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	<id>https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=86.25.224.238&amp;*</id>
	<title>Zero-K - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://zero-k.info/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=86.25.224.238&amp;*"/>
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	<updated>2026-09-12T06:17:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Solar_Collector&amp;diff=6368</id>
		<title>Solar Collector</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Solar_Collector&amp;diff=6368"/>
		<updated>2020-05-28T01:27:22Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: /* Tactics and Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a basic, early-game source of [[energy]] in Zero-K.{{ Infobox zkunit&lt;br /&gt;
| name = Solar Collector&lt;br /&gt;
| defname = energysolar&lt;br /&gt;
| description = Small Powerplant (+2)&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/energysolar.png&lt;br /&gt;
| icontype = energy_med&lt;br /&gt;
| cost = 70&lt;br /&gt;
| hitpoints = 500&lt;br /&gt;
| energy = 2&lt;br /&gt;
| sight = 273&lt;br /&gt;
| gridlink = 100&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;
Solar collectors are the least cost-efficient of the energy structures, but they are also the most reliable and sturdy. When attacked, solars will curl up into armored form for 8 seconds, which reduces incoming damage to a quarter and offers excellent protection against raiders. &lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Solar Collectors are a safe and stable source of energy in the early game. Build chains of Solars between your [[Metal Extractor|mex]] to set up [[Overdrive]]. More information can be found on the [[Energy]] page.&lt;br /&gt;
&lt;br /&gt;
Note that the [[Wind/Tidal Generator]] is always better than the Solar Collector in terms of power produced (see http://zero-k.info/Forum/Post/220234#220234 For the math). Thought the Solar Collector is far sturdier and can take far more punishment.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Template:Navbox_buildings&amp;diff=6367</id>
		<title>Template:Navbox buildings</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Template:Navbox_buildings&amp;diff=6367"/>
		<updated>2020-05-28T01:20:35Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name       = Navbox buildings&lt;br /&gt;
| title      = [[Buildings]]&lt;br /&gt;
| state      = uncollapsed&lt;br /&gt;
| listclass = hlist&lt;br /&gt;
&lt;br /&gt;
| group1     = Factories&lt;br /&gt;
| list1      = * [[Cloakbot Factory]]&lt;br /&gt;
* [[Shieldbot Factory]]&lt;br /&gt;
* [[Rover Assembly]]&lt;br /&gt;
* [[Hovercraft Platform]]&lt;br /&gt;
* [[Gunship Plant]]&lt;br /&gt;
* [[Airplane Plant]]&lt;br /&gt;
* [[Spider Factory]]&lt;br /&gt;
* [[Jumpbot Factory]]&lt;br /&gt;
* [[Tank Foundry]]&lt;br /&gt;
* [[Amphbot Factory]]&lt;br /&gt;
* [[Shipyard]]&lt;br /&gt;
* [[Strider Hub]]&lt;br /&gt;
* [[Missile Silo]]&lt;br /&gt;
&lt;br /&gt;
| group2     = Economy&lt;br /&gt;
| list2      = * [[Metal Extractor]]&lt;br /&gt;
* [[Solar Collector]]&lt;br /&gt;
* [[Wind/Tidal Generator]]&lt;br /&gt;
* [[Fusion Reactor]]&lt;br /&gt;
* [[Singularity Reactor]]&lt;br /&gt;
* [[Geothermal Generator]]&lt;br /&gt;
* [[Advanced Geothermal]]&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
* [[Energy Pylon]]&lt;br /&gt;
* [[Caretaker]]&lt;br /&gt;
* [[Airpad]]&lt;br /&gt;
&lt;br /&gt;
| group3     = Defence&lt;br /&gt;
| list3      = * [[Aegis]]&lt;br /&gt;
* [[Picket]]&lt;br /&gt;
* [[Lotus]]&lt;br /&gt;
* [[Urchin]]&lt;br /&gt;
* [[Newton]]&lt;br /&gt;
* [[Faraday]]&lt;br /&gt;
* [[Stardust]]&lt;br /&gt;
* [[Stinger]]&lt;br /&gt;
* [[Gauss]]&lt;br /&gt;
* [[Desolator]]&lt;br /&gt;
* [[Lucifer]]&lt;br /&gt;
* [[Cerberus]]&lt;br /&gt;
&lt;br /&gt;
| group4     = Anti-Air Defences&lt;br /&gt;
| list4      = * [[Hacksaw]]&lt;br /&gt;
* [[Razor]]&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Chainsaw]]&lt;br /&gt;
* [[Artemis]]&lt;br /&gt;
&lt;br /&gt;
| group5     = Large Weapons&lt;br /&gt;
| list5      = * [[Antinuke]]&lt;br /&gt;
* [[Big Bertha]]&lt;br /&gt;
* [[Trinity]]&lt;br /&gt;
* [[Starlight]]&lt;br /&gt;
* [[Disco Rave Party]]&lt;br /&gt;
* [[Zenith]]&lt;br /&gt;
&lt;br /&gt;
| group6     = Intel&lt;br /&gt;
| list6      = * [[Radar Tower]]&lt;br /&gt;
* [[Advanced Radar]]&lt;br /&gt;
* [[Cornea]]&lt;br /&gt;
&lt;br /&gt;
| group7     = Miscellaneous&lt;br /&gt;
| list7      = * [[Claw]]&lt;br /&gt;
* [[Lamp]]&lt;br /&gt;
&lt;br /&gt;
| group8     = [[Chicken Defense|Chicken]]&lt;br /&gt;
| list8      = * [[Roost]]&lt;br /&gt;
* [[Chicken Tube]]&lt;br /&gt;
* [[Chicken Spire]]&lt;br /&gt;
* [[Rafflesia]]&lt;br /&gt;
&lt;br /&gt;
| group9     = Unused Buildings&lt;br /&gt;
| list9      = * [[Sonar Station]]&lt;br /&gt;
* [[Sunlance]]&lt;br /&gt;
&lt;br /&gt;
| below       = [[Units]]&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>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Charon&amp;diff=6365</id>
		<title>Charon</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Charon&amp;diff=6365"/>
		<updated>2020-05-25T17:19:45Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an air transport from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Charon&lt;br /&gt;
| defname = gunshiptrans&lt;br /&gt;
| description = Air Transport&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshiptrans.png&lt;br /&gt;
| icontype = gunshiptransport&lt;br /&gt;
| cost = 100&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| movespeed = 321&lt;br /&gt;
| turnrate = 91&lt;br /&gt;
| sight = 300&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Charon is the basic air transport. It is ideal to ferry units to the front or make a drop deep behind enemy lines, but should not be used to land in areas with any kind of AA cover. It can only transport 'Light' units, that is, units that cost 1000 metal or less.&lt;br /&gt;
&lt;br /&gt;
==Tactics and Strategy==&lt;br /&gt;
The Charon can be used offensively by manually [[Load Command|load]]ing an enemy worker while they build, then flying them to allies to destroy or [[Eject Cargo Command|dropping]] them into an area that could damage them or leave them useless.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Hercules&amp;diff=6364</id>
		<title>Hercules</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Hercules&amp;diff=6364"/>
		<updated>2020-05-25T17:13:52Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an armed heavy air transport from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Hercules&lt;br /&gt;
| defname = gunshipheavytrans&lt;br /&gt;
| description = Armed Heavy Air Transport&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshipheavytrans.png&lt;br /&gt;
| icontype = heavygunshiptransport&lt;br /&gt;
| cost = 750&lt;br /&gt;
| hitpoints = 1800&lt;br /&gt;
| movespeed = 270&lt;br /&gt;
| turnrate = 69&lt;br /&gt;
| sight = 660&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Laser Blaster × 2&lt;br /&gt;
	| type = LaserCannon&lt;br /&gt;
	| damage = 10&lt;br /&gt;
	| reloadtime = 0.20&lt;br /&gt;
	| dps = 50&lt;br /&gt;
	| range = 325&lt;br /&gt;
	| projectilespeed = 2400&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Anti-Air Laser&lt;br /&gt;
	| type = BeamLaser&lt;br /&gt;
	| damage = 20&lt;br /&gt;
	| reloadtime = 0.40&lt;br /&gt;
	| dps = 50&lt;br /&gt;
	| range = 450&lt;br /&gt;
	| antiair = Yes&lt;br /&gt;
	| special1 = Instantly hits&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Hercules can haul any land unit in the game. Its twin laser guns and automated cargo ejection system make it ideal for drops into hot LZs.&lt;br /&gt;
&lt;br /&gt;
==Tactics And Strategy==&lt;br /&gt;
An enemy [[detriment]] can be disabled using 3-4 [[shockley]] missiles, leaving it defenseless. A hercules can then fly in and manually [[Load Command|load]] it, leaving it disabled while carried and able to be moved to any location, continuing to take damage in the air.&lt;br /&gt;
&lt;br /&gt;
A hercules can also pickup any stationary unit and destroy them using their lasers or [[Eject Cargo Command|dropping]] them from a large height or out of bounds.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Morph_Command&amp;diff=6363</id>
		<title>Morph Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Morph_Command&amp;diff=6363"/>
		<updated>2020-05-25T03:51:07Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Morph''' command refers to the upgrade of [[Geothermal Generator]] into [[Advanced Geothermal]] power plant, or transformations of [[Aegis]] into [[Aspis]] and [[Cornea]] into [[Iris]] (also the other way around). Sometimes players also refer to [[Commander|commander upgrades]]  as &amp;quot;morphing&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*Notice, that upgrading your [[Geothermal Generator|geo]], while beneficial, will render it disabled for the time of an upgrade, and will require a fee in energy. The same is true for transformations.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Force_Fire_Command&amp;diff=6362</id>
		<title>Force Fire Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Force_Fire_Command&amp;diff=6362"/>
		<updated>2020-05-25T03:49:12Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Force Fire''' command is used to order units to attack a chosen enemy or a specific spot. It can be useful when using artillery, firing at targets beyond the radar range, fighting stealth units and so on. The default key is &amp;quot;F&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The command also has an area version with the following modifiers:&lt;br /&gt;
&lt;br /&gt;
* Drag after clicking to order attack on all enemies in queue.&lt;br /&gt;
&lt;br /&gt;
* '''ALT''' and dragging orders a fire in along a line.&lt;br /&gt;
&lt;br /&gt;
* '''CTRL''' and dragging orders to attack all enemies and splits the targets between selected units.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Jump_Command&amp;diff=6361</id>
		<title>Jump Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Jump_Command&amp;diff=6361"/>
		<updated>2020-05-25T03:47:45Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Jump''' command allows selected few units to traverse terrain by  temporarily entering air-space. Most of [[Jumpbot Factory|Jumpbots]], [[Dirtbag]]s and [[Commander|Recon Commander]] are able to jump (also, [[Lobster]]s attack has mechanics which work in a similar way). Default key is &amp;quot;J&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Jump provides big tactical advantage, for both traversing terrain, retreating, atacking from unexpected angles and more. [[Jugglenaut]] can use its jump to directly inflict damage. Beware, that while jumping units have several vulnerabilities, such as being targeted by Anti-Air Defences, easily read landing location and inability to change course, weakness to physics-based weapons like [[Newton]] turrets.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Resurrect_Command&amp;diff=6360</id>
