lt;br /&gt;
&lt;br /&gt;
=== give ===&lt;br /&gt;
Syntax: &amp;lt;code&amp;gt;/give [optional number] &amp;lt;unitname&amp;gt; [optional team number]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spawns a given number of units at the location of the mouse cursor. Can also be used to spawn features, e.g. wreckage.&lt;br /&gt;
&lt;br /&gt;
Unit names are the machine-facing identifiers rather than the human names, e.g. &amp;lt;code&amp;gt;cloakraid&amp;lt;/code&amp;gt; for the [[Glaive]]. Unit names can be found on [https://github.com/ZeroK-RTS/Zero-K/tree/master/units GitHub] or in the source of the unit's page on the wiki.&lt;br /&gt;
&lt;br /&gt;
If no team is specified, will give to the player's current team, or the team currently being spectated.&lt;br /&gt;
&lt;br /&gt;
=== globallos ===&lt;br /&gt;
Syntax: &amp;lt;code&amp;gt;/globallos [optional team number]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables/disables full map view for that team (no team specified means it applies to everyone).&lt;br /&gt;
&lt;br /&gt;
=== godmode ===&lt;br /&gt;
Syntax: &amp;lt;code&amp;gt;/godmode&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When enabled, any player (including spectators) can give commands to units on any team.&lt;br /&gt;
&lt;br /&gt;
=== nocost ===&lt;br /&gt;
Syntax: &amp;lt;code&amp;gt;/nocost&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables/disables building everything for free and near-instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== destroy ===&lt;br /&gt;
Syntax: &amp;lt;code&amp;gt;/destroy&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Instantly destroys currently selected units.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=2155</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=2155"/>
		<updated>2017-03-07T11:00:44Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: /* Special */ blue -&amp;gt; cyan for less eye destruction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
= Warning: portions of this page are out of date =&lt;br /&gt;
&lt;br /&gt;
The commander system was substantially revamped in winter 2016. This page has only partially been updated to the new system.&lt;br /&gt;
&lt;br /&gt;
= Commander intro =&lt;br /&gt;
Your commander can be configured with a variety of modules to suit your play-style.&lt;br /&gt;
&lt;br /&gt;
After the update, modules are added only at the game and are all unlocked, and you do not need to level up to get any modules.&lt;br /&gt;
&lt;br /&gt;
To keep the game balanced commander modules cost metal ingame and are not all applied at the start of the game. Commanders start at level 1 with a free peashooter and no modules but they can morph an unlimited number of times (but you'll eventually run out of modules after which it is pointless to morph). At Morph 1 (Level 2), commanders gain a single weapon. At morph 3 commanders gain a second weapon which can either be a second regular weapon or a special weapon. If a weapon slot is left empty the commander will be given a free peashooter in its place. Some weapons will replace any other weapons (e.g I get shock rifle, it will replace the first weapon I got)&lt;br /&gt;
&lt;br /&gt;
Each morph level gives a commander more health, more modules or weapons. Morphs have a base cost and additional cost based on the value of the modules or weapons that it will gain when the morph is complete. You can pre-configure your commander buildouts only through level 6 but you can upgrade any number of times in-game.&lt;br /&gt;
&lt;br /&gt;
Unlike regular units, your commander is not disabled while morphing.&lt;br /&gt;
&lt;br /&gt;
= Modules and weapons =&lt;br /&gt;
&lt;br /&gt;
== Number of slots per level ==&lt;br /&gt;
&lt;br /&gt;