		<title>Resurrect Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Resurrect_Command&amp;diff=6360"/>
		<updated>2020-05-25T03:47:26Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An alternative to [[Reclaim]], resurrection is a late-game option, which allows players to resurrect wrecks of units and buildings alike. Only [[Athena]]s and [[Commander|Engineer Commander]] with Lazarus Device [https://zero-k.info/mediawiki/index.php?title=Commander#Support] are able to resurrect units. Default key is &amp;quot;T&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The case for resurrection comes up mostly at the [[typical game progression|later stages of the game]], as it requires copious amounts of energy. While [[Reclaim]] grants you 40% of wrecks cost, with resurrection you need to pay 200% of its value in energy in order to restore it. In late game, however, energy is generally abundant, and an ability reassemble valuable units, armies or defensive lines for no metal payment is invaluable.&lt;br /&gt;
&lt;br /&gt;
In conclusion:&lt;br /&gt;
&lt;br /&gt;
*Resurrection takes 200% of targets cost in energy and returns 100% of its metal cost by fully reviving it. &lt;br /&gt;
&lt;br /&gt;
*Reclaim takes only 100% of targets cost in energy, and returns 40% of its metal cost back into your pocket.&lt;br /&gt;
&lt;br /&gt;
*Resurrection can only take affect on [[wreck]]s. Self-destruction, large explosions, [[Ultimatum]]s gun and any other weaponry inflicting twice the targets health in damage will render the target un-ressurectable.&lt;br /&gt;
&lt;br /&gt;
*As such, [[Wreck|debris]] is useless for resurrections, and should be reclaimed.&lt;br /&gt;
&lt;br /&gt;
*Resurrection takes quiet a bit longer then reclaim, also, if a unit was partially reclaimed earlier, you will need to refill its metal wreck beforehand.&lt;br /&gt;
&lt;br /&gt;
*Resurrection is best used late-game, with abundance of energy, to quickly replenish your forces, or even take dead enemies to fight for you.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Set_Target_Command&amp;diff=6359</id>
		<title>Set Target Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Set_Target_Command&amp;diff=6359"/>
		<updated>2020-05-25T03:08:52Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Set Target''' command is used to order units to attack a chosen spot or unit exclusively (while in range). Can be useful for artillery, priority targets and etc. Default key is &amp;quot;T&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Notice, that the command will expire only after pressing the '''Cancel Target''' button.&lt;br /&gt;
The command also has an area version with the following modifiers:&lt;br /&gt;
&lt;br /&gt;
* Drag after clicking to target the nearest enemy in the circle.&lt;br /&gt;
&lt;br /&gt;
* '''ALT''' to target the ground along a line.&lt;br /&gt;
&lt;br /&gt;
* '''CTRL''' to target all enemies in the circle, splitting the targets.&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Retreat&amp;diff=6358</id>
		<title>Retreat</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Retreat&amp;diff=6358"/>
		<updated>2020-05-25T03:08:26Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Robots are brave; sometimes a little too brave.  Most of the time, it is better to restrain a foolhardy attack than to have to egg on units, but some games require a little more common sense from your minions.&lt;br /&gt;
&lt;br /&gt;
The map options bar (in the top left of the screen by default) has a ''Set Retreat Zone'' button with the picture of a wrench in a circle. Click on it and then click on the map where you wish retreating units to go. A circle will mark the area. Multiple retreat zones can be set throughout the map and units will retreat to the nearest one. Once at a retreat zone they will wait until they are fully repaired, then return to whatever they were doing before. Retreat will do nothing if no zones are set.&lt;br /&gt;
&lt;br /&gt;
Setting a retreat zone within an existing one will remove it. Holding ''Shift'' while setting retreat zones will let you set/remove multiple zones without having to click on the button each time.&lt;br /&gt;
&lt;br /&gt;
[[File:Retreat_1.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Retreat_2.jpg|460px]]&lt;br /&gt;
&lt;br /&gt;
Units have a button that will set them to retreat from battle to a retreat zone at 30%, 65% or 99% health. Right-click on the button to cancel the retreat order. When damaged, retreating units will show a medic symbol.&lt;br /&gt;
&lt;br /&gt;
[[File:Retreat_3.png]]&lt;br /&gt;
&lt;br /&gt;
[[File:Retreat_4.png|420px]]&lt;br /&gt;
&lt;br /&gt;
===Tips===&lt;br /&gt;
* Set a retreat zone within range of several Caretakers. They can repair damaged units quickly.&lt;br /&gt;
* [[Swift]]s, if given a retreat state, will automatically use their boost ability (if available) to help them rapidly escape an engagement when they get too damaged. This can be very helpful, and even allow them to evade some missiles and other tracking weapons if they're lucky.&lt;br /&gt;
* Jump-capable units (i.e [[Pyro]], [[Constable]]) will automatically jump towards the nearest Retreat beacon if set to a retreat state.&lt;br /&gt;
* Default retreat state can be set in the game menu (Game/Unit AI/Initial States), so that you don't have to always set it manually.&lt;br /&gt;
* To set hotkeys for changing retreat state or setting retreat zones, navigate into the game menu and find common commands under [[hotkeys]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Transport_AI&amp;diff=6357</id>
		<title>Transport AI</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Transport_AI&amp;diff=6357"/>
		<updated>2020-05-25T03:07:48Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Transport AI''' involves 2 basic things: &lt;br /&gt;
&lt;br /&gt;
* Transports automatically pick up units from factories and drop them off at their waypoint (they follow factory orders until nearest non-move command).&lt;br /&gt;
* Two queueable commands: ''Embark'' [[File:Embark.png|20px]] and ''Disembark'' [[File:Disembark.png|20px]] - these commands appear on transportable land units and factories when you build your first air transport. '''Embark''' = wait for transport to pick me up. '''Disembark* = disembark from transport&lt;br /&gt;
&lt;br /&gt;
=== Possible uses ===&lt;br /&gt;
# Give bot factory waypoints through safe area next to the current battlefield.&lt;br /&gt;
#* Result: Units walk along these waypoints and if there are idle transports they will pick them up and transport them to their destination.&lt;br /&gt;
# Give factory waypoint to ally's base entrance followed by patrol.&lt;br /&gt;
#* Result: Units walk there and if transport nearby it will pick it up, drop it off and the unit will start patrolling.&lt;br /&gt;
# Give factory a move order near your base, ''Embark'', then move to an impassable mountain.&lt;br /&gt;
#* Result: Units will emerge from factory and enter ''Embark'' mode - they will stand there and wait for transport to get them to the mountain.&lt;br /&gt;
# Select crawling bombs, click to move to enemy base then click ''Embark''.&lt;br /&gt;
#* Result: Bombs will stop and wait for transports, transports will carry them to enemy base.&lt;br /&gt;
# Select Dantes, give them move commands across air safe areas, followed by disembark from behind the base spot and move to enemy base. Then click ''Embark''. &lt;br /&gt;
#* Result: Dantes will stop and wait for transports. Transport will carry them along the waypoints to back of enemy base, unload them. From there Dantes will continue on foot.&lt;br /&gt;
&lt;br /&gt;
=== Ferry routes ===&lt;br /&gt;
Ferry routes automate transports to travel units across a set path to a destination. The UI for creating ferry routes is (Default) in the upper left corner bar next to retreat and repair. The symbol is a red circle with a ray pointing out of it to the right ([[File:Ferry.png|20px]]). To create a ferry route, first left click the ferry route button, next left click the start location of your ferry route, then left click the destination. A ferry route does not have to be just a straight line, the path to take can twist and turn all you like by holding shift and left clicking between setting the start and destination. Your ferry route will appear as a hard red circle indicating the start and a line directing out of that circle towards the end. You can even edit your ferry route, by clicking the ferry route button, hold shift and click on anyplace you placed a start, end, or corner to select it, and then click where you want that point to be. To remove a ferry route, click the ferry route button and left click a start location.&lt;br /&gt;
&lt;br /&gt;
Now that you have your ferry route, it's time to put it to use! Assign transports to the ferry route by issuing a move command into the start circle. The transtports will now stay within a short distance of the start, even if you try and move them away, waiting for units. take a unit you want to ferry, and issue a move order into the circle. Once the unit is in the circle, it will wait for a transport to pick it up and move it to the end of the ferry route. you can shift queue commands for the unit and it will follow the commands after the transport. &lt;br /&gt;
&lt;br /&gt;
Potential uses for ferry routes are to move a large army around static anti-air cover to far locations, as the transports will follow the route both to and from the location. You can set your factory's way-point to the ferry route start, and units will wait for transports to ferry them.&lt;br /&gt;
&lt;br /&gt;
There are a few bugs with the system, such as if you assign a transport to a ferry route one time it may be unable to ever be assigned to a different ferry route, sometimes units won't seen to call for transports when they are in the start circle. if you have a gunship plant's rally point in a ferry route, the transports will wait for transport instead of being added to the ferry route, so you need to manually move them into the circle. There seem to be cases where there are both units and transports at the start location, but the units wait for a transport that is already off on it's ferry mission to come back and pick them up, which is undesired. Somehow, units seem to wait for a transport outside the circle, and thus never get a transport to pick them up.If a unit is waiting and not picked up, it will never get assigne a wait comand when issuing a move comand into the circle, and if yuo want it to be ferried, you must manually issue a wait command on the unit while it is inside the ferry circle. If the LZ is cluttered with units at the end of the ferry, transports will get stuck and not place units down, instead just holding them hostage over the end point.&lt;br /&gt;
&lt;br /&gt;
=== Notes and details ===&lt;br /&gt;
* In all of these cases transports return to the spot where they took unit using the same path.&lt;br /&gt;
* Transports might skip some units because it finds it useless to transport them. It takes several things into account - distance of transport from unit, planned unit path, unit speed, transport speed, transport land times, terrain height differences - all of this is used to estimate the &amp;quot;benefit&amp;quot; of transporting given unit with air transport. Benefit = number of seconds saved by using transporter. It only transports units if benefit is higher than 5 seconds and in order of benefit (slowest units will be transported first, fast units might be ignored completely). Exception to this is the ''Embark'' command which serves as &amp;quot;priority&amp;quot; transport - units waiting with the ''Embark'' command will be served first.&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Unload_Command&amp;diff=6356</id>
		<title>Unload Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Unload_Command&amp;diff=6356"/>
		<updated>2020-05-25T02:59:21Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Unload''' command is used by air transports ([[Charon]]s and [[Hercules]]es). The default key is &amp;quot;U&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
By choosing a loaded transport, clicking the assigned button and choosing a spot of unload with right-click, you will order your air transport to release the carried unit on chosen spot. &lt;br /&gt;
The command also has an area version with the following modifiers:&lt;br /&gt;
*By clicking and then dragging you can order multiple transport to unload units in a general area.&lt;br /&gt;
*By clicking, then dragging while pressing Alt+Ctrl you can order transports to unload units in a line.&lt;br /&gt;
Notice:&lt;br /&gt;
*Transports decelerate and come down before unloading, rendering both them and the cargo vulnerable.&lt;br /&gt;
&lt;br /&gt;
For more information on transportation see [[Transportation|this]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Load_Command&amp;diff=6355</id>
		<title>Load Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Load_Command&amp;diff=6355"/>
		<updated>2020-05-25T02:59:05Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Load''' command is used by air transports ([[Charon]]s and [[Hercules]]es). The default key is &amp;quot;L&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
By choosing your transport, clicking the assigned button and right-clicking a ground unit, you will order your air transport to pick the unit up. The command can also be called in by choosing a unit and right-clicking on your transport after the appearance of &amp;quot;load&amp;quot; prompt.&lt;br /&gt;
The command also has an area version with the following modifiers:&lt;br /&gt;
*By clicking and then dragging you can order multiple transport to pick a number of units in the area.&lt;br /&gt;
&lt;br /&gt;
Notice:&lt;br /&gt;
*Any picked-up unit will be disabled (i.e. isn't able to attack, project shield- or cloak-fields and etc);&lt;br /&gt;
*Picked-up units will only be released upon enacting [[Unload Command]] command, [[Eject Cargo Command]] command, or the transports death.&lt;br /&gt;
&lt;br /&gt;
You can also select a mixed selection of transports and ground units and issue the '''Load Selected Units''' command (double tap &amp;quot;L&amp;quot; by default) to have the transports load the selected units. Idle units will be loaded into the transports while units with orders will be loaded and transported to the end of their order queue.&lt;br /&gt;
&lt;br /&gt;
For more information on transportation see [[Transportation|this]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Eject_Cargo_Command&amp;diff=6354</id>
		<title>Eject Cargo Command</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Eject_Cargo_Command&amp;diff=6354"/>
		<updated>2020-05-25T02:58:34Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Eject''' command is used by air transports ([[Charon]]s and [[Hercules]]es). The default key is &amp;quot;D&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
By choosing a loaded transport and clicking the assigned button the current unit in the hold will be immediately released.&lt;br /&gt;
Notice:&lt;br /&gt;
*Transports will continue moving and acting on its previous orders;&lt;br /&gt;
*Unit drop will receive collision damage, depending on transport acceleration, height of drop and units mass.&lt;br /&gt;
*Can be used for sudden air-invasions, bomb-drops or even to hurt stunned and later picked up enemy units.&lt;br /&gt;
&lt;br /&gt;
For more information on transportation see [[Transportation|this]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox commands}}&lt;br /&gt;
[[Category: Commands]]&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=V1.4.12.7&amp;diff=6310</id>
		<title>V1.4.12.7</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=V1.4.12.7&amp;diff=6310"/>
		<updated>2020-05-08T17:16:40Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: /* Ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main change in this version is Aquanim's sea rework. Sonar ranges are less arbitrary than previously - all sea units have sonar equivalent to their vision radius. Many ships have been changed significantly. Serpent has been removed entirely but there is a new surface ship with a sonic gun and Impaler-like missile (Siren). Amphibious and Hovercraft haven't been changed besides sonar, but the new ships interact with those factories quite differently so you will still need to rethink your strategies.&lt;br /&gt;
&lt;br /&gt;
=== Sonar ===&lt;br /&gt;
In short: all sea units and Urchin can see underwater units, underwater units are not detectable by radar and long-range sonar sources do not exist. Being underwater functions like radar jamming does on land, except you can't be seen by economy structures or land units.&lt;br /&gt;
&lt;br /&gt;
In principle, being underwater is a lot like radar jamming, except that you are also invisible to non-Urchin structures, non-Vulture planes, and amphibious-pathing units from land factories. Here are the details:&lt;br /&gt;
 * All units produced by the Ship, Amphibious and Hovercraft factories, and the ship Striders, have sonar equal to their sight range.&lt;br /&gt;
 * Urchin has sonar equal to its sight range.&lt;br /&gt;
 * Commanders have sonar equal to their sight range.&lt;br /&gt;
 * Vulture has sonar range equal to its jamming range (700).&lt;br /&gt;
 * Other units and structures do not have sonar. Notably this includes Gauss, Aspis, Eraser, Ultimatum and Detriment.&lt;br /&gt;
 * Sonar Station has been removed.&lt;br /&gt;
&lt;br /&gt;
We've investigated some preexisting sonar interactions and cleaned up some weirdness. One thing of note is that cloak and jamming on fully submerged units is penetrated by sonar (perhaps a recent engine change). To make this interaction more obvious we've made fully submerged units unable to cloak. This change barely affects game mechanics aide from saving energy and removing the underwater radar dot.&lt;br /&gt;
&lt;br /&gt;
We also noticed that sufficiently deep units do not have any surface vision. This is an engine change and not part of the current design. However, it probably works so we'll not put effort in to work around it for the time being.&lt;br /&gt;
&lt;br /&gt;
=== Ships ===&lt;br /&gt;
Ship Factory has been substantially reworked. We've also taken the opportunity to remove a lot of conflicts with TA unit names (though some renames are just for consistency with reroles or for some theme). Overkill prevention and Unit AI has been implemented, but you may find bugs and foibles. Report these so they can be fixed please :)&lt;br /&gt;
&lt;br /&gt;
'''Constructor''' - Mariner is a little more expensive and has sonar, but mostly unchanged.&lt;br /&gt;
&lt;br /&gt;
'''Scout (Disarming)''' - Skeeter is renamed to Cutter and has increased range to be able to destroy any land mex reachable by Mariner. Be aware that the Scout Boat's overkill prevention defaults to disabled, because it also tries not to hit disarmed targets. Under some circumstances you may wish to enable it.&lt;br /&gt;
&lt;br /&gt;
'''Raider (Torpedo-Boat)''' - Hunter is now a torpedo-boat raider; it is much cheaper, smaller and faster, but is individually weaker in combat and no longer has a large area-of-effect.&lt;br /&gt;
&lt;br /&gt;
'''Skirmisher Frigate (Missile)''' - Enforcer is renamed to Mistral and completely reworked. It is much cheaper and functions like a mobile Slasher. It fires weak guided missiles from long range (in particular it outranges Urchin, Scalpel, Defender and Stinger).&lt;br /&gt;
&lt;br /&gt;
'''Riot/Raider Corvette (Shotgun)''' - Typhoon is renamed to Corsair; it is a little cheaper and faster, and armed with shotguns instead of machineguns. The shotguns make it effective against large targets at short range, however, its toughness has been reduced.&lt;br /&gt;
&lt;br /&gt;
'''Riot/Assault Destroyer (Sonic Gun)''' - Siren (a new unit based on the old Daimyo model) has a sonic gun with some area-of-effect which is effective against lighter-weight surface and underwater targets. It also has a mini-Impaler missile for attacking statics. It is quite slow.&lt;br /&gt;
&lt;br /&gt;
'''Artillery Cruiser''' - Crusader is renamed to Ronin; it is more expensive, more resilient, has slightly improved range and has more area-of-effect. It no longer has a depth charge sidearm.&lt;br /&gt;
&lt;br /&gt;
'''Submarine Raider''' - Snake is renamed to Seawolf; it fills the same role as before, with a few numbers tweaks. The changes to how sonar works have affected its best use somewhat.&lt;br /&gt;
&lt;br /&gt;
'''Anti-Air''' - Shredder is renamed to Zephyr and now has sonar but is otherwise unchanged.&lt;br /&gt;
&lt;br /&gt;
'''Transport''' - Surfboard is unchanged, besides new sonar. Some bugs with transporting cloakers and jammers have been fixed.&lt;br /&gt;
&lt;br /&gt;
'''Submarine Artillery''' - Serpent has been removed.&lt;br /&gt;
&lt;br /&gt;
=== Strider Ships ===&lt;br /&gt;
The large ships have recieved some changes. Reef has some role issues which require improved drone control to fix.&lt;br /&gt;
&lt;br /&gt;