Commanders start at level 1. The number of modules and weapons increases with levels.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 &lt;br /&gt;
|-&lt;br /&gt;
| Base [[File:Ibeam.png|20px]] cost || -&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; ||25&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 150 || 500 || 300 || 400 &lt;br /&gt;
|-&lt;br /&gt;
| Total Weapon slots || 0 || 1 || 1 || 2 || 2 || 2 &lt;br /&gt;
|-&lt;br /&gt;
| Total Module slots || 0 || 1 || 3 || 5 || 8 || 11 &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Equipping weapons and modules costs additional metal.&lt;br /&gt;
&lt;br /&gt;
== Module types ==&lt;br /&gt;
Modules have &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; names in the unlock list, although their icon color depends on their nature. They fall into four categories.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png&lt;br /&gt;
&lt;br /&gt;
These modules are able to stacked as many times as they allow, 8x for some and 10x for drones. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. (10% range/damage/speed for those modules) These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt;.&lt;br /&gt;
This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP, and should be used with caution as too much will leave the commander a sitting duck.&lt;br /&gt;
Modules:&lt;br /&gt;
Advanced targeting system +10% range for all weapons.-2.5% speed.&lt;br /&gt;
Damage booster +10% damage for all weapons.&lt;br /&gt;
High density plating +1600 HP,-10% speed. Requires Ablative armor plates.&lt;br /&gt;
Ablative armor plates +600 HP&lt;br /&gt;
Companion drone +Weak attack drone&lt;br /&gt;
Battle drone +Upgraded drone, requires Companion drone first.&lt;br /&gt;
Carrepairer's nanolathe +5 Buildpower.&lt;br /&gt;
High power servos +10% speed.&lt;br /&gt;
Autorepair system +10HP/sec -100 HP&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png&lt;br /&gt;
&lt;br /&gt;
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaker. There are also cheap ones such as resurrect and inbuilt radar or an area shield/cloak. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; as well.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Boosters ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png&lt;br /&gt;
&lt;br /&gt;
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;purple&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Weapon types ==&lt;br /&gt;
There are 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png&lt;br /&gt;
&lt;br /&gt;
These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Name !! Range !! Reload time !! Damage !! DPS !! Notes &lt;br /&gt;
|-&lt;br /&gt;
|Beam Laser||330||||||150||&lt;br /&gt;
|-&lt;br /&gt;
|Flame thrower||270||0.16 ||10 || 60|| Sets units on fire for 15s(15 DPS)&amp;lt;br&amp;gt;pierces units&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
|Heatray||300||0.1 ||45 ||450 || Damage falls off with range&lt;br /&gt;
|-&lt;br /&gt;
|Machine Gun||285||0.16 ||30 ||180 ||&lt;br /&gt;
|-&lt;br /&gt;
|Light particle beam||310||0.34 ||55 || 165||&lt;br /&gt;
|-&lt;br /&gt;
|Lightning gun||300||1.66 ||220+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt; || 132+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;330&amp;lt;/font&amp;gt; || EMP duration: 1s&lt;br /&gt;
|-&lt;br /&gt;
|Missile launcher||415||1 ||80 || 80|| Homing&lt;br /&gt;
|-&lt;br /&gt;
|Riot cannon||275||2 ||220.2 || 110.1||&lt;br /&gt;
|-&lt;br /&gt;
|Shotgun||290||2 ||32x12 (384) || 192||&lt;br /&gt;
|-&lt;br /&gt;
|Rocket launcher ||430||3 ||360 || 120||Not homing&lt;br /&gt;
|-&lt;br /&gt;
|Pea Shooter ||300||.1 ||12 || 120||Default weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png&lt;br /&gt;
&lt;br /&gt;