Battleship - Renamed to Shogun and has a little more range and sonar. Otherwise unchanged for now; this needs some teams game testing but its overall role seems okay.&lt;br /&gt;
&lt;br /&gt;
Carrier - Instead of its previous cruise missile, the Carrier stockpiles tactical missiles in 60s at 10 m/s, and fires them like a D-gun. This change is largely to avoid the current overload of weapon and drone controls. The Carrier currently retains the name Reef but this may be subject to change, as are the other properties of the unit. If and when the drone controls are improved there is some potential for adding a light carrier to the Ship factory. Something interesting and large (think Crabe or Grizzly) should go in the remaining build slot for the Shipyard and that could possibly be a miniature carrier.&lt;br /&gt;
&lt;br /&gt;
Tactical Missile Sub - Renamed to Scylla. Now stockpiles in 30s at 20 m/s, twice its old rate. Similarly to the Carrier, this unit could potentially see further changes but needs more data from teamgames (and FFA).&lt;br /&gt;
&lt;br /&gt;
=== Other Sea Units ===&lt;br /&gt;
Amphibious and hovercraft units are unchanged except that they all have sonar range equal to their sight range. Sea has changed around these units though so reevaluate their new place in sea. The sea interactions of these factories is open to change in the future, especially Duck torpedo range as well as  everything about Scallop, Archer and Claymore.&lt;br /&gt;
&lt;br /&gt;
After some testing we think that more amphibious units are viable than before. Buoy and Archer seem to be decent units to fight the reduced weight Hunter and Scallop is a bit less powerful. Hovercrafts are mostly unchanged except that Dagger is worse against the new raiders. Penetrator and Halberd are still powerful, unique units and Claymore has its uses. &lt;br /&gt;
&lt;br /&gt;
Sea is not designed for Hovercrafts and Amphs to be 1v1 viable start factories. It seems that they might be viable on small maps, such as 8x8. However, we've found it useful to switch to these factories and teamgames should see many different factories ploped. This makes sea distinct from land in that there is one main factory and four support factories. We're not too worried about this as the ship factory has a lot of complexity with its dual domain and 3 or 4 raiders. Sea 1v1s feel harder than land 1v1s which is probably a good spot for it.&lt;br /&gt;
&lt;br /&gt;
Urchin range has been reduced a little and has slightly more health.&lt;br /&gt;
&lt;br /&gt;
Ultimatum and Detriment no longer have sonar.&lt;br /&gt;
&lt;br /&gt;
Sonar Station no longer exists.&lt;br /&gt;
&lt;br /&gt;
== Other Changes ==&lt;br /&gt;
&lt;br /&gt;
Tactical AI:&lt;br /&gt;
 * Improved Penetrator, Pillager and Impaler AI. They are now less prone to wiggling at max range to match the exact wiggling of their opponent.&lt;br /&gt;
 * Scorchers now hug most unarmed or undodgable enemies instead of runing around them in tight circles.&lt;br /&gt;
 * Many things now keep their distance from death explosions. Only appies to Fight command.&lt;br /&gt;
 &lt;br /&gt;
Morph:&lt;br /&gt;
 * Morph no longer purges slow damage upon completion.&lt;br /&gt;
 * Status effects (EMP, disarm, slow) now affect resource drain.&lt;br /&gt;
 * Commanders can now morph on Surfboards. They need to disembark to complete the morph in case they are no longer transportable.&lt;br /&gt;
 * Non-commander morph is now cancelled if the unit is loaded into a transport.&lt;br /&gt;
 &lt;br /&gt;
Interface:&lt;br /&gt;
 * New UI chat is wider, backlog automatically toggles when entering chat.&lt;br /&gt;
 * Area reclaim is now back to reclaiming trees by default. Holding Ctrl while issuing an area reclaim order now ignores trees. The recent new behaviour can be enabled through Game/Unit Behaviour.&lt;br /&gt;
 &lt;br /&gt;
Fixes:&lt;br /&gt;
 * Chicken and player timeout windows no longer persist through different games with Chobby.&lt;br /&gt;
 * Fixed initial queue structure visualization on some maps.&lt;br /&gt;
&lt;br /&gt;
{{Navbox changelog}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Dagger&amp;diff=6076</id>
		<title>Dagger</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Dagger&amp;diff=6076"/>
		<updated>2020-04-05T13:31:47Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Range and reload changed as of commit 2b2e6824ed337329d99ac13c9ef1d88a1cee137e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a fast attack hovercraft from the [[Hovercraft Platform]].{{ Infobox zkunit&lt;br /&gt;
| name = Dagger&lt;br /&gt;
| defname = hoverraid&lt;br /&gt;
| description = Fast Attack Hovercraft&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/hoverraid.png&lt;br /&gt;
| icontype = hoverraider&lt;br /&gt;
| cost = 75&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| movespeed = 144&lt;br /&gt;
| turnrate = 177&lt;br /&gt;
| sight = 640&lt;br /&gt;
| sonar = 640&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Gauss Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 100&lt;br /&gt;
	| reloadtime = 2.8333...&lt;br /&gt;
	| dps = 36&lt;br /&gt;
	| shielddamage = 150&lt;br /&gt;
	| range = 212&lt;br /&gt;
	| inaccuracy = 0.80&lt;br /&gt;
	| projectilespeed = 2200&lt;br /&gt;
	| special1 = Water capable&lt;br /&gt;
	| special2 = Piercing&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Dagger is the hover plant's scout. It provides a cheap, disposable method of getting intel, and can also hit economic targets of opportunity. Its light Gauss gun can also hit underwater targets.&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Although they lack the damage-per-second values of most other raiders, such as [[Glaive]]s or [[Bandit]]s, Daggers have their own advantages over them. Not only are Daggers' speed unrivaled on the surface, their gauss guns pack enough punch to kill a Glaive in just 3 shots, plus they penetrate through multiple targets. Don't be surprised to see your armies of Glaives lose out against an equal force of Daggers, especially if said Daggers use the attack-move command to automatically kite your Glaives to oblivion.&lt;br /&gt;
&lt;br /&gt;
The Dagger is a versatile raider, capable of attacking surface, air, and even underwater targets, which is useful to know if your enemy is fielding a mixture of said units.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Glaive&amp;diff=6075</id>
		<title>Glaive</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Glaive&amp;diff=6075"/>
		<updated>2020-04-05T13:27:29Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Damage increased as of commit 2b2e6824ed337329d99ac13c9ef1d88a1cee137e&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a light raider bot from the [[Cloakbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Glaive&lt;br /&gt;
| defname = cloakraid&lt;br /&gt;
| description = Light Raider Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/cloakraid.png&lt;br /&gt;
| icontype = kbotraider&lt;br /&gt;
| cost = 65&lt;br /&gt;
| hitpoints = 230&lt;br /&gt;
| movespeed = 116&lt;br /&gt;
| turnrate = 494&lt;br /&gt;
| sight = 560&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Pulse MG&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 10.2 × 3&lt;br /&gt;
	| reloadtime = 0.30&lt;br /&gt;
	| dps = 100&lt;br /&gt;
	| range = 185&lt;br /&gt;
	| inaccuracy = 2.4&lt;br /&gt;
	| projectilespeed = 500&lt;br /&gt;
	}}&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability regen&lt;br /&gt;
	| idleregen = 20&lt;br /&gt;
	| timetoenable = 5.0&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Light and cheap, the Glaive makes short work of enemy skirmishers, artillery and economy, but should avoid and outmanouver riot units and defenses, where it is not as strong. Damaged Glaives regenerate when out of combat.&lt;br /&gt;
&lt;br /&gt;
= Tactics and Strategy =&lt;br /&gt;
&lt;br /&gt;
The Glaive is one of the cheapest [[Unit_classes#Raider|raiders]] and has excellent speed and damage output, but at the cost of poor health and range. Ideal use is close in on targets with a swarm of Glaives quickly and from multiple directions to compensate for low range, and overwhelm targets with the Glaive's excellent damage output before return fire can do too much damage. Use of Glaives allows the Cloaking Bot factory to play very aggressively and makes it one of the best factories for raiding.&lt;br /&gt;
&lt;br /&gt;
Glaives are very fragile and will customarily be turned to confetti by most accurate units in a single shot, but they are also small, fast and nimble, which in conjunction with the weaving behaviour of [[Unit_AI|Fight Move AI]] makes it excellent at dodging the slow projectiles of assault units. This - along with its low cost and savage attack power, also makes it an effective counter to slow firing-heavy units that would otherwise be a problem for [[Knight|Knights]]. The Glaive can also be very effective against [[Stinger]] towers, which are slow firing and can only kill one or two Glaives at a time.&lt;br /&gt;
&lt;br /&gt;
Standoff engagements between opposing raiders where both sides take small amounts of damage but lose no units often favour Glaives, since their auto-regeneration will repair any damage quickly. However, Glaives are very fragile and usually suffer massive attrition in combat. Their short range also allows other raiders to kite them without taking damage, which makes Glaives bad at chasing down enemy raiders. &lt;br /&gt;
&lt;br /&gt;
Glaives are therefore best used aggressively to threaten any expansions, or to mob enemy units where there are no Riot units or defences present.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=6074</id>
		<title>Outlaw</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Outlaw&amp;diff=6074"/>
		<updated>2020-04-05T13:24:44Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Damage reduced as of commit f8fba2ef914c3d0f8f2525af529f8a2404f62bfe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a riot bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Outlaw&lt;br /&gt;
| defname = shieldriot&lt;br /&gt;
| description = Riot Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldriot.png&lt;br /&gt;
| icontype = walkerriot&lt;br /&gt;
| cost = 250&lt;br /&gt;
| hitpoints = 1050&lt;br /&gt;
| movespeed = 57&lt;br /&gt;
| turnrate = 396&lt;br /&gt;
| sight = 347&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Disruptor Pulser&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 30&lt;br /&gt;
	| reloadtime = 0.93&lt;br /&gt;
	| dps = 32&lt;br /&gt;
	| slowdamage = 75&lt;br /&gt;
	| slowdps = 96&lt;br /&gt;
	| range = 300&lt;br /&gt;
	| aoe = 275&lt;br /&gt;
	| projectilespeed = 230&lt;br /&gt;
	| special1 = No friendly fire&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Outlaw emits an electromagnetic disruption pulse in a wide circle around it that damages and slows enemy units. Friendly units are unaffected.&lt;br /&gt;
&lt;br /&gt;
=Tactics And Strategy=&lt;br /&gt;
&lt;br /&gt;
The Outlaw's slowing pulse is extremely helpful when defending [[Rogue|Rogues]] or [[Thug|Thugs]] against enemy raiders, as the Outlaw's slow damage reduces the raiders' speed down to the point that the Rogues' and Thugs' slow projectiles have a much better chance of landing hits on the slowed raiders.&lt;br /&gt;
&lt;br /&gt;
Moreover, slow damage applies to the affected units' rate-of-fire stats as well as their speed stats, so an Outlaw which cuts the enemy's speed in half also cuts their damage-per-second values in half, giving any allied units, whether it be [[Rogue|Rogues]], [[Thug|Thugs]], or even [[Bandit|Bandits]] an edge against their opponents.&lt;br /&gt;
&lt;br /&gt;
The Outlaw's pulse can de-cloak [[Badger]] mines, [[Scythe|Scythes]], and any crawling bombs such as [[Imp|Imps]] or [[Snitch|Snitches]], meaning that if you suspect your opponent might try to, say, destroy your shieldball with crawling bombs, or sneak behind your defensive line and wreak havoc with Scythes, use Outlaws to decloak and slow down the enemy's cloaked units, giving the rest of your forces time to kill the cloaked enemies before they do significant damage.&lt;br /&gt;
&lt;br /&gt;
Because of its low damage output, don't expect to be able to wipe out swarms of raiders (let alone high-weight raiders such as the [[Blitz]], [[Pyro]], or [[Scythe]]), with just a single Outlaw. The Outlaw is closer to a support unit than a combat unit because, to actually kill the enemy units in a short amount of time, the Outlaw must have some support from other, more powerful units, such as [[Bandit|Bandits]], [[Rogue|Rogues]], or [[Thug|Thugs]].&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Crane&amp;diff=6073</id>
		<title>Crane</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Crane&amp;diff=6073"/>
		<updated>2020-04-05T13:22:26Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Health increased as of commit 2b0df5824eb8ee589f7f3e0f3645f9a376f95575&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a construction aircraft from the [[Airplane Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Crane&lt;br /&gt;
| defname = planecon&lt;br /&gt;
| description = Construction Aircraft, Builds at 4 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/planecon.png&lt;br /&gt;
| icontype = builderair&lt;br /&gt;
| cost = 200&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| movespeed = 180&lt;br /&gt;
| turnrate = 82&lt;br /&gt;
| sight = 375&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 5&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Crane flies quickly over any terrain, but is fragile to any AA. Though it has relatively poor nano power compared to other constructors, it is able to build in many hard to reach places and expand an air players territory in a nonlinear fashion. Due to its mobility, it is ideal for reclaiming wrecks and other repetetitive tasks.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Mason&amp;diff=6072</id>
		<title>Mason</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Mason&amp;diff=6072"/>
		<updated>2020-04-05T13:21:18Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Sight increased as of commit d080f8003034ee0cd7dacc3f7e8435baadef7029&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a construction rover from the [[Rover Assembly]].{{ Infobox zkunit&lt;br /&gt;
| name = Mason&lt;br /&gt;
| defname = vehcon&lt;br /&gt;
| description = Construction Rover, Builds at 5 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/vehcon.png&lt;br /&gt;
| icontype = builder&lt;br /&gt;
| cost = 120&lt;br /&gt;
| hitpoints = 1000&lt;br /&gt;
| movespeed = 72&lt;br /&gt;
| turnrate = 165&lt;br /&gt;
| sight = 300&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 5&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Highly mobile and capable of taking a beating, the Mason can quickly expand over a large area.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Weaver&amp;diff=6071</id>
		<title>Weaver</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Weaver&amp;diff=6071"/>
		<updated>2020-04-05T13:20:52Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Sight decreased as of commit d080f8003034ee0cd7dacc3f7e8435baadef7029&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a construction spider from the [[Spider Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Weaver&lt;br /&gt;
| defname = spidercon&lt;br /&gt;
| description = Construction Spider, Builds at 7.5 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/spidercon.png&lt;br /&gt;
| icontype = builder&lt;br /&gt;
| cost = 170&lt;br /&gt;
| hitpoints = 980&lt;br /&gt;
| movespeed = 54&lt;br /&gt;
| turnrate = 277&lt;br /&gt;
| sight = 375&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 7.5&lt;br /&gt;
	}}&lt;br /&gt;
	{{ Infobox zkability intel&lt;br /&gt;
	| radar = 1200&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Weaver is a constructor that can climb over any obstacle and build defenses on high ground. It is also equipped with a short range radar.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Mariner&amp;diff=6070</id>
		<title>Mariner</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Mariner&amp;diff=6070"/>
		<updated>2020-04-05T13:20:21Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Sight increased as of commit d080f8003034ee0cd7dacc3f7e8435baadef7029&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a construction ship from the [[Shipyard]].{{ Infobox zkunit&lt;br /&gt;
| name = Mariner&lt;br /&gt;
| defname = shipcon&lt;br /&gt;
| description = Construction Ship, Builds at 7.5 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shipcon.png&lt;br /&gt;
| icontype = builder&lt;br /&gt;
| cost = 200&lt;br /&gt;
| hitpoints = 1400&lt;br /&gt;
| movespeed = 75&lt;br /&gt;
| turnrate = 134&lt;br /&gt;
| sight = 375&lt;br /&gt;
| sonar = 375&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 7.5&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
Although expensive, the Construction Ship boasts extremely high nano power, combined with tough armor and good speed.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Quill&amp;diff=6069</id>
		<title>Quill</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Quill&amp;diff=6069"/>
		<updated>2020-04-05T13:19:52Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Sight decreased as of commit d080f8003034ee0cd7dacc3f7e8435baadef7029&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a construction hovercraft from the [[Hovercraft Platform]].{{ Infobox zkunit&lt;br /&gt;
| name = Quill&lt;br /&gt;
| defname = hovercon&lt;br /&gt;
| description = Construction Hovercraft, Builds at 5 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/hovercon.png&lt;br /&gt;
| icontype = builder&lt;br /&gt;
| cost = 130&lt;br /&gt;
| hitpoints = 960&lt;br /&gt;
| movespeed = 84&lt;br /&gt;
| turnrate = 145&lt;br /&gt;
| sight = 300&lt;br /&gt;
| sonar = 300&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 5&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Quill allows smooth expansion across both land and sea.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Wasp&amp;diff=6068</id>
		<title>Wasp</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Wasp&amp;diff=6068"/>
		<updated>2020-04-05T13:19:31Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Sight increased as of commit d080f8003034ee0cd7dacc3f7e8435baadef7029&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a heavy gunship constructor from the [[Gunship Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Wasp&lt;br /&gt;
| defname = gunshipcon&lt;br /&gt;
| description = Heavy Gunship Constructor, builds at 7.5 M/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/gunshipcon.png&lt;br /&gt;
| icontype = builderair&lt;br /&gt;
| cost = 240&lt;br /&gt;
| hitpoints = 850&lt;br /&gt;
| movespeed = 96&lt;br /&gt;
| turnrate = 82&lt;br /&gt;
| sight = 375&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 7.5&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
A heavy constructor which combines the convenience of flying with high buildpower.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Crane&amp;diff=6067</id>
		<title>Crane</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Crane&amp;diff=6067"/>
		<updated>2020-04-05T13:19:01Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Sight reduced as of commit d080f8003034ee0cd7dacc3f7e8435baadef7029&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a construction aircraft from the [[Airplane Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Crane&lt;br /&gt;
| defname = planecon&lt;br /&gt;
| description = Construction Aircraft, Builds at 4 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/planecon.png&lt;br /&gt;
| icontype = builderair&lt;br /&gt;
| cost = 200&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| movespeed = 180&lt;br /&gt;
| turnrate = 82&lt;br /&gt;
| sight = 375&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 5&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Crane flies quickly over any terrain, but is fragile to any AA. Though it has relatively poor nano power compared to other constructors, it is able to build in many hard to reach places and expand an air players territory in a nonlinear fashion. Due to its mobility, it is ideal for reclaiming wrecks and other repetetitive tasks.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Crane&amp;diff=6066</id>
		<title>Crane</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Crane&amp;diff=6066"/>
		<updated>2020-04-05T13:18:17Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Build speed increase as of commit 923852ff664872c330c14b016c63fa6e192d2cf4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a construction aircraft from the [[Airplane Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Crane&lt;br /&gt;
| defname = planecon&lt;br /&gt;
| description = Construction Aircraft, Builds at 4 m/s&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/planecon.png&lt;br /&gt;
| icontype = builderair&lt;br /&gt;
| cost = 200&lt;br /&gt;
| hitpoints = 240&lt;br /&gt;
| movespeed = 180&lt;br /&gt;
| turnrate = 82&lt;br /&gt;
| sight = 380&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability construction&lt;br /&gt;