Special weapons have a long reload time and must be manually aimed with the 'D' key. They are only affected by stackable modules. They are &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;orange&amp;lt;/font&amp;gt; and can only be put on the level 4 weapon slot.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Name !! Range !! Reload time !! Damage !! DPS !! Special Notes &lt;br /&gt;
|-&lt;br /&gt;
|Cluster bomb ||360 || 30  || 300x8 (2400)|| 80 || Bomblets spread (like a shotgun)&lt;br /&gt;
|-&lt;br /&gt;
| Concussion shell||450 || 25 ||750 || 30 || Has Impulse (Tosses some units)&lt;br /&gt;
|-&lt;br /&gt;
| Disintigrator ||200 ||30  ||1400 || 46.67 || Damage varies on unit size&lt;br /&gt;
|-&lt;br /&gt;
|Disrupter bomb ||450 ||25 ||350+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;2100&amp;lt;/font&amp;gt; || 14+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; || Has large AOE (512)&lt;br /&gt;
|-&lt;br /&gt;
| Hellfire grenade||450 || 25||200 || 8 || Sets an area on &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;fire&amp;lt;/font&amp;gt; (45s,40dps+3s &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;burning&amp;lt;/font&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| Multistunner||360 || 25||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;800&amp;lt;/font&amp;gt; x 16 (&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;8800&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;12800&amp;lt;/font&amp;gt;) ||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;352&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;512&amp;lt;/font&amp;gt; || Affected by flux amplifier. Max &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;EMP&amp;lt;/font&amp;gt; time: 8s [upgraded: 12s]&lt;br /&gt;
|-&lt;br /&gt;
| SLAM||700 ||30 || 1512|| 50.4 || High vertical arc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Key: &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;EMP Damage&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Slow Damage&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are 4 types of commander chassis to choose for a battle.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
The commander you start the game with produces 4 metal and 6 energy per second. Additional commanders produced from the Strider Hub produce 0.4 metal and 0.4 energy per second. They all provide a sight distance of 500 and a sonar of 300. Chassis other than the Engineer Commander have 10 build power and 120 build range and the Engineer commander has 12 build power and 250 build range.&lt;br /&gt;
&lt;br /&gt;
== Chassis list ==&lt;br /&gt;
Note that '''attributes on level 1 and level 2 are equal'''. Morphing to level 2 provides no bonus other than the weapon and module slot.&lt;br /&gt;
&lt;br /&gt;
=== Strike Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* All rounder&lt;br /&gt;
* Decent health and speed&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Auto-regen bonus&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5 &lt;br /&gt;
|-&lt;br /&gt;
|HP: 2500&amp;lt;br /&amp;gt;Speed: 40.5&amp;lt;br /&amp;gt;Autoheal: 5||HP: 3000&amp;lt;br /&amp;gt;Autoheal: 12.5||HP: 4000&amp;lt;br /&amp;gt;Autoheal: 20||HP: 5000&amp;lt;br /&amp;gt;Autoheal: 27.5||HP: 6000&amp;lt;br /&amp;gt;Autoheal: 35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Best HP&lt;br /&gt;
* Medium speed&lt;br /&gt;
* Gains more HP from increased levels than other chasis do&lt;br /&gt;
* Able to use most non-exotic weapons&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5 &lt;br /&gt;
|-&lt;br /&gt;
|HP: 3000&amp;lt;br /&amp;gt;Speed: 40||HP: 3800&amp;lt;br /&amp;gt;||HP: 4900&amp;lt;br /&amp;gt;||HP: 6000&amp;lt;br /&amp;gt;||HP: 7200&amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest HP&lt;br /&gt;
* Highest Speed (for a commander)&lt;br /&gt;
* Jumpjets&lt;br /&gt;