	| buildpower = 5&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Crane flies quickly over any terrain, but is fragile to any AA. Though it has relatively poor nano power compared to other constructors, it is able to build in many hard to reach places and expand an air players territory in a nonlinear fashion. Due to its mobility, it is ideal for reclaiming wrecks and other repetetitive tasks.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Thug&amp;diff=6065</id>
		<title>Thug</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Thug&amp;diff=6065"/>
		<updated>2020-04-05T13:15:35Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Cost increased as of commit f8fba2ef914c3d0f8f2525af529f8a2404f62bfe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a shielded assault bot from the [[Shieldbot Factory]].{{ Infobox zkunit&lt;br /&gt;
| name = Thug&lt;br /&gt;
| defname = shieldassault&lt;br /&gt;
| description = Shielded Assault Bot&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/shieldassault.png&lt;br /&gt;
| icontype = walkerassault&lt;br /&gt;
| cost = 175&lt;br /&gt;
| hitpoints = 960&lt;br /&gt;
| movespeed = 58&lt;br /&gt;
| turnrate = 396&lt;br /&gt;
| sight = 420&lt;br /&gt;
| transportable = Light&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Light Plasma Cannon&lt;br /&gt;
	| type = Cannon&lt;br /&gt;
	| damage = 170&lt;br /&gt;
	| reloadtime = 4&lt;br /&gt;
	| dps = 43&lt;br /&gt;
	| range = 280&lt;br /&gt;
	| aoe = 18&lt;br /&gt;
	| projectilespeed = 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>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Advanced_Geothermal&amp;diff=6045</id>
		<title>Advanced Geothermal</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Advanced_Geothermal&amp;diff=6045"/>
		<updated>2020-03-30T18:07:58Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a powerful [[energy]] producer morphed from the [[Geothermal Generator]].{{ Infobox zkunit&lt;br /&gt;
| name = Advanced Geothermal&lt;br /&gt;
| defname = energyheavygeo&lt;br /&gt;
| description = Large Powerplant (+100) - HAZARDOUS&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/energyheavygeo.png&lt;br /&gt;
| icontype = energyheavygeo&lt;br /&gt;
| cost = 1500&lt;br /&gt;
| hitpoints = 3250&lt;br /&gt;
| energy = 100&lt;br /&gt;
| sight = 273&lt;br /&gt;
| gridlink = 150&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Advanced Geothermal Powerplant produces a massive amount of energy. It requires protection, though, as destroying it results in a devastating explosion.&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Metal_Extractor&amp;diff=5869</id>
		<title>Metal Extractor</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Metal_Extractor&amp;diff=5869"/>
		<updated>2020-03-12T14:09:32Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Mex health now 700 as of commit a944ea9c55e6031b7ed53c8551bd56c2a4b5703f&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is an economy structure that produces metal.{{ Infobox zkunit&lt;br /&gt;
| name = Metal Extractor&lt;br /&gt;
| defname = staticmex&lt;br /&gt;
| description = Produces Metal&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/staticmex.png&lt;br /&gt;
| icontype = mex&lt;br /&gt;
| cost = 75&lt;br /&gt;
| hitpoints = 700&lt;br /&gt;
| sight = 273&lt;br /&gt;
| gridlink = 50&lt;br /&gt;
| abilities = &lt;br /&gt;
	{{ Infobox zkability line&lt;br /&gt;
	| customdata1 = Extracts metal&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The metal extractor is the primary means of getting metal. If you have excess energy, metal extractors placed near energy sources will automatically use it to extract more metal. See [[Overdrive]].&lt;br /&gt;
&lt;br /&gt;
== Tactics and Strategy ==&lt;br /&gt;
Build Metal Extractors early and build them often; they are the only reliable and scale-able source of [[metal]] in the game. Surrounding them with [[Energy|power generators]] will [[Overdrive|increase their yield]]. They can be most efficiently placed using the [[Area Mex Command]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox buildings}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Repair&amp;diff=5847</id>
		<title>Repair</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Repair&amp;diff=5847"/>
		<updated>2020-02-16T18:06:23Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: /* Active repair */ energy costs to repair increased from 50% -&amp;gt; 75% as of commit 312072a5f2c40427c333f14e469a9a6926b5a349&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Repair basics ==&lt;br /&gt;
All Zero-K units can regain lost health through repair. The main method of repair is active repair using constructors, but some units also feature passive repair that happens automatically under certain conditions.&lt;br /&gt;
&lt;br /&gt;
=== Constructor repair ===&lt;br /&gt;
&lt;br /&gt;
All constructor units can use buildpower to repair damaged units, gradually restoring their health. This costs energy only and is both faster and cheaper than building an identical unit from scratch. Every unit can be actively repaired by constructors. Air units can also land on [[Airpad|air repair pads]] to get repaired. Taking damage slows down active repair. The time to fully repair a unit is proportional to its cost. The default hotkey for the repair order is R; it will also be given automatically upon right-clicking a damaged unit if a constructor is selected or if a Patrolling constructor is nearby. With an air unit selected, right-clicking an airpad will order it to land there, aircraft have a &amp;quot;Land At&amp;quot; state to do that automatically and bombers automatically return for repairs after each run.&lt;br /&gt;
&lt;br /&gt;
=== Passive repair ===&lt;br /&gt;
&lt;br /&gt;
Units can also regain health by themselves without the need for a constructor, but this ability is generally limited. All units will automatically start slowly regenerating health after one minute of not taking damage. Some units: [[Glaive]], [[Locust]], [[Scythe]] and [[Kodachi]] have a more potent version of this idle regeneration, which starts after just a few seconds and is more intensive. [[Amphbot Factory|Amphibious Bots]] will regenerate health when in water. The [[Gauss]] turret will regenerate when closed. Finally, some Striders have constant regeneration that happens all the time, even under fire. EMPing or disarming a unit will disable its passive repair.&lt;br /&gt;
&lt;br /&gt;
== Advanced mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Active repair ===&lt;br /&gt;
&lt;br /&gt;
* Total cost of full repair is 75% the original energy cost; it does not use metal&lt;br /&gt;
* Repair happens 75% as fast as construction&lt;br /&gt;
* Energy drain per second is equal to buildpower&lt;br /&gt;
* Health regained per buildpower is proportional to the unit's health/cost&lt;br /&gt;
* Units that have taken damage in the last 10 seconds are repaired at 25% of the normal repair speed.&lt;br /&gt;
* The in-combat penalty matters for the unit being repaired only; constructors' in-combat status is irrelevant&lt;br /&gt;
* Status effects such as slow, disarm or EMP do not affect active repair in any way other than the buildpower reduction&lt;br /&gt;
* Constructors cannot repair themselves, but can repair each other.&lt;br /&gt;
&lt;br /&gt;
=== Airpad repair ===&lt;br /&gt;
&lt;br /&gt;
* Units can have multiple pads; each pad can service one aircraft.&lt;br /&gt;
* Pads have separate buildpower. Adding more aircraft does not slow down existing repair jobs.&lt;br /&gt;
* Airpads also rearm bombers. Rearm takes 5-30 seconds (depending on aircraft type) and during that time, a bomber will not be repaired by the pad.&lt;br /&gt;
* Air units have a &amp;quot;Land At&amp;quot; unit state to control when they want to land. Bombers will land automatically when needing rearm.&lt;br /&gt;
* All traits of constructor repair are also present.&lt;br /&gt;
* Drones cannot land on airpads.&lt;br /&gt;
&lt;br /&gt;
=== Idle regeneration ===&lt;br /&gt;
Idle regeneration occurs after a unit hasn't taken damage for a certain amount of time.&lt;br /&gt;
&lt;br /&gt;
* Default idle regeneration is 5 HP/s, and starts 60s after taking damage. This applies to units not found in the list below.&lt;br /&gt;
* EMP, Disarm and Slow status effects do not affect the timer other than when receiving the damage.&lt;br /&gt;
* Combat regeneration replaces idle regeneration (these units won't regenerate even faster when idle).&lt;br /&gt;
&lt;br /&gt;
=== Amphibious regeneration ===&lt;br /&gt;
&lt;br /&gt;
* Full regeneration rate is achieved linearly at some depth.&lt;br /&gt;
* Is based on the seabed depth below the unit, not the unit's depth, meaning floaters regenerate fully as if they were underwater.&lt;br /&gt;
&lt;br /&gt;
=== Armored regeneration ===&lt;br /&gt;
&lt;br /&gt;
* Present while the unit is in the armored state.&lt;br /&gt;
* Only present on Gauss at 20 HP/s.&lt;br /&gt;
&lt;br /&gt;
= Lists of units with passive regeneration =&lt;br /&gt;
&lt;br /&gt;
=== Idle regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]!!Timer [s]&lt;br /&gt;
|-&lt;br /&gt;
||[[Glaive]]||20||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Locust]]||10||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Kodachi]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Reaver]]||20||5&lt;br /&gt;
|-&lt;br /&gt;
||[[Scythe]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Claw]]||10||10&lt;br /&gt;
|-&lt;br /&gt;
||[[Chicken]]s||20||10&lt;br /&gt;
|-&lt;br /&gt;
||Everything else||5||60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ultimatum]]||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Athena]]||20&lt;br /&gt;
|-&lt;br /&gt;
|[[Detriment]]||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 1&amp;lt;br/&amp;gt;Strike Commander level 2&amp;lt;br/&amp;gt;Other Commanders]]||5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 3]]||12.5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 4]]||20&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 5]]||27.5&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander|Strike Commander level 6+]]||35&lt;br /&gt;
|-&lt;br /&gt;
|Comm Autorepair Module||+10 each&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Amphibious regeneration ===&lt;br /&gt;
{|&lt;br /&gt;
!Name!!Regen [HP/s]!!Depth&lt;br /&gt;
|-&lt;br /&gt;
|[[Conch]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Duck]]||5||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Archer]]||40||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Buoy]]||60||30&lt;br /&gt;
|-&lt;br /&gt;
|[[Scallop]]||10||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Grizzly]]||40||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Angler]]||20||40&lt;br /&gt;
|-&lt;br /&gt;
|[[Djinn]]||30||40&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Navbox manual}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5846</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Commander&amp;diff=5846"/>