* Uses light weapons&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5 &lt;br /&gt;
|-&lt;br /&gt;
|HP: 1600&amp;lt;br /&amp;gt;Speed: 43.5&amp;lt;br /&amp;gt;Can Jump||HP: 2100||HP: 2600||HP: 3100||HP: 3600&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest speed&lt;br /&gt;
* Low HP&lt;br /&gt;
* Gains buildpower with levels&lt;br /&gt;
* Increased build range (250 compared to 120 for others) &lt;br /&gt;
* Fewer direct damage weapons &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Base Attributes !! Level 2 !! Level 3 !! Level 4 !! Level 5 &lt;br /&gt;
|-&lt;br /&gt;
|HP: 2000&amp;lt;br /&amp;gt;Speed: 36&amp;lt;br /&amp;gt;Build Power: 12||HP: 2500&amp;lt;br /&amp;gt;Build Power: 14||HP: 3000&amp;lt;br /&amp;gt;Build Power: 16||HP: 3700&amp;lt;br /&amp;gt;Build Power: 18||HP: 4500&amp;lt;br /&amp;gt;Build Power: 20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Exact effects of attribute modifiers =&lt;br /&gt;
Attribute modifiers are applied in this order:&lt;br /&gt;
* Commander Chassis absolute statistics&lt;br /&gt;
* Percentage modifiers both from modules and chassis&lt;br /&gt;
* Absolute modifiers&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from commanders and stackable modules are additive, not cumulative. Five +10% speed modules multiply a commander's speed by 1.5 instead of by 1.1^5 = 1.61.&lt;br /&gt;
&lt;br /&gt;
Percentage modifiers from weapon boosters and converters are cumulative and applied before other percentage modifiers. Think of them as changing the intrinsic stats of the weapon, rather than adding a bonus.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
	<entry>
		<id>http://zero-k.info/mediawiki/index.php?title=Template:Navbox_units&amp;diff=1297</id>
		<title>Template:Navbox units</title>
		<link rel="alternate" type="text/html" href="http://zero-k.info/mediawiki/index.php?title=Template:Navbox_units&amp;diff=1297"/>
		<updated>2016-09-29T14:19:18Z</updated>

		<summary type="html">&lt;p&gt;213.35.139.72: unused factory best factory&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox units&lt;br /&gt;
| title      = Units&lt;br /&gt;
| state      = uncollapsed&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = [[Cloaky Bot Factory|Cloaky Bots]]&lt;br /&gt;
| list1      = * [[Conjurer]]&lt;br /&gt;
* [[Glaive]]&lt;br /&gt;
* [[Scythe]]&lt;br /&gt;
* [[Rocko]]&lt;br /&gt;
* [[Warrior]]&lt;br /&gt;
* [[Zeus]]&lt;br /&gt;
* [[Hammer]]&lt;br /&gt;
* [[Spectre]]&lt;br /&gt;
* [[Gremlin]]&lt;br /&gt;
* [[Tick]]&lt;br /&gt;
* [[Eraser]]&lt;br /&gt;
&lt;br /&gt;
| group2     = [[Shield Bot Factory|Shield Bots]]&lt;br /&gt;
| list2      = * [[Convict]]&lt;br /&gt;
* [[Dirtbag]]&lt;br /&gt;
* [[Bandit]]&lt;br /&gt;
* [[Rogue]]&lt;br /&gt;
* [[Thug]]&lt;br /&gt;
* [[Outlaw]]&lt;br /&gt;
* [[Felon]]&lt;br /&gt;
* [[Racketeer]]&lt;br /&gt;
* [[Vandal]]&lt;br /&gt;
* [[Roach]]&lt;br /&gt;
* [[Aspis]]&lt;br /&gt;
&lt;br /&gt;
| group3     = [[Light Vehicle Factory|Light Vehicle]]&lt;br /&gt;
| list3      = * [[Mason]]&lt;br /&gt;
* [[Dart]]&lt;br /&gt;
* [[Scorcher]]&lt;br /&gt;
* [[Slasher]]&lt;br /&gt;
* [[Leveler]]&lt;br /&gt;
* [[Ravager]]&lt;br /&gt;
* [[Dominatrix]]&lt;br /&gt;
* [[Wolverine]]&lt;br /&gt;
* [[Impaler]]&lt;br /&gt;
* [[Crasher]]&lt;br /&gt;
&lt;br /&gt;
| group4     = [[Hovercraft Platform|Hovercraft]]&lt;br /&gt;
| list4      = * [[Quill]]&lt;br /&gt;
* [[Dagger]]&lt;br /&gt;
* [[Scalpel]]&lt;br /&gt;
* [[Halberd]]&lt;br /&gt;
* [[Claymore]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Penetrator]]&lt;br /&gt;
* [[Flail]]&lt;br /&gt;
&lt;br /&gt;
| group5     = [[Gunship Plant|Gunships]]&lt;br /&gt;
| list5      = * [[Wasp]]&lt;br /&gt;
* [[Blastwing]]&lt;br /&gt;
* [[Gnat]]&lt;br /&gt;
* [[Banshee]]&lt;br /&gt;
* [[Rapier]]&lt;br /&gt;
* [[Brawler]]&lt;br /&gt;
* [[Black Dawn]]&lt;br /&gt;
* [[Krow]]&lt;br /&gt;
* [[Trident]]&lt;br /&gt;
* [[Valkyrie]]&lt;br /&gt;
* [[Vindicator]]&lt;br /&gt;
&lt;br /&gt;
| group6     = [[Airplane Plant|Airplanes]]&lt;br /&gt;
| list6      = * [[Crane]]&lt;br /&gt;
* [[Swift]]&lt;br /&gt;
* [[Hawk]]&lt;br /&gt;
* [[Raven]]&lt;br /&gt;
* [[Phoenix]]&lt;br /&gt;
* [[Thunderbird]]&lt;br /&gt;
* [[Wyvern]]&lt;br /&gt;
* [[Vulture]]&lt;br /&gt;
&lt;br /&gt;
| group7     = [[Spider Factory|Spiders]]&lt;br /&gt;
| list7      = * [[Weaver]]&lt;br /&gt;
* [[Flea]]&lt;br /&gt;
* [[Hermit]]&lt;br /&gt;
* [[Vemom]]&lt;br /&gt;
* [[Redback]]&lt;br /&gt;
* [[Recluse]]&lt;br /&gt;
* [[Crabe]]&lt;br /&gt;
* [[Tarantula]]&lt;br /&gt;
* [[Infiltrator]]&lt;br /&gt;
&lt;br /&gt;
| group8     = [[Jump/Specialist Plant|Jump/Specialist Bots]]&lt;br /&gt;
| list8      = * [[Constable]]&lt;br /&gt;
* [[Puppy]]&lt;br /&gt;
* [[Pyro]]&lt;br /&gt;
* [[Placeholder]]&lt;br /&gt;
* [[Moderator]]&lt;br /&gt;
* [[Jack]]&lt;br /&gt;
* [[Sumo]]&lt;br /&gt;
* [[Firewalker]]&lt;br /&gt;
* [[Archangel]]&lt;br /&gt;
* [[Skuttle]]&lt;br /&gt;
&lt;br /&gt;
| group9     = [[Heavy Tank Factory|Heavy Tanks]]&lt;br /&gt;
| list9      = * [[Welder]]&lt;br /&gt;
* [[Kodachi]]&lt;br /&gt;
* [[Panther]]&lt;br /&gt;
* [[Banisher]]&lt;br /&gt;
* [[Reaper]]&lt;br /&gt;
* [[Goliath]]&lt;br /&gt;
* [[Pillager]]&lt;br /&gt;
* [[Tremor]]&lt;br /&gt;
* [[Copperhead]]&lt;br /&gt;
&lt;br /&gt;
| group10     = [[Amphibious Bot Plant|Amphibious Bots]]&lt;br /&gt;
| list10      = * [[Conch]]&lt;br /&gt;
* [[Duck]]&lt;br /&gt;
* [[Archer]]&lt;br /&gt;
* [[Buoy]]&lt;br /&gt;
* [[Scallop]]&lt;br /&gt;
* [[Grizzly]]&lt;br /&gt;
* [[Angler]]&lt;br /&gt;
* [[Djinn]]&lt;br /&gt;
&lt;br /&gt;
| group11     = [[Shipyard|Ships]]&lt;br /&gt;
| list11      = * [[Mariner]]&lt;br /&gt;
* [[Skeeter]]&lt;br /&gt;
* [[Snake]]&lt;br /&gt;
* [[Typhoon]]&lt;br /&gt;
* [[Hunter]]&lt;br /&gt;
* [[Enforcer]]&lt;br /&gt;
* [[Crusader]]&lt;br /&gt;
* [[Serpent]]&lt;br /&gt;
* [[Shredder]]&lt;br /&gt;
* [[Surfboard]]&lt;br /&gt;
&lt;br /&gt;
| group12     = [[Strider Hub|Striders]]&lt;br /&gt;
| list12      = * [[Ultimatum]]&lt;br /&gt;
* [[Scorpion]]&lt;br /&gt;
* [[Dante]]&lt;br /&gt;
* [[Catapult]]&lt;br /&gt;
* [[Funnelweb]]&lt;br /&gt;
* [[Bantha]]&lt;br /&gt;
* [[Detriment]]&lt;br /&gt;
* [[Leviathan]]&lt;br /&gt;
* [[Reef]]&lt;br /&gt;
* [[Warlord]]&lt;br /&gt;
&lt;br /&gt;
| group13     = [[Missile Silo|Tactical Missiles]]&lt;br /&gt;
| list13      = * [[Eos]]&lt;br /&gt;
* [[Quake]]&lt;br /&gt;
* [[Shockley]]&lt;br /&gt;
* [[Inferno]]&lt;br /&gt;
&lt;br /&gt;
| group14     = [[Other Units]]&lt;br /&gt;
| list14      = * [[Commander]] &lt;br /&gt;
* [[Athena]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| group15     = [[Chicken Defense|Chickens]]&lt;br /&gt;
| list15      = * [[Chicken]]&lt;br /&gt;
* [[Pigeon]]&lt;br /&gt;
* [[Spiker]]&lt;br /&gt;
* [[Cockatrice]]&lt;br /&gt;
* [[Lobber]]&lt;br /&gt;
* [[Wurm]]&lt;br /&gt;
* [[Roc]]&lt;br /&gt;
* [[Sporeshooter]]&lt;br /&gt;
* [[Talon]]&lt;br /&gt;
* [[Basilisk]]&lt;br /&gt;
* [[Spiker]]&lt;br /&gt;
* [[Blobber]]&lt;br /&gt;
* [[Blimpy]]&lt;br /&gt;
* [[Tiamat]]&lt;br /&gt;
* [[White Dragon]]&lt;br /&gt;
* [[Chicken Flyer Queen|Chicken Queen]] ([[Chicken Land Queen|landed]]) &lt;br /&gt;
* [[Dodo]]&lt;br /&gt;
* [[Toad]]&lt;br /&gt;
&lt;br /&gt;
| group16     = Unused Units&lt;br /&gt;
| list16      = * [[Nebula]]&lt;br /&gt;
* [[Kestrel]]&lt;br /&gt;
* [[Eclipse]]&lt;br /&gt;
* [[Trisula]]&lt;br /&gt;
* [[Morningstar]]&lt;br /&gt;
* [[Lancet]]&lt;br /&gt;
* [[Vanquisher]]&lt;br /&gt;
* [[Daimyo]]&lt;br /&gt;
&lt;br /&gt;
| below       = [[Template:Navbox buildings|Buildings]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:Units]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>213.35.139.72</name></author>
		
	</entry>
</feed>