		<updated>2020-02-16T17:51:37Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Commanders start with a radar module as of commit a1cfc7513b25b58cc9ff88f2efcd6adb353a6fc3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
= Commander intro =&lt;br /&gt;
&lt;br /&gt;
At the start of a match, you are given the option to select a [[#Commander Chassis|Commander Chassis]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;img src=&amp;quot;https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your desired playstyle will determine which of the commanders would suit you best, which are summarized in the following table:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!  || HP || Speed || Can Jump || Build Power || Modules&lt;br /&gt;
|-&lt;br /&gt;
| '''Strike'''   || High || Medium || No || Normal || Versatile&lt;br /&gt;
|-&lt;br /&gt;
| '''Sentinel''' || Excellent || Medium || No || Normal || Powerful&lt;br /&gt;
|-&lt;br /&gt;
| '''Recon'''    || Low || Fast || Yes || Normal || Light&lt;br /&gt;
|-&lt;br /&gt;
| '''Engineer''' || Medium || Slow || No || Improved || Support&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your commander can be configured with a variety of [[#Module types|Modules]] to better suit your playstyle. A commander can be made more powerful in the middle of a round by using the 'Morph' command to gain levels. Each time you morph to a higher Commander Level you are given the option to spend metal to attach new modules.&lt;br /&gt;
&lt;br /&gt;
Modules can have different costs. Morphs to a new Level have a base cost and additional cost for each module selected. &lt;br /&gt;
&lt;br /&gt;
Commanders start at Level 1 with a Beam Laser and a radar module attached. &lt;br /&gt;
&lt;br /&gt;
At Commander Level 2, it is possible to replace your starting [[#Weapon types|Weapon]].&lt;br /&gt;
&lt;br /&gt;
At Commander Level 4, a second weapon (or a [[#Weapon types|Special Weapon]]) can be added. Some weapons at this level require the use of both hands. If the weapon upgrade slot is left empty, your commander is given a second Beam Laser for free. &lt;br /&gt;
&lt;br /&gt;
Each added level gives the commander a health boost. Commanders can morph an unlimited number of times until all possible modules are attached. Engineer commanders will also gain additional build power with each level.&lt;br /&gt;
&lt;br /&gt;
Favorite loadouts can be created and saved (up to Commander Level 6) for online play.&lt;br /&gt;
&lt;br /&gt;
= Modules and weapons =&lt;br /&gt;
&lt;br /&gt;
== Number of slots per level ==&lt;br /&gt;
&lt;br /&gt;
Commanders start at level 1. The number of modules and weapons increases with levels.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Commander level !! 1 !! 2 !! 3 !! 4 !! 5 !! +&lt;br /&gt;
|-&lt;br /&gt;
| Base [[File:Ibeam.png|20px]] cost || -&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; ||25 || 100 || 600 || 200 || +100&lt;br /&gt;
|-&lt;br /&gt;
| Base time || - || 2 || 6 || 30 || 8 || ++&lt;br /&gt;
|-&lt;br /&gt;
| Total Weapon slots || 0 || 1 || 1 || 2 || 2 || +0&lt;br /&gt;
|-&lt;br /&gt;
| Total Module slots || 0 || 1 || 3 || 5 || 8 || +3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Equipping weapons and modules costs additional metal. Morph time is partly dependant on the metal cost.&lt;br /&gt;
&lt;br /&gt;
== Module types ==&lt;br /&gt;
Modules have &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; names in the unlock list, although their icon color depends on their nature. They fall into four categories.&lt;br /&gt;
&lt;br /&gt;
=== Stackable ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_ablative_armor.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_autorepair.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_high_power_servos.png&lt;br /&gt;
&lt;br /&gt;
These modules are able to be stacked up to 8 times. Stacking them repeatedly will create a powerful commander, even though their bonuses as quite minor. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt;.&lt;br /&gt;
This type of module is the one that should be used the most, and because of their versatility, it is useful if you intend on getting commanders which do many things, or a single buff commander that is fast, invisible and deals lots of damage. Some of these modules will subtract speed or HP, and should be used with caution as too much will leave the commander a sitting duck.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Advanced targeting system&lt;br /&gt;
| +7.5% range for all weapons. -2.5% speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Damage booster&lt;br /&gt;
| +10% damage for all weapons. -2.5% speed.&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High density plating&lt;br /&gt;
| +1600 HP,-10% speed. Requires Ablative armor plates.&lt;br /&gt;
| 400&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Ablative armor plates&lt;br /&gt;
| +600 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Companion drone&lt;br /&gt;
| +1 [[Firefly|Weak attack drone]]&lt;br /&gt;
| 300&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Battle drone&lt;br /&gt;
| +1 [[Viper|Drone with slowing laser]], requires Companion drone.&lt;br /&gt;
| 500&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Carrepairer's nanolathe&lt;br /&gt;
| +4 Buildpower&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! High power servos&lt;br /&gt;
| +8% speed&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Autorepair system&lt;br /&gt;
| +10 HP/sec, -100 HP&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Support===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_fieldradar.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_areashield.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/module_jammer.png&lt;br /&gt;
&lt;br /&gt;
Support modules are not stackable. They can provide large expensive bonuses such as a shield, cloaking, jamming or a cloaking field. These are &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;cyan&amp;lt;/font&amp;gt; as well.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Req. level&lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Area shield conversion&lt;br /&gt;
| Upgrades Personal shield. Larger shield (same as [[Aspis]]) &amp;lt;br&amp;gt; Prevents commander from cloaking&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘  || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘  || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Cloaking field&lt;br /&gt;
| Upgrades Radar jammer. Cloaks friendly units within 350 elmo similar to [[Iris]]&amp;lt;br&amp;gt; 15 E/s upkeep&lt;br /&gt;
| 600&lt;br /&gt;
| 3&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Field radar&lt;br /&gt;
| Basic radar with 1800 elmo range&lt;br /&gt;
| 75&lt;br /&gt;
| 1 (Free)&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Lazarus device&lt;br /&gt;
| Commander can resurrect wrecks same as [[Athena]]&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal cloak&lt;br /&gt;
| Cloaks the commander &amp;lt;br&amp;gt; Does not work with shields&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Personal shield&lt;br /&gt;
| Small shield with 1250 HP, no upkeep &amp;lt;br&amp;gt; Prevents commander from cloaking&lt;br /&gt;
| 300&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Radar jammer&lt;br /&gt;
| 500 elmo range&lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapon Boosters ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_standoff_rocket.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_autoflechette.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/weaponmod_high_frequency_beam.png&lt;br /&gt;
&lt;br /&gt;
These modules are expensive but give a large bonus to a few specific weapons but can only be applied once. They require a level 2 commander. They are a space effective way to spend a module slot but make sure you have the weapon that they affect. They are &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;purple&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Cost &lt;br /&gt;
! Weapon&lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
|-&lt;br /&gt;
! Disruptor ammo&lt;br /&gt;
| Reduced direct damage by 25%. Add slow damage equal to 2X damage.&lt;br /&gt;
| 300&lt;br /&gt;
| Shotgun &amp;lt;br&amp;gt; Machine gun &amp;lt;br&amp;gt; Light/Heavy particle beam&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Flux amplifier&lt;br /&gt;
| Improves stun duration and EMP damage.&lt;br /&gt;
| 300&lt;br /&gt;
| Lightning rifle &amp;lt;br&amp;gt; Multi stunner&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|-&lt;br /&gt;
! Napalm warhead&lt;br /&gt;
| Set targets on fire. Reduced direct damage.&lt;br /&gt;
| 350&lt;br /&gt;
| Riot cannon &amp;lt;br&amp;gt; Rocket launcher&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon types ==&lt;br /&gt;
There are 2 types of weapon, special and normal. Both weapon types are affected by the stackable range and damage modules. Weapon names are in &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Normal ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_beamlaser.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_rocketlauncher.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_gaussrifle.png&lt;br /&gt;
&lt;br /&gt;
These are auto-targetting normal weapons that behave the same was as any other unit. They can be affected by weapon boosters and weapon converters given that it is the right weapon. They are all affected by stackable modules. They are &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;red&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
!Beam Laser&lt;br /&gt;
| 330 || || || 150 &lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Constant beam&lt;br /&gt;
|-&lt;br /&gt;
! Flame thrower&lt;br /&gt;
| 270 || 0.17 || 11 || 66&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
| Sets units on fire for 15s(15 DPS)&amp;lt;br&amp;gt;Pierces units&amp;lt;br&amp;gt;Does more damage against larger units&lt;br /&gt;
|-&lt;br /&gt;
! Heatray&lt;br /&gt;
| 300 || 0.1 || 0 - 45 ||0 - 450 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; |✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ &lt;br /&gt;
| Damage falls off linearly with range&lt;br /&gt;
|-&lt;br /&gt;
! Heavy particle beam&lt;br /&gt;
| 390 || 3.1 || 800 || 258&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Replaces all other weapons&amp;lt;br&amp;gt;Mounted on second weapon slot&lt;br /&gt;
|-&lt;br /&gt;
! Light particle beam&lt;br /&gt;
| 300 || 0.33 || 70 || 210&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Lightning Rifle&lt;br /&gt;
| 300 || 1.83 || 220+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt; || 120+&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;300&amp;lt;/font&amp;gt;&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| [[Weapon_classes#EMP|EMP]] duration: 1s&lt;br /&gt;
|-&lt;br /&gt;
! Machine Gun&lt;br /&gt;
| 285 || 0.17 || 30 || 180&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; | ✘&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! Missile launcher&lt;br /&gt;
| 415 || 1 || 80 || 80&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Homing&lt;br /&gt;
|-&lt;br /&gt;
! Pea Shooter&lt;br /&gt;
| 300 || 0.1 || 12 || 120&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! Riot cannon&lt;br /&gt;
| 275 || 1.63 || 220 || 135&lt;br /&gt;
|style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; |✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| AoE&lt;br /&gt;
|-&lt;br /&gt;
! Rocket launcher&lt;br /&gt;
| 430 || 3 || 360 || 120&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Not Homing&lt;br /&gt;
|-&lt;br /&gt;
! Shock Rifle&lt;br /&gt;
| 600 || 12 || 1512 || 125&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Replaces all other weapons&amp;lt;br&amp;gt;Mounted on second weapon slot&lt;br /&gt;
|-&lt;br /&gt;
! Shotgun&lt;br /&gt;
| 290 || 2 || 32x12 (384) || 192&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_napalmgrenade.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_disruptorbomb.png https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commweapon_sunburst.png&lt;br /&gt;
&lt;br /&gt;
Special weapons have a long reload time and must be manually aimed with the 'D' key. They are only affected by stackable modules. They are &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;orange&amp;lt;/font&amp;gt; and can only be put on the level 4 weapon slot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Name &lt;br /&gt;
! Range &lt;br /&gt;
! Reload time &lt;br /&gt;
! Damage &lt;br /&gt;
! DPS &lt;br /&gt;
! Strike !! Guardian !! Recon !! Engineer &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; | Special Notes &lt;br /&gt;
|-&lt;br /&gt;
! Cluster bomb&lt;br /&gt;
| 360 || 30  || 300x8 (2400)|| 80 &lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Bomblets spread (like a shotgun)&lt;br /&gt;
|-&lt;br /&gt;
! Concussion shell&lt;br /&gt;
| 450 || 25 ||750 || 30&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Has Impulse (Tosses some units)&lt;br /&gt;
|-&lt;br /&gt;
! Disintegrator&lt;br /&gt;
| 200 ||30  ||2000 || 46.67&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Directed burst of energy&amp;lt;br&amp;gt;Damage varies on unit size&lt;br /&gt;
|-&lt;br /&gt;
! Disruptor bomb&lt;br /&gt;
| 450 ||25 ||350+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;2100&amp;lt;/font&amp;gt; || 14+&amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;84&amp;lt;/font&amp;gt; &lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| [[Weapon_classes#Slow|Slow Effect]], Has large AOE (512)&lt;br /&gt;
|-&lt;br /&gt;
! Hellfire grenade&lt;br /&gt;
| 450 || 25||200 || 8&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Sets an area on &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;fire&amp;lt;/font&amp;gt; (45s,40dps+3s &amp;lt;font color=&amp;quot;orange&amp;quot;&amp;gt;burning&amp;lt;/font&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
! Multistunner&lt;br /&gt;
| 360 || 25||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;550&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;800&amp;lt;/font&amp;gt; x 16 (&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;8800&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;12800&amp;lt;/font&amp;gt;) ||&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;352&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;512&amp;lt;/font&amp;gt;&lt;br /&gt;
| style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: green;&amp;quot; | ✔&lt;br /&gt;
| Affected by flux amplifier. Max &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;[[Weapon_classes#EMP|EMP]]&amp;lt;/font&amp;gt; time: 8s [upgraded: 10s]&lt;br /&gt;
|-&lt;br /&gt;
! SLAM&lt;br /&gt;
| 700 ||30 || 1512|| 50.4&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: green;&amp;quot; | ✔ || style=&amp;quot;color: red;&amp;quot; |✘ || style=&amp;quot;color: red;&amp;quot; |✘&lt;br /&gt;
| Tactical Missile with high vertical arc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Key: &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;EMP Damage&amp;lt;/font&amp;gt;, &amp;lt;font color=&amp;quot;purple&amp;quot;&amp;gt;Slow Damage&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commander Chassis =&lt;br /&gt;
There are 4 types of commander chassis to choose for a battle.&lt;br /&gt;
&lt;br /&gt;
You can configure custom commanders based on these chassis on your user page; you must be logged in to the Zero-K website and go to: https://zero-k.info/My/Commanders.  These custom commanders may be selected at the beginning of the game in multiplayer matches.  You will still need to upgrade them as usual, but the upgrade options are filled in to your preferences.&lt;br /&gt;
&lt;br /&gt;
== Common attributes ==&lt;br /&gt;
{|&lt;br /&gt;
| '''Metal Production''' || 4 / s || &amp;amp;nbsp;&amp;amp;nbsp; || '''Energy Production''' || 6 / s  &lt;br /&gt;
|-&lt;br /&gt;
| '''Beam Range''' || 330 || &amp;amp;nbsp;&amp;amp;nbsp; || '''HP Regen''' || 5 / s&lt;br /&gt;
|-&lt;br /&gt;
| '''Sight Distance'''|| 500 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Sonar Distance''' || 500 &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Power''' || 10 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Power (Engineer)''' || 10+ &lt;br /&gt;
|-&lt;br /&gt;
| '''Build Range''' || 144 || &amp;amp;nbsp;&amp;amp;nbsp; || '''Build Range (Engineer)''' || 220+ &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Metal and energy production come from a unique '''Vanguard economy module'''.  Any resurrected commanders will have lost this module and produce only 0.4 metal and 0.4 energy per second. Engineer commanders gain additional build power and range with levels.&lt;br /&gt;
&lt;br /&gt;
== Chassis list ==&lt;br /&gt;
Note that '''attributes on level 1 and level 2 are equal'''. Morphing to level 2 provides no bonus other than the weapon and module slot.&lt;br /&gt;
&lt;br /&gt;
=== Strike Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commstrike.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* All rounder&lt;br /&gt;
* Decent health and speed (40.5)&lt;br /&gt;
* Can use the most weapon types&lt;br /&gt;
* Combat regen bonus&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 4200 || HP: 4200 || HP: 4600&amp;lt;br /&amp;gt;Bonus regen: 7.5 || HP: 5200&amp;lt;br /&amp;gt;Bonus Regen: 15 || HP: 5800&amp;lt;br /&amp;gt;Bonus regen: 22,5||HP: 6400&amp;lt;br /&amp;gt;Bonus regen: 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Guardian Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commassault.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Best HP&lt;br /&gt;
* Medium speed (40)&lt;br /&gt;
* Gains more HP from increased levels than other chassis do&lt;br /&gt;
* Able to use most non-exotic weapons&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 4400||HP: 4400||HP: 5000||HP: 5700||HP: 6600||HP: 7600&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Recon Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commrecon.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest HP&lt;br /&gt;
* Highest Speed (43.5)&lt;br /&gt;
* Can Jump&lt;br /&gt;
* Uses light weapons&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 3250||HP: 3250||HP: 3400||HP: 3600||HP: 3800||HP: 4000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Engineer Commander ===&lt;br /&gt;
https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/unitpics/commsupport.png&amp;lt;br /&amp;gt;&lt;br /&gt;
* Lowest speed (36)&lt;br /&gt;
* Low HP&lt;br /&gt;
* Gains buildpower and small amount of build range with levels&lt;br /&gt;
* Increased build range (220 + 12/level, up to 280, compared to 144 for others) &lt;br /&gt;
* Fewer direct damage weapons &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Level 1 !! Level 2 !! Level 3 !! Level 4 !! Level 5 !! Level 6&lt;br /&gt;
|-&lt;br /&gt;
|HP: 3800&amp;lt;br /&amp;gt;Buildpower: 10||HP: 3800&amp;lt;br /&amp;gt;Buildpower: 12||HP: 4000&amp;lt;br /&amp;gt;Buildpower: 14||HP: 4300&amp;lt;br /&amp;gt;Buildpower: 16||HP: 4600&amp;lt;br /&amp;gt;Buildpower: 18||HP: 5000&amp;lt;br /&amp;gt;Buildpower: 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>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Raven&amp;diff=5845</id>
		<title>Raven</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Raven&amp;diff=5845"/>
		<updated>2020-02-16T17:23:44Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: Reload time increased from 5 -&amp;gt; 10 as of commit 512f8ffebdc504eda529629717eb2ccf4b6d0351&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''{{PAGENAME}}''' is a precision bomber from the [[Airplane Plant]].{{ Infobox zkunit&lt;br /&gt;
| name = Raven&lt;br /&gt;
| defname = bomberprec&lt;br /&gt;
| description = Precision Bomber&lt;br /&gt;
| image = http://manual.zero-k.info/unitpics/bomberprec.png&lt;br /&gt;
| icontype = bomberassault&lt;br /&gt;
| cost = 300&lt;br /&gt;
| hitpoints = 1000&lt;br /&gt;
| movespeed = 234&lt;br /&gt;
| sight = 660&lt;br /&gt;
| weapons = &lt;br /&gt;
	{{ Infobox zkweapon&lt;br /&gt;
	| name = Guided Bomb&lt;br /&gt;
	| type = MissileLauncher&lt;br /&gt;
	| damage = 800&lt;br /&gt;
	| reloadtime = 10&lt;br /&gt;
	| dps = 160&lt;br /&gt;
	| range = 150&lt;br /&gt;
	| aoe = 16&lt;br /&gt;
	| projectilespeed = 200&lt;br /&gt;
	| special1 = Water capable&lt;br /&gt;
	}}&lt;br /&gt;
}}==Description==&lt;br /&gt;
The Raven drops a single high damage, low AoE bomb. Cost for cost, nothing quite matches it for taking out that antinuke or Minotaur, but a [[Phoenix]] is more effective against smaller mobiles.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
	<entry>
		<id>https://zero-k.info/mediawiki/index.php?title=Nimbus&amp;diff=5844</id>
		<title>Nimbus</title>
		<link rel="alternate" type="text/html" href="https://zero-k.info/mediawiki/index.php?title=Nimbus&amp;diff=5844"/>
		<updated>2020-02-16T17:08:43Z</updated>

		<summary type="html">&lt;p&gt;86.25.224.238: &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 = 0.43&lt;br /&gt;
	| dps = 178&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 [[Weapon_classes#EMG|EMGs]] chew through units stupid enough to stay put.&lt;br /&gt;
&lt;br /&gt;
{{Navbox units}}&lt;/div&gt;</summary>
		<author><name>86.25.224.238</name></author>
		
	</entry>
